This is my effort to create a comprehensive list of various suggestions that I believe can improve NV-MP and up player retention as I believe that, while recent updates have been great, much more needs to happen to keep players involved and willing to come back in order to prevent the ultimate stagnation and death of the mod as a whole. It is with this message that, going forward, I would like to notify all that this list is subjective to what I, personally, believe will improve the environment of NV-MP and develop it into a mod worth dedicating time to. Therefore, any and all debate regarding my suggestions should be placed in this thread. DISCLAIMER: I do not claim credit for all suggestions offered here. Many of these suggestions are adapted and evolved from various conversations I have had with users throughout time, and unfortunately I cannot keep track of all of their individual contributions to my understanding of the mod and the playerbase as a whole. - Presented in no particular order - NPC Sync This is one of the foremost features in retaining players and attracting players looking for a PvE experience with their friends, while retaining the MMO-ish feel NV-MP currently has. This feature, while requiring much work on the part of the development team, will go a long way to increasing the retention of players and furthering the gameplay environment. Greater Faction Oversight The oversight of factions on the part of the administration is paramount to ensuring the longevity of factions and, more importantly, their position in-game over time. The development of rules ensuring that factions remain active in-game should be formed so as players are not locked out of joining a faction they wish to. For example, a faction like the Enclave which, at the time of writing, does not accept members citing that the mod does not attract them any longer. I believe that, going forward, reviving those factions and removing those that do not seek revival would encourage more players to take part in the faction system and take part in leading newly-freed factions. (Note: It is my personal opinion that some faction leaders would rather see their factions die than be shifted to new, more eager leadership and that is disappointing. Those who wish to see their faction truly prosper should realize when they are no longer competent and be ready to pass on the torch, so to speak) Development Transparency Transparency between the development team and the playerbase is fundamental to the participation of the community in the development process, as well as gauging feedback. At the time of writing this thread, we have absolutely no communication as to what is being worked on, when to expect patches, what happened in patches, and etc. We only have information after the fact, and that simply isn't appealing to the majority of players. The reintroduction of comprehensive patch notes maintained by the administration would alleviate these issues, and just communication between the development team and the players would be a massive step in the right direction. If a habit is made of communicating and gauging our opinions, a greater work ethic may be found going forward that can accelerate the rate of development and encourage us, the players, to help as much as we can. Global Static Difficulty A global static difficulty is paramount to fair PvP combat and PvE combat that is satisfying difficult based on how many players one has. It is far too easy for a player to farm items and XP on Very Easy at areas that should be at a much harder difficulty level. This is especially necessary on areas that have incredibly powerful loot so that receiving such loot is a more rewarding experience for the players. This may have the effect of forcing players to work as a group to combat incredibly hard enemies, particularly if this update is released in tangent with NPC Sync. (Note: It is my personal opinion that the GSD should be set to either "Hard" or "Very Hard" as this will scale all damage reflexively so that weaker weapons like the 9mm may serve a more valid purpose in combat. Explosives will be scaled up reflexively with this, however receiving these weapons will be much harder due to their locations. Locations that have powerful loot that is seen as 'too easy' by the community can be nerfed easily by upping the level of NPC spawns in that area, or completely changing the type of enemy in the region.) Faction Events The largest issue with the faction and base capture system currently is that many factions have reached a status quo where small factions cannot gain territory and large factions simply stagnate and hemorrhage members until they cease to exist. The introduction of capture events that reward large amounts of XP or global missions for all factions to participate in would encourage factions to maintain a level of activity. (Note: This system can ONLY work with the removal of XP farms like the Sunset Sarsparilla Holotape and the Tops quest completion trigger. Any sort of reward would be moot if a player can simply farm their way to a greater amount of XP than the events are worth.)(Note: It would be equally possible to make loot-based rewards that earn players powerful items that are not otherwise available, however this could give an unfair advantage over players who are not in a faction.) Saving Guns Skill, Perks, Weapon Mods, and other Stats The Guns skill is paramount to encouraging players to cease using "over-powered" items and will ensure that players use weapons that were previously unavailable through time and investment in the Guns Skill. This will also ensure that weapons have a degree of accuracy that makes them worthwhile in PvP combat. Saving Perks will give players greater creativity and choice over their playstyle and ensure that each player has a different character build, discouraging the 'meta' of constantly upgrading S.P.E.C.I.A.L. stats. Weapon Mods will give players more customization with the sights on their weapons and make those weapons more valuable to the player due to that customization. Making it so that various Effects like poison, buffs and etc. save to the character database will ensure that a player cannot simply leave the game and rejoin to escape a debilitating debuff that would normally kill them in PvP. This would make poisons more powerful in PvP combat and give combat buffs a greater functionality. Global World Respawns It may be beneficial to sync all items in the world to the server so that the server is managing all data. This would mean that there is only one instance of every item in the world, and the server could be set up so that all items respawn in 12 hour intervals. This way, no player will be able to consistently farm any item for a long period of time, and this will greatly slow down the rate at which players ascend in levels. This system can be used to counteract the SSHQ Holotape, however the quest trigger for the Tops would still have to be removed. The downside of this is that the server may suffer connectivity and speed issues due to the strain of managing much more data across many clients than it is used to. Custom Animations for Roleplay Custom animations, or emotes as they are called in many games, such as sitting and drinking something or smoking a cigarette would greatly encourage roleplay and a greater sense of community. While this isn't anything major that adds to overall gameplay, it would be a great minor addition to be packaged into a larger patch at some point, assuming that this is even possible. Location Fixes Various locations are inaccessible to players and require glitches to access, particularly locations that require quest triggers to activate. While some of these regions are not fundamental to gameplay, it would be nice to be able to access them. Spoiler The Fort - The Raft at Cottonwood does not work and accessing the Fort must be done by breaking through the map boundaries at Hoover Dam. The Legate's Camp - There is no way to access the Camp via Hoover Dam or the Fort, thus making this base obscenely difficult to capture. Coupled with the fact that there is no meritable loot at this location it makes the base virtually useless. The Lucky 38 - There is no way to access The Lucky 38 due to the quest trigger requirement of speaking to Victor. While this area has no real loot, it is still a 'fun' location to access. Perhaps it could be developed into a chance of opening for each player, so that specific players are 'chosen'. The Silver Rush - The Silver Rush has been barred off due to a conflict with the initial quest trigger for Gloria. It may be possible to circumvent this by marking the questline as complete for all players upon join. It would be a shame to keep a significant vendor in the game barred off. Missing Items The following items are missing from the game and hinder the ability of the player to wear particular faction gear and various items. Spoiler Legion Decanus Helmets Caesar's Armor Legate's Armor Blade of the East Alien Blaster Bounty Hunter Duster Remnants Power Armor Remnants Tesla Armor 1st Recon Beret Enclave Officer Uniform Rebreather Mysterious Magnum Maria La Longue Carabine This Machine Dinner Bell Big Boomer Euclid's C-Finder Liberator Figaro Nephi's Golf Driver Love and Hate President Kimball's Suit Benny's Tuxedo Faction Roles and Customization Factions are limited by the permissions and roles each faction has. By limiting potential rank progression to "Scout", "Officer", and "Leader", custom faction rankings are determined moot outside of their private Discord Servers. It would be ideal to introduce a system where a faction leader may create and title custom roles and assign specific permissions as more is added to the faction system. The name of the role would still be read above the player in-game, as is done normally. So, instead of a title reading "Member of the New California Republic", it could read "Recruit of the New California Republic" or "Private of the New California Republic". Faction leaders would have the choice of what permissions each role had, as well, much like the way Discord roles are handled. Each variable would be a simple boolean value that could be toggled on and off from the faction administration screen. Variables would be based around current permissions, and would be simple things like "CanBaseCap T/F", "CanPromote T/F", "CanKick T/F", "CanBan T/F" and etc. Switching the faction color choice for banners to a RGB format would be the most ideal method of color coordination, and would give factions greater choice in their specific banner color. This would hopefully make certain factions more recognizable by their color and prevent colors from being exactly repeated constantly, as they are now. I propose adding a subcategory to factions labelled "DIVISIONS". This subcategory will contain an assigned division of that faction that the leader or officers can assign members to. The Division name will overwrite the name of the faction itself or appear under the faction's name when the player is encountered in-game. This will allow for greater customization for factions and will allow for more progression opportunities to be given to members of factions. As an example; The NCR has many divisions under this tab, which are publicly viewable. A member of one of aforementioned divisions would have the faction name and banner visible, however in-game they would also have their division tag stating "Heavy Trooper" or "First Recon". Basic Questing and Guides for new players A basic, linear form of questing similar to that of an MMORPG should be implemented and developed using the G.E.C.K. in order to add functionality and playability outside of the faction system. This will give players who choose to remain independent more freedom to do various quests, rather than feel forced to join a faction and miss out on content. Perhaps even player submitted quests could be accepted and added gradually, which would involve the community in the development process. All quests and rewards from said quests could be modified and reviewed by the administration prior to implementation. A basic guide or tooltip should be made available to new players upon first joining the game that gives them basic information about the mod, where to contact the administration, the rules, and other important information. This is imperative to new players, as it gives them the information they need without sifting through multiple pages on the NV-MP site. This could be done through a holotape and could even be written by members of the community and implemented after review and moderation. Expand the Moderation team A lack of in-game moderation has led to various conflicts wherein individuals may combat-log, exploit various glitches and create a generally 'toxic' environment for new players that is not conducive to the continuity of the mod as a whole. Therefore, the moderation team should be expanded to add new members through a sort of trial-moderator position. Moderation should also be divided so that no single moderator has the power of an administrator, but multiple moderators working together would be able to accomplish the tasks of an administrator. For example, forum and Discord moderators would be separate from in-game moderators in power, however if maintaining this system becomes hard it would be possible to have the current system going forward, however some moderators may not be able to handle both tasks. Update the Rules There is currently no thread or reference whatsoever that explains any of the in-game rules readily available to new players, and this issue contributes to No. 13 immensely! I propose the creation of a single thread that has all site rules AND in-game rules. At the moment, the only way new players have of learning the rules is from other veteran players, and that system simply isn't reliable! Current rules, to my understanding, that are missing will be listed below. Any and all references to "keys" should be removed from the site as they just confuse new players! Spoiler "Do not combat Log/Tab! (Combat logging is defined as exiting the game intentionally while in combat. Combat tabbing is defined as intentionally opening a game menu to avoid damage in combat)" "Pickpocketing other players to duplicate items is banned as of the Trading Update." "Camping safezones to kill leaving players is banned!" "Killing players while you have safezone protection is banned!" "Cheating is banned! (Using ENBs/ESPs, modifications that give you a significant advantage, or dubious behavior conducive with cheating.)" "Intentionally targeting players with malicious intent is banned!" "Leaking personal information of any user is banned!" Item Sync Item sync is one of the most fundamental features to benefit trading and courier based factions, and can result in the rise in popularity of such factions, and may allow for faction specializations. Players would be able to trade between another, help get one another started, and solve many issues. This feature has been implemented. Trading Specific zones dedicated to trading, such as Goodsprings, Novac, the Crimson Caravan area, and the Strip would benefit factions that thrive on such a profession as trading. The implementation of a /give command to allow for the more secure transit of items between inventories of players would be a boon to trading in general and would prevent issues in trading hubs wherein another player can steal items dropped on the ground for the sake of trading. Currency Developing caps into a more stable and worthwhile currency is fundamental to the longevity of the mod and will encourage trade among players and NPCs. This can perhaps be done by increasing the rarity of various currencies, especially caps. Adding a custom GUI or generic actor in safezones to convert currencies using custom conversion values would develop a more static value for those currencies. Syncing vendors so that their inventories and currencies are server-side, rather than client-side, would make currency more static across the server and allow for vendor inventories to properly update. Increasing the rarity of certain items, like the Remnant's Power Armor, Alien Blaster, and various other unique gear would encourage the trade of these items. This list will be expanded over time. If you have any suggestions you would like to see added or I missed anything in any of my lists, let me know! Edits: Spoiler - Added "The Silver Rush" to No. 10 - Added No. 11, "Faction Roles and Customization" - Cleaned up spoilers and extra bullet points - Added No. 12, "Basic Questing and Guides for new players" - Added No. 13, "Expand the Moderation team" - Added No. 14, "Update the Rules" - Added to No. 11, Point 3; Spoiler I propose adding a subcategory to factions labelled "DIVISIONS". This subcategory will contain an assigned division of that faction that the leader or officers can assign members to. The Division name will overwrite the name of the faction itself or appear under the faction's name when the player is encountered in-game. This will allow for greater customization for factions and will allow for more progression opportunities to be given to members of factions. As an example; The NCR has many divisions under this tab, which are publicly viewable. A member of one of aforementioned divisions would have the faction name and banner visible, however in-game they would also have their division tag stating "Heavy Trooper" or "First Recon". - Removed an extra bullet point. Whoops! - Moved No. 12, Point 3 to No. 11, Point 2 where it belongs! - Struck through No. 2's example due to it's removal. - Added No. 15, "Item Sync" - Struck through No. 15 due to it's implementation - Added No. 16, "Trading" - Added No. 17, "Currency"