I noticed a problem with the way the rules are setup. Currently a person can follow you around stealing loot off your corpses. There is no way I can think of to defend against this besides just logging till they get bored of it, as attacking/killing them would destroy my karma.
Items:
make it so dragging an item to an occupied inventory slot swaps the items.
make it so auto equipping an item works, currently the picture of the body is a lot of wasted space.
It was a fun game overall and I look forward to seeing where it goes.
*Edit:
I forgot to mention I found a bug where bags didn't redraw after you used an essence reclaimer or trade skill house.
And I agree there is a real need for a mini map.
Items:
make it so dragging an item to an occupied inventory slot swaps the items.
make it so auto equipping an item works, currently the picture of the body is a lot of wasted space.
It was a fun game overall and I look forward to seeing where it goes.
*Edit:
I forgot to mention I found a bug where bags didn't redraw after you used an essence reclaimer or trade skill house.
And I agree there is a real need for a mini map.
Heya zoto,
I hadn't thought of that player tactic before. You already noted one possible counter. You could stab them in the eye, or you could lead them into a no security zone then stab them in the eye, or you could use a teleport potion to depart the area and adventure elsewhere. The world is large enough that they would waste lots of time trying to find you again. I can see a possible issue with veteran players "baiting" new players by ninja looting monster corpses in an attempt to provoke them to pvp. I'll have to do some thinking about good counters. Thanks for pointing it out!
Double click to equip is an often asked for feature and it is on my todo list. I really should get that ingame since so many players want it.
The issue with bag contents when reclaiming essences is indeed a bug. Thanks for pointing that out as well.

build 126:
[bugfix] context menu for bags located inside banks lacked an "Open" option
[change] removed some of the higher end mobs from spawning as WEMS because they are currently unkillable by players (there's a rebalancing coming that should resolve this issue)
[change] monsters will now retarget less often than before. This should allow for more strategic fighting when players are fighting in groups.
[change] the 3 existing world event monsters had their damage reduced so they can be killed. New ones that spawn should be killable by players

I will certainly keep you up to date with any bugs we do come across, but so far it's been smooth sailing!
Wow, that looks pretty sweet

I've run the game on various other winxp machines without problems.
