Forthcoming Updates
First, we got the announced ones: viewtopic.php?f=2&t=1841
Secondly, we are currently implementing approved user suggestions.
Guilds must be improved
We want more features for guilds. Guilds are easily the core element of socialism in this game and we want to see their role upgraded in order to improve this aspect of the game. Though remember, if you end up to marry anyone you meet here, you will need to keep playing
Suggestions that improve guilds are welcomed. An idea we had (not sure if I posted it anywhere) was guild-owned structures that bestow special traits to all its members. These structures will be 1)Expensive 2)Built through collaborative effort 3)Indestructible and 4)Limited in categories (ie defensive, offensive, trading, political etc) and each guild will pick up to 2 categories (specialization in short)
Free Trade
More free trade options are needed. We want to see more player to player trade. Perhaps we will need to add more things to trade perhaps.
Mining
We need to expand resources production till all resources are produced from players. We have food from fishing. We have gold bars from Goldsmiths. Next in turn can be Iron from Mining.
Mining should have a completely different model than anything we have in the game. Mining could be possible in the following ways:
1)You could mine with turns (similar to porter - low turnout instant delivery)
2)You could mine by hiring workers (low turnout again - gold for iron in real time production which means slow production over time). Workers could be upgradable npcs with their own personality and attributes. They could be sold and bought from other players, similarly as players in team sports (ie football).
3)You could mine by setting up construction companies. These companies could be either player owned, or guild owned or nation owned (too early to decide). No matter ownership, they could be like public companies - they could have stocks and a "CEO" to manage them (upgrades, workforce,etc).
Especially if we got for #2 and #3 options, then we can incorporate the same model for the rest of resources. This way the stock market and transfer market will be big enough to be interesting. This will create many unique and new professions (for example, someone might want to train and sell top workers).
To blend it well with the current game, we can put extra plunder earnings whenever you plunder a ship; if the owner of a ship has stocks, then you can plunder some stocks of him. If he has workers, you might plunder a worker (random, rare chance). In this way, a strictly trading feature will also have great interest for pirates.
Community development
Our community is getting more busy than ever. We want to build on this. The better our community, the stronger the game will be. Any suggestions to improve socialization within the game, even romance (btw, even npc romance needs improvement) are welcomed. Communication tools suggestions are welcomed too.