Ok before a wipe happens, the current ecenomy problems need to be fixed...
ItemsLike i said somewhere before, in a post wipe Quest, The shop would have items for each level. the rare items for that level should be more powerfull than the store items for that level. All items would be able to be sold back to the store. The store would charge a LOT more for items than it does now. Upwards of 60 mills for level 8's. The shop would pay aprox half of what its seling that level of items for.
Items need to have the mods rearranged. For instance, add dex mods, and int mods. More mage friendly items. Dont need to add more items, per se, but change the stats of existing items so they work better for how the game has progressed.
Item damage - Well this is still to be put in place... i think it should be running for a while before a wipe so we can assess the goods and bads of it. Im thinking the higher the level of the item, the more uses it gets and the more it costs to use. You may be able to buy the level 8 item, but if your level is too low you wont be able to repair it. Im thinking 2/3 of the cost from the shop to repair. So if an arts bow costs 60 mills at the shop, you can sell it back to the shop for 30 mills, and repair it for 45 mills. And a rare level 8 would have a higher "cost" than a nonrare level 8, but not be able to be bought from the shop.
Items would have specific item numbers, unique for each item. This opens a wide amount of possabilities for things like item enhancements, lending, tracking, etc. There is a thread about it
http://www.questrpg.org/forum/index.php?topic=1481.0PK/PVPSince items would now have int mods as well as MP mods, a portion of the MP mods, and the total INT (including mods) should be calculated for mage damage. Mages attacks in PVP/PK should cost MP to use, as if they were casting spells to deal their damage. Mages should deal more damage than fighters, the drawback being that they can cast fewer attacks before they need to stop and meditate. The attacks would not be based on a percentage of remaining HP, but remaining MP.
ClansThe top 10 clans would have a bonus when you are tagged. For instance, the top clan could get maybe an extra 100 str, and the 10th highest clan would get like 10 bonus str when tagged. This would increase the number of people who stay tagged instead of hiding behind decline. It would also increase competition between clans.
Clans should have an annual upkeep. Players in the clans could provide funds to keep the clan bank funded. If the clan bank does not have the gold for the upkeep, the clan and items in it are put offline. Within another month or so, if the upkeep for the missed month is not provided, the clan gets deleted.
SpritesMake sprites serverside. That way people could buy sprites and no new download would be needed. When somone joins the game, or you join the game, your client checks the sprite for that player. If its one not in your cache, it will be requested from the server. Upside: Sprites no longer in the client, meaning its a smaller filesize. Downside: Slight lag possable when people enter the game with a new sprite. You would have to get the sprite to Jouser to get it added to the master list.
I prolly missed somthing, will add it when i remember