First of all Dwarf Fortress is awesome. Best rogue-like I've ever played. My favorite part is the huge, living world that the game takes place in. I love it so much that I have spent the last two days advertising it on the Oblivion community forums so to get more people in support. This game really has the potential to bring "rogue-likes" out of obscurity and into mainstream.
I know this game is still in alpha and has a long way to go, but here is my most wanted list (from best to worst):
1. More Loot!
I definately think that monsters should be carrying more items like weapons, armor, and gold. There should be more stuff lying around the caves and boss-monsters should drop some magical artifacts.
2. Quest Rewards
The mayor (or quest giver) needs to give rewards, whether it be gold or items.
3. More interesting towns
The cities and towns ought to be a little more interesting in the physical layout. It should, in theory, operate just like the Dwarven Fortress does. There should be a well (where do they get water?), butcher shop, kitchen, forges, etc... (As a long-term goal These different workshops could be used to make things by the hero for wealth...a little bit like Runescape's system).
4. Sea Travel
This one is really important to me because I have noticed that many maps have inaccessable areas because of sea barriers. This limits the world size considerably.
5. A Story
I'm not talking about a static, never-changing story like ADoM has. I'm talking about a random main story that is generated for each world. For example, when you talk to a villager about surroundings they ought to tell you about the (random named) <<Great>> who has unleashed a powerful army and is laying siege to the land. The adventurer ought to be able to begin an epic quest across the world to destroy his armies and defeat him in a final confrontation. (This could be just one random example).
5. Funner trading.
This goes along with #1, but the hero ought not to start out with tons of equipment at first. Also, each city should not have all the same stuff. You should have to build up your inventory slowly, starting with cheap sticks, then moving to slightly less cheap equipment through adventuring and loot obtaining. Also merchants should only carry stuff region specific (I know this is done to a degree already - towns near oceans already carry "fish-made" stuff), but not all merchants should have uber-powerful stuff. You should have to travel from town to town to find better or worse equipment.
6. Quantified Statistics
I would also like to see items and personal status become quantified. For example, weapons should have a numerical rating of how good it is compared to something else.
That's all for now. What else can you think of?
[ October 26, 2006: Message edited by: lumin ]
[ October 26, 2006: Message edited by: lumin ]