In general, light armor should mean less protection + more utility.
Heavy armor should mean more protection + less utility.
We shall see how will that get balanced here.
It doesn't matter what exactly IS or ISN'T P2W.
What matters is what most people PERCEIVE as P2W.
Game needs a player population. The larger the population the better for game, because if the game is "alive" and has a healthy player pool, it will attract even more players like that. Players that will not spend cash in cash shop, but also those that will.
The best way for a game to attract a healthy player pool is to not implement something that would be "perceived" as P2W (regardless if it really IS or ISN'T P2W). It's better to go moderately, and focus on cosmetics. Make those cosmetics UNIQUE so no one else but VIP players can get them (not even for cash as single transfers) and you give the VIP a reason to have.
Also add some veteran status to people that have VIP for longer periods of time, and reward people that have VIP for long time by some unique housing options and stuff like that.
I would avoid "time savers" as much as possible personally, because this is usually double edged sword, and many will perceive it as P2W (again perception is crucial here).
Can‘t wait to see Jacopos mood today
People should be told that they are required to work (and compete) for resources, and not expect for game mechanics to simply hand them over, because, hey, they "do not have the mood to compete".
If game ends up:
...then I personally don't care if graphical assets are from asset store or custom made. If they are custom made it's a bonus. If they aren't, and above 4 points are filled, I don't care.
Are there any game concepts you thought were great but after trying them out turned out not to be for you?
Daily quests. When i first started playing MMOs, i thought daily quests were great. Something fun to do, and you can do it repeatedly, since they are not only "one time" opportunity that expires when done.
Later on i very much changed my mind, and afterwards, I always hated daily quests from the bottom of my soul.
Something mandatory that you "have to" do every day to not miss out on benefits. Making the game a job.
Nowdays, I much prefer sandbox type games. Lots of options just thrown out there and you can do whatever you want, whenever you want, and there are no specific "mandatory" tasks that you "have to" do every day.
If knowledgepoints will be infinitelly convertable to other things, this might create p2w concerns due to subscription earning you more points continually over non subscription players.
Perhaps if non spent knowledge points could be used for discount of cosmetics. That could work.
But only specific places on Arboreus can be raided. So if a furry doesn't want to pvp, they don't have to worry about it at all.
Yep. Only "edge" parts of Arboreus are raidable, and only for a short limited time can travelers remain there.
Large part is never accessible.
I think that on Tartaros looting your corpse is FFA, on Syndesia, everyone can loot but with a consequence of being tagged as thief.
On Arboreus your stuff is protected.
Depends how mount combat is implemented.
If fighting on foot still gives you an edge, it could work. Mounted combat shouldnt be focused on killing people, but rather somehow on supporting your group.
I liked those carriages in archeage that you could sit on, and they carried you from city to city.
It wasnt fast travel, it took equal amount of time to get somewhere.
You stull had risk of being killed while you sat there.
But you could have gone AFK (taking the risk) while carriage drove you. That alone was a big thing QoL wise, without offering any extra advantages.