Suggestion 1: Rotting Food
This has been suggested many times before, however I think I have found a solution. Anyhow the suggestion is that food will 'rot' over time, and become less edible and will therefore cure hunger less, or in extreme cases be of harm to the eater. The suggestion is simply a 'quality' meter for food, however as most foods are stackable, the problem arises here.
My suggestion is simply this: that food should have a quality, 5 quailities (fresh, not fresh, stale, mouldy, inedible). The problem arises when attempting to stack food, however if the system is simply changed to allow food only to be stacked if it is of the SAME quality, and it will rot in the same way at the same time. This allows a baker for example to have a 'stack' of freshly baked bread for sale. Food should decompose one step everytime the person spends the equivalent of one (virtual) day online.
Advantages: >A market for foods which last longer; for long journies, (having salt added to them for example)
> Less stocking up on food to last for ages
> Realism
> 'Rangers' will need cooking skills to survive in the wild
> Perhaps herbs could make the food last longer... realism
> A more active role for cooks, "Just a moment sir, let me cook it for you now"
Disadvantages:
< Having to carry around raw ingredients instead of cooked produce
< Having 5 different stacks for the same food
< Having to buy food regularly, or eating fresh, allowing for more RP [intended]
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Suggestions 2: Wearing armor or changing weapons
Problem: Person is fighting, his armor breaks, he continues fighting whislt replacing the armor
Solution: Similar to the 'push' delay, however the delay will depend on how heavy the armor is, so a person attempting to wear heavy platemail will have to spend (example) 10 seconds without reacting or fighting [#me wears the armor], whislt clothes and simple leather armor a few seconds (say 3)
Advantages: > Realism
> Damaged armor causes a MAJOR problem during fights [intended]
> Greater demand for new armor, for fear that it might break during combbat
Disadvantages: <Mistakes [accidently droping the armor]
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Suggestion 3: Faster healing when without armor
This is simply a small suggestion, a person wearing armor will heal more slowly, because he can't clean or close the wounds. This forces the injured to take off their armor, and look for a safe place to rest.
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Suggestion 4: White/Brown Bread
Ok this might sound really stupid but I'll say it anyway.
In the old times brown bread was thought to be the bread of the poor, as it doesn't look so attractive, and is cheaper to make; whislt white bread was reserved for the rich who could afford it. So the suggestion is simply allowing the baking of white bread, which uses more resources (you have to use more flour because you are seperating the wheat germ from the grain) example 3 units of flour for the same amount of bread.
The only use is for RP reasons, similar to that of drinking from a golden goblet; to flaunt your power and riches.
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Suggestion 5: Supplies
When the NPC doesn't have any of that item, he should give you a message such as : "I do not have any of that item right now, however supplies should be arriving [~~~~]; (soon, later on , in a few hour's time ect); oh and when we get static quests "I sent someone to get them..."
This gives an indication of how long a player has to wait before the restocking of that NPC.
Ok in the future when we have AI controlled NPCs, we could have things like supply wagons with NPC guards which you can rob from bla bla ect... but till then... its a start
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Suggestion 6: Signature
Remember we have the !bag command to name bags, what if for ONE chance (/sword), you could name a sword? For example a famous blacksmith finishes an expensive sword of excellent quality for a client, uses the ! command, and marks his initials onto the sword, just so he'll have somethign to show off when he shows it to people. "My sword was crafted by the finest smith in the country *shows them the sword*"
Of course you could have forgeries

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Suggestion 7: No rotting
This is a simple suggestion for use in guild houses or public places mostly, simply a tile or something to allow anythign in that area NOT to rot after the time has expired. This would allow things like common guild items (obvously locked with a key) or treasuries which all members can acess (those who have the key), or decorations such as oil lamps on the floor.
In the future perhaps we could have an artismenship skill for people who just create items for decoration (example clay vases)
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Suggestion 8: Cakes and the such
Simple suggestion which will require new graphics though. SImply allowing cakes and other large food objects to be cut, or else drain off use; this allows more than one person to eat that particular cake for example (everyone gets a piece)
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Suggestion 9: Herbs
Now that herb lore has returned, perhaps it would be wise to have herbs for food, some herbs would make the food last longer (see suggestion 1); others more filling, some will reduce its effects (-ve effect .

Advantages: > Experimentation: "hmm try HERB X with bread instead of soup"
> Variety: One herb would have different effects on different food types, example a sweet herb is best used on cakes instead in soups
> Extention of herb lore: You taste the herb, it seems to be sweet; You taste the herb, it has a very sour taste (therefore poisionous)
> Realism
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The end. for now.
Thank you for all of you who went through the trouble of reading it, oh and if you want to comment please NUMBER the comments (comment for 1), to prevent confusion