The latest Bay12 status report stated that both simple suggestions and adventure mode improvements were subjects to be worked on in the relatively near future and so I thought that now would be a good time to gather in one place a list of simple, logical, and easy-to-implement improvements to adventure mode that are widely agreed upon as being good improvements. I have thought up several myself but if anyone else has any they can think of feel free to share it so we have a good list going.
To clarify a bit further what I'm talking about is small peripheral or minor changes that would be easy to put into the game and wouldn't change it too much but would make the experience more rewarding and enjoyable or less frustrating. Adding in significant new things that add a lot of new dimensions to the game wouldn't be the thing to suggest here.
Some of the ones that I've thought of or remembered (a few of which I think other people have suggested before):
1. Allow the player to consume food and water while fast traveling - I think that this is a logical improvement to the fast travel system, if its cold enough to freeze the water then I think its still reasonable to force the player to stop and create a fire to melt the ice but if it is not cold enough to freeze the water and there are no dangerous animal or enemies nearby I don't see why the player should have to stop just to eat and drink. We don't have any means of insta-travel through boats or caravans or whatever and so on large worlds it can take a long time to go from one end to the other in search of a titan or something and it can get kind of irritating to have to stop every 2 or 3 minutes to eat and drink. We can already sleep and wait in the fast travel screen.
2. Allow the player to fast travel over rivers if they are frozen - I don't know how complicated this would be to implement but it only seems reasonable. Forcing players to exit fast travel to cross rivers in general is another subject that people seem to have a roughly even split of opinion on but if the player is just going to safely walk over the ice anyway then until we get to the point where there is a risk of falling through the ice I don't see why the player should have to stop to do that.
3. Allow the viewing of the different modes of the map while in any locations and while not in fast travel - The way the system currently works now is that when you are fast traveling within a certain distance of some objects it changes the fast travel map to a different view which can sometimes be frustrating. It would be nice to be able to toggle with a button what kind of map style you would like to view without it being conditioned on your closeness to various objects. There are also sometimes things that are helpful to see on your local map that you can't see unless you enter fast-travel, if you could see it without entering fast-travel that would be helpful, even if that means you can't see where various other travelers and creatures are on the local map.
4. Create some sort of way for adventurers to make visual markings on the floor or walls of indoor structures to help in navigation - in large and convoluted dungeons it would be helpful to at least be able to scrawl with charcoal on the floor which direction the exit is every so often.
5. Have sleeping bandits/goblins/kobolds immediately wake up, yell and fight back upon being wrestled with or struck with a weapon when they are sleeping - pretty self-explanatory, adding in what level of noise would wake them up could be a more complicated goal for the future but just having them wake up when they themselves are individually attacked seems to be an easy and simple improvement.