First finish implementing core features like plant system, solen hives, all the quests, add all the npcs that are way overdue especially hirelings, fix all the incorrect AI for existing npcs not only do they run like hell when they near death but getting away from them in a tight spot is almost impossble if you'll notice on osi creatures weaker than yourself run away stronger stand there ground others naturally run others naturally stand there ground humanoids and elementals run most others don't! also on osi you can keep a creature from running away by continuosly clicking its health bar. Pets follow way to slowly and seem to stop if you get farther than 8 tiles away from them it aint like that on osi they keep coming as fast as they can from 3 screens away. tailoring bod system and blacksmith bod systems that function properly, implement the 3dsound and creature noises in the world like osi not just while engaged in battle. fix animal taming and pets. taming is nothing like on osi, vet rewards system, fully functioning virtue system, rougue chest spawns in dungeons, and rares spawns for shops and other rares locations for thieves, currently being a thief is nearly worthless and there is no good way to gain skill and level advancement. thieving sucks. all the aos weapon properties need to be corrected to work properly. where is the jewelry and clothing with stat and skill altering properties? folks I could write a book on all the unfinished areas of just the core features that have'nt been implemented. theres much to be done! It sounded like a rant but its not I'm just anxious you guys are doing a wonderful job and at breakneck speed you have slowed down a little lately but damn you guys deserve a break afterall you've only created the grandaddy emu of all time! Thanks keep up the great work!
Hey I almost forgot a young player system.
If you want to talk new ideas how about a datbase style static spawning system with a gump that lists all the spawners and an list view gump for each spawner that you could add as many creatures to as you like. the spawners would be placed strategically throughout the world to maximize flexibility. it would have editable individual props for each creature type. I have designed my own spawner scripts and if you are a osi subscriber i garauntee you would swear it was the chesapeake shard if you did'nt know better. Unlike the numerous scripts found in the submissions area claiming to be osi standard its quite obvious the authors don't have osi accounts and use utilities and information from the web that have been outdated since the release of T2A. The problem with my scripts is after the world is spawned I still have to visit about 300 of nearly 700 spawner locations to adjust ranges spawn times, i sometimes have to addadditional spawners for just individual cretures for light, med or heavy etc.. its a real pain right now but suppose once we get v1.0 it wont be so bad hopefully all the core features will be implemented before release and this constant upgrading to the newest beta and editing my scripts to comply with new changes will end. I have to say "my scripts" are slowly disappearing as the features and creatures I've scripted for myself are no longer needed.