System (or however You wanna call it):
1) Every game gives you something for playing, some kind of reward. For example: shooting game will unlock you more missions, MMORPGs will give you more advanced gear and so on. Of course there are some games that have so cool gameplays, that they don't need rewards. But let's face the truth: DP is a really good idea and it's good for beta, but not for a 'non-beta' game. I don't really think it's this kind of game which people would play just for fun. But what reward would be the best? Really hard question. Free outfits - it's something You can't accept in this 100% free game. Free pots - it's something not rewarding enough. New characters
2) Ranking. This is something this game is begging for and something I'm begging for. Seriously. I played many battles already and I never said teams were balanced. Loosing makes me angry and wining doesn't make me happy
Gameplay:
Now, except unbalanced matches it's really cool, so only the first one is a complaint, rest is what I would add (so it's not so important):
1) Maps. I played a lot of MMORPGs and I remember dungeons as the best part of 'em. And I remember bosses as the best part of dungeons. The best map for me is Drac_win, why? 'Coz before You can put your hands on the treasure you have to kill the boss. And that's the thing which HAS TO be in every map! Because of it rounds aren't so quick. And another good thing 'bout this map is that (if teams are balanced more than normally) taking the treasure doesn't mean 'wining'. Then you have to make the treasure love you (if it wasn't you who killed Franky), you run around using traps (boulders are really cool) and so on, game is fun. More maps like that. To make even bigger use of bosses:
a) Open the door to the treasure after every boss on the map is killed (requires teamwork, sometimes even teamwork with other team
b) Mini-boss opens door for treasure and boss opens door to exit (so team that has a treasure now will try to kill the boss and keep the treasure and second team will try to prevent first team from killing the boss and getting back the treasure, that requires even more teamwork).
2) Healing pots. I think they are killing the fair-play, especially for newcomers, who don't know how to use them. Instead I would make some pots which have the same function as crates, but work only for user.
3) Level reset. I think there should be a level reset ONLY after battles, but after rounds you still have your level. So treasure grabbers (players that rush to treasures and bring them to exit as fast as possible) would get less exp (if players get exp every sec they are holding treasure, then it's bad) and becouse of that: worse level ate the beginning of the round.
4) Add a spell/skill for every class:
a)Minuses:
- costs 2 skillpoints
- weak power
- cost you your maximum mana
b)Pluses:
+ you can use it (only) while holding treasure
Almost finished:
1) Sorry that I don't really remember it but there was a typo in the tutorial text about ranking (somewhere in the middle).
Now that's all, if I forgot something I'll add it after someone's reply. Sorry for my English, but remember: I'm PiciekPL, not PiciekENG.

