At very base a few ideas that may encourage new players to stay around, or at least the few things that put me off
We must fast be reaching a point where only a handful of people remember this user name. Suffice to say I played Illarion for a happy year and a bit and had a truly memorable time.
As a result I hold illarion in fondest affections and check back on occasion always pleased to see the game prospering. Although a returning player I had not used the newer clients before so was really a complete newb. So this is the perspective of a complete illarion newb who has a lot of various role playing experience. In theory the type of player this game strives to attract?
My reasons for posting this is the hope that one or two points will be useful to other players and possibly developers, as you plot the games future course. Secondly a well deserved pat on the pack for bringing the project this far to all involved. From here on in I will try and be concise and to the point.
1. The introduction system is totally confusing, as a new player I saw a constant string of long numbers and it was really hard to know who was communicating. At least as soon as the screen got busy. In theory the idea of anonymity until introduced is great. Why not how ever let players title themselves until an introduction is made.
1208981 would then become "A tall man with brown hair"
4356712 Would then become "A huge orcish male"
0981214 would then become "a human male"
This feels far more personal than numbers and more importantly lets characters who wish to be sneaky/unknown remain generic while allowing the guard captain to stand out. It would also limit confusion to some degree, at least I felt it would at the time.
2. One appreciates that a certain level of mystique needs to remain about how things are done in game. How ever not knowing how to do basic things was always a bug bear of mine. Players want to leap in and play, not wonder how to do absolute basics any normal person would know.
3. I would suggest upping starting skills to a point, Illarion is based on an island people came from some place. Surely they didn't survive the journey if they couldn't kill a pig. Again its a case off, people want to play and enjoy the game. If a game is based on stories, quests and mysteries give me the ability to jump in. Power gamers will always max their skills eventually, super low starting only hurts casual gamers, new players and role play intensive characters.
4. Increase player movement speed, perhaps with implementation of a run command. Perhaps make it impossible to use if a player has you targeted or what ever feature is deemed necessary. How ever movement felt painfully slow coming from other games. As pretty as the client has got the game is still at heart a mud, the map will never be exciting to explore. Often one just wants to get to a location, trade, rp or hunt.
5. There used to be a board on the forums that listed recent and in progress developments. I would suggest returning it, thats what got me to play again. More over people love to join a game they feel is in a growing stage and its exciting knowing things are coming.
These are just some basic ideas that would have increased the games appeal for me. They are not meant as a criticism or as any attempt to detract from an awesome project.
On that note I should add some more complimentary aspects.
The player base was very helpful and welcoming, I had a lot of fun and was shown a lot of patience.
The quality of role play was indeed good and I also enjoyed myself immensely.
The new client is amazing for a non profit , built from scratch,community run project that is entirely free Illarion stands head and shoulders above most.
In closing for all I know I may be so out of touch again, that anything I have mentioned in an entirely moot point. How ever I just thought I would put it out there.
I'll keep checking in from time to time and even though its unlikely I will play again, this game will retain a very soft spot in my cold black hear