Hi @Hampedon,
First of all, I’d like to thank you for taking the time to share your feedback.
Crafting and mining is overall a very boring feature that feels like a chore, and a "must do" to keep up on gear. Not very "dynamic, fun-focused experience".
When it comes to mining - it definitely won’t be a mandatory activity but rather additional content alongside leveling. You can choose the path of continuous leveling and farming CC or you can take it easy, run around spots and mine stones to earn CC. Everyone enjoys different types of content and we want everyone to have something to do. We will make sure that players are able to upgrade their equipment without mandatory mining (at the moment, mining stones are included as an additional reward in a few quests). We also plan to add other ways of obtaining mining stones (for example, exchanging them for other items).
As for crafting - it will be a simple system where you upgrade your equipment with a single click after obtaining various items. Some of them will come from mining, some from monsters and others from quests. We believe this is a nice form of variety for this type of server and it’s hard to say whether such a system is inherently boring or exciting - it really depends on player preference.
VIP System to access overpowered tps / hunting spots is a no-go, everyone should feel included.
Regarding the PACC area - there will definitely be no overpowered spots or exclusive content there. At the very beginning, we plan to give everyone free PACC, so during the first few days everyone can access the same content and hunting spots. After those first days, you can complete one of the easiest FACC quests, where the reward is PACC. This way, you get almost a full week of free PACC. Of course, we don’t hide the fact that there will also be special quests in the PACC area - some easier, some harder. We are not planning major bonuses for PACC holders, which is why we decided to introduce a separate PACC area.
Adding stats to your character and items, yes thats fun just don't make your players hit a rock for 29 hours or make it to overpowered, ive seen it destroy the PvP aspect way to many times.
We plan for stats to have as little impact on PvP balance as possible. On items, we only allow rolling PvE-related stats (excluding general ones such as HP). With this system, we want to minimize its influence on the PvP aspect as much as possible.
Make the custom Quest experience fun even if you are behind in levels and miss a team doing it, the chances are that quests are only made one or two times if it requires a big team, make it available for the majority or you will miss newer players that stays.
We are doing our best to make all quests as interesting as possible. That said, it’s unavoidable that some better or end-game items will require a larger team. Even in real Tibia or other real-life 8.0 OTS servers, quests like POI or INQ are done by everyone because the rewards are worth it. There’s no real way to design such content so that no one ever needs help later on. If you have any ideas, we’d be happy to hear them - we’re open to suggestions.
Stamina system shouldn't be here, it's not a "dynamic, fun-focused" it was a anti-bot messure and an excuse to add stamina refillers to the shop
As for stamina - so far, the feedback has been mostly in favor of having it. Players argue that it helps casual players who play 2–3 hours a day compared to those who play 12 hours a day. It doesn’t necessarily have to be a 50% experience bonus - we might reduce the percentage or even remove it entirely. We’re waiting for more feedback and arguments on this topic.