Meaningful additions to the game, particularly I would use “new content” meaning new systems or clear packs of content I guess. Now you’ve made me think about it I’d say specifically new:
- blocks, meshes & objects
- ways to interact with the world
- player goals
Thinking in terms of that list then:
- Lore in the world - e.g. objects or prefabs that can bestow knowledge, or can be interacted with to achieve objectives or just present narrative/context, and those being collectable in Knowledge tab would keep those kind of players happy.
- Buff improvements - more choice, stacking, higher cost recipes for longer duration or death-proofing or both. How comes a bloomin’ wildstock can have more buffs than me, a mighty Citizen? Personally I’d prefer fixed-benefit buffs that aren’t time-based so I don’t lose as much from frequent AFKs but that’s seems like quite a lot of work for little gain.
- Deepen objectives and achievements - perhaps from 5 tiers to 8 with only 8 being very high numbers. Make more XP available from there and it more likely one’ll ever see it.
- Skills - cheaper cost, more of them to choose from. Something like the Quirks re-work would be good, e.g. Improved Breathing 1-5, Water Walking Epic and to play with some other player variables we haven’t got our hands on yet.
- Colours/lighting - this still needs work - refined stone blocks (and others) and their lighting, night should be somewhat darker, day/night cycles could be longer, too-strong world colours need fixing, gleam seems like it is not what it was, many of the colours in the available palette seem muted.
- Caves like Early Access
- Combat - Lances, unarmed melee/martial arts skill line, greater Fist variety
- Reduced recipe costs across the board. Recent recipe additions have been sadly the opposite.
- Expose more fundamental content with less investment and do more to get the early game to get players to stay - e.g. make better jump & run speed super cheap and a viable option before all the other necessities in their skill tree. Or make short-lived but excellent, dual-wield grappling at L3 a real possibility. An alternative could be a Training Mission type area available from Sanctum where you can get a taste of what’s to come early on. Story-driven games can do this with flash-forwards and whatnot but it’s a bit more tricky here. It just pains me to think how many people play and leave again before they’ve understood how fun the movement in this game can be.
- Tied into the above and perhaps connected to the notion of “Oortstral Projection” I “joke” about below, I would suggest the game would benefit from a way to show players the terrain variety and colour of later worlds early on. Perhaps a way to sacrifice any benefit gain (you can’t interact with the world or engage enemies?) but be able to freely explore other landscapes and get excited. It takes a lot of time to get good enough to survive on some of the most stunning scenery in game, not just atmosphere skills specifically but the long road to get there. It’d be nice if people could still get hooked on the amazing world hopping early as I could when I joined the game during EA.
- Other new in-game professions/activities like Farming.
- Some way to leave comments/likes on others’ builds.
- More player control over the UI, movable elements, individual element sizing, hiding, show on hover, etc. What you’d expect from the MMO side of the game. Player designed skins.
- Temporary planets
- New enemies. At least hunters, preferably more.
- Improved AI. Particularly for higher tier mobs and higher tier as-yet-unseen worlds. Something that isn’t just a bigger bag of HP would be good, e.g. mobs that occasionally self-heal, seek cover and snipe, flank, etc.
- New spawning systems with greater variety or goals - not just a herd plopping out of thin air and then no enemies for minutes/many squares, e.g. designed encounters like fighting your way down a cavern to a lava floor through levels of mobs, rituals to summon greater numbers, other fancy tweaks to make it more heterogeneous basically.
- Variety in loot drops - e.g. very small chance for rare drops or new, different creatures could drop more than just their body parts.
Blocks, meshes, assets & objects
- Seriously though, more props, wall fixings, etc. first would be good, many beautiful buildings with bare interiors out there.
- Display stands that show existing object rotation animations to either show off your loot/crafting or to add movement to a build design if used creatively.
- Toggle to show chunk boundaries in plot view so we can plan machines & meshes better.
- Toggle to show a block level grid in plot view
- Glass with thinner edges.
- Actual window meshes that serve a different purpose to glass blocks (now we can fudge one with signs we may as well have an actual window mesh).
- I would love a way to set my chisel to e.g. always hit the top right corner of the face I’m hitting until I next set it to another edge or empty the setting. For example, I hold SHIFT and chisel the top-right corner. It now always chisels that corner no matter where I hit the block until I tell it otherwise. Chiselling can be far too fiddly at scale.
- More outfits, light-emitting body paint, other races.
- Blink, Dark Matter, Rift.
Ways to interact with the world
- Lore (see above)
- Vehicles of some kind or, as that’s expensive to develop, a compromise system like “oortstral projection” or similar where you can travel differently without new objects & systems
- Cheap, short-lived blocks for “wasting” on public space (e.g. graffiti, decor, fun events, temporary bridges across lava, the excellent suggestion from another poster of scaffolding).
- Private worlds and the control and tweaking fun that will bring.
- Achievements tweaks - In-game achievements (see above), improved rewards for consecutive timed feats (not just “Get n XP for the week” but also "If you hit all the week’s feats you also get this, or unlock this extra objective), greater variety in daily objectives’ goals and the play systems with which they interact.
- Post Level 50… not sure what this needs but it needs something. The cubit treadmill is fine if you’re a 500-tabled masochist with a desire for cubits but if you dislike the skill set system and don’t need more plots it doesn’t leave you with much to aim for. Perhaps a reincarnation system where you can go back to L1 with a extra Skill Point available in your active Skill Set (with a cap on it at 120 or something).
- Easier way to update existing builds - e.g. upgrade boon for chisels - did you build your first castle out of stone because you’d just started but now you want bricks? Take an upgrade chisel to upgrade blocks through their tiers! Perhaps it could be expensive and/or wear quickly to disallow avoiding usual timesinks. I’m thinking people might want to keep their build and not knock it down & rebuild it. Provides other routes to build/block progress. Or maybe a block swap mode where you can give with one hand and take with other to achieve same.
- Prefabs that act as dungeons with perhaps puzzles as well as mobs (seems you’re half way there with LED blocks & chisels to set them). XP rewards for e.g. finding the attached lore or getting a drop off a boss mob. Preferably available per player rather than per world to avoid tedium & camping.
- Lore (see above)
I don’t expect this is all achievable I just figured you wanted all the ideas here. 2019-2021 maybe.