I have quite a few suggestions, as my thread title already shows. They involve mostly user, or rather, player friendliness. I'm writing this as I'm thinking about it. Some ideas will be on the fly, while others have been brewing in my mind for a few days now. Here are my suggestions:
- The ability to change your chat font color.
When I created my character, I had no idea what my chat font would actually looked like. It seemed good when I made it, but I dislike it now that I've used it a few times. Being able to change it would be nice.
- The ability to change the font colors to a generic color.
Some people may think their font looks cool, but to me, with my impaired vision, this makes the chat line barely readable. The various colors makes it hard, at least for me, to follow the conversation, let alone participate in it.
- The ability to disable general chat messages.
Sometimes, I can imagine, one doesn't want to read the chat messages for a while, e.g. someone is spamming like crazy, but you do not wish to ignore this otherwise friendly individual. Or you're trying to read some system message, but can't because it keeps getting scrolled away by chatting people. Actually, in this later case, a devision in the chat and system chats would be enough.
- The ability to disable specific sounds
I dislike the sound you hear when someone chats, but that's just a personal opinion. I'd disable it if I could though. Maybe someone else would want to disable just the combat sounds, but actually wants to hear someone reply to him or her.
- Add a preference menu.
All the above settings could be edited here, of course, and some other options as well, whichever would be implanted.
My final suggestion, at least for now, is kind of a class of it's own. I considered opening a separate thread for that one, but since I've already listed a number of suggestions above, I've decided to add it here.
I assume the roll-up system is meant to be player friendly, allowing you to save up as much adventuring time as possible. My suggestion will probably only affect a small number of players, but they can be actually applied to me.
In my experience, counting down the left over adventure time FIRST can make you lose a lot more of that time if you fail to use it up before time gets replenished.
For example, let's take a full two hours and the default 25%. If I couldn't play for a day, I'd have half an hour extra time the next day, and if I can't play the next one, then I'd have saved up a full hour. The next day, I only have two hours to invest on the game. I'll use up the extra time first, and then one hour of the actual adventure time.
This results in only 15 minutes being carried over to the next day, while reversing this order would let me keep a full hour the next day, when I actually have the time to spend it. It seems unfair to me that you'd lose three quarters of the time you saved up, paying or your lack of time twice.
I realize that this is highly debatable, but I think that using your day's adventure time first is more player friendly for the most part of the game, until you can actually reduce this penalty to none. Also, this would prevent you from having saved up 4 hours (by investing in a skill), and then play for three hours while losing 1.5 hours of actual adventure time, making it rather pointless to save up that high.
Well, those are my suggestions, and I hope they're thought out enough and useful, and I didn't unintentionally steal someone's idea or missed reading about this somewhere. I hope this will start a discussion that leads to an even better game than I already enjoy.
Thank you for reading this long post.