I have to agree. Develop persistent lockables/storage and barricading/safe spots before working on the fun code like bows and arrows, some nice physics to work on there, but FFS, that really can wait. People are not going to be carrying around all their possessions hunting rabbits and pigs, this is a PvP game, you are either hunting another player, or doing your best to check another player isn't hunting you - like you have time to focus on hunting down a pig, sure, if you happen across one, it will die, but geez, do we really need 5 different cuts of meat? What's next? A smoking rack? How about we make our own charcoal while we are at it? If you can't lock up all your stuff, and go out hunting with just your bow and arrow, and a bag, implementing hunting is really a waste of time at this point in the games development. If you want to look at the game development cycle as a whole, and argue that point, well the priority should be on creating a loot table as close to the end design as possible, and persistent lockables/barricades are a part of that final inventory - if your DB architecture can't handle the final result, your just making a game that's bound to fail. The most important thing, is that the game is responsive, people being able to pvp and managing loot are the important things, everything else can be added on after the production release as expansions. For 95% of players, this game is about PvP, not PvE. - thats my point of view.