I haven't seen many suggestions on the current camera system, but i'd like to throw some out there. When I first logged into the game, my initial impression was how gorgeous everything looked! Then I went to actually walk and use the camera, and i've been frustrated ever since.

The FoV (field of view), at least on widescreen monitors, is too "cramped" or "pulled in" feeling. It feels like a 40-50 degree FoV instead of an 85 or 90 degree FoV. I think either a simple tweak to edit the FoV, or better implemented FoV settings for different screen aspect ratios would be great. I'd prefer the ladder - one less setting to worry about!

The camera movement feels clunky, although this could be due to the lower FoV settings causing things to shift much faster on the screen as you navigate around. The Fixed camera setting in-game felt the best to me, as it was closest to other games camera systems. Part of the clunky movement also stems from the camera snapping that is currently implemented - the camera seems to snap back to wherever the avatar is currently facing as they finish doing actions.

Camera collision needs some work, as i've noticed many people mention. It can be a pain-in-the-A to walk around a crowded area or a big forest in 3rd person view (my preferred). I pretty much am forced to look at the nice leaves on tree's or their big trunks as I walk around. To help, I zoom in so I can see. This then causes the camera to feel even more sensitive as it is closer in relation to the avatar - I don't know why this is, but its distracting. Trying to look up extreme angles is also very hard, as the camera seems to never quite get the right angle it needs to view "above" you.

It is my belief that a well designed camera system will never really be noticed by the player. It is through the camera that the player experiences world immersion, and currently that is very difficult to achieve.

Great game, loving it - can't wait to see where you take it.

K