Ok here's my post in the correct format. No i will not pick one major feature before 1.0!! We're too far away for ONE.
In my opinion all of my features are required, not in order of priority. As I've stated many times it is also my opinion that features as fundamental as these should not be added any later than 1.0. I wouldn't stop playing the game if any single one of my features weren't considered but I probably would if more than a couple of them weren't. MMOs survive on players customising their experience with a range of immersive playing styles.
1. Totally rework a broken MAJOR current feature:
Crafting / levelling system.
The need to mine in this game at the moment is far too heavy/time consuming. I'm capped at 50 mining with the rest of my skills around 5-10.
Mining needs to yield better rewards and be way faster at breaking blocks. If this game is supposed to be it's own game with minecraft components, the speed of breaking blocks should be at least as fast as minecraft, if not much faster. The game should have enough content that we shouldn't have to spend longer building something in boundless than minecraft.
Since wood and rock are a core part of almost everything, we need more stones/sticks/timber from each block. But all the recipes/tool durabilities need their costs rethinking!
2. Tweak a broken MINOR current feature:
Warp costs - totally incompatible with any in-game economy. Players would need previous warp jumps refunded IF levelling continues to be the only influx of coins.
3. Essential MAJOR feature(s) before 1.0:
--Guilds with beacon management, beacon permissions like "can build walls","can't access storage", "can use machines", "can't use spark" etc
--Achievement/progression system (what we have at the moment is pitiful ) - something that allows us to focus stats/skill points to improve our character in a variety of abilities/areas that we can choose from. Should be heavily biased towards co-operative play. For example, rewards for building beacons side by side other players making a connected building, rewards for using plinths, rewards for trading players tools like grapple hooks (samaritan kind of thing). Rewards can just be skill points to modify your character attributes to give better efficiency, better yields etc.
--Machines that are able to mine rocks/chop trees and require fuel, axes/hammers. Would also be nice to have a machine or system in place to speed up the "swap" of temporary blocks (gravel/stones) for crafted building blocks.
--Plants. Plants we can grow, plants we can harvest. (Ideally I'd like to have the option of focusing on being a farmer, with the end result being a variety of food that have varied effects when consumed) - should be a core part of gameplay similar to alchemy perhaps.
--Creature taming/rearing (same situation as above regarding farming and/or creatures for transport)
--NPC Merchants/Creature loot drops/some repeatable influx of coins - NOT a capped influx per player as currently implemented
--Some sort of water interaction. Boats, ability to pour water or water as a resource/fuel. I'd love to fuel machines with water powered turbines or something.
-Some sort of transport system, I'd love the idea of hang gliding or riding creatures. Maybe some sort of super expensive vehicle/road system, something that would require guild co-operation that would be seen rarely but when made, on a big scale.
4. Add a MINOR feature in next update:
Pick one of the easiest ones from above