-add another bar(s) or gauge to go along with the health bar. These other bars will cause other affects. Some will go up and some will go down. Different achievements will result in reaching maximum or minimum of these bars. -wvw, anti-stealth or stealth detection at keeps or capture points. they get contested too easily -wvw, auto-head count that shows when players are close together and gives a total number of team mates close together. easier group management when grouping around in wvw (or pve). -WVW, needs more winning progression. as more capture points are taken, more close portals need to be given. maybe intermitten ones perhaps. -pve, harvestable consumables -pve, be able to harvest some items that don't require tools to be harvested. -pve, more types of collectable and harvestable things (or whichever things) to be found in the world. -pve, toys and area specific mounts like sleds that are usable only in some areas that cannot be kept. -pve, make running water areas (rivers, streams..) cause slipping and moving of player into the direction of moving water. it's the details that make a game more enjoyable and immersive. -make gw2 not a 'pay gemstore to play' game. -make craft leveling account bound (once a craft is leveled, all characters have that level). -wvw, show team players profession icon next to players to see what professions are around. and show profession mastery too. -pve, on merchants, have a description of where to get unique items needed to exchange for items at specialty merchants. -pve, be able to find more searchable collectable things (toys and mini gears used for fighting, elementals, minions etc) like ranger pets, for all profession. also have pets collectable for all professions but with limited skills and usability compared to rangers (make them weaker too). -pve, give all professions portal skill in jump puzzles to help out groups when playing jump puzzles (or at least something like it). (groups want all players to finish puzzle before going on) maybe have capacity limited and one time usage types of portals etc. considerations may be needed for this. -combat mechanics: make the elite skill very modifiable (buildable skills) e.g. actions of the skill modifiable, effects indivually modifiable (conditions, damage etc), chains of actions modifiable, range and strength concentration modifiable, radius of aoe modifiable.. -pve, dynamic event that has npc(s) that force a player to help the npc or otherwise the outcome causes the npc and event to turn against the player. These npcs could be protagonist or antagonist npcs also. -pve, make your position indicator on the world map pulsingly flash to be more easily seen quickly -pve, have a different way of defeating a foe without emptying their health bar -pve, few small grouped foes that have a few or one cc or specialized skills that help players focus on that condition or skill that is used on them. These foes would be included with the regular pve mobs -pve, add a difficulty trigger to events and dungeons etc. -have combo fields and finisher skills have their own slots where players must actively choose these skills. -give weapon skills more skills to use (not too many) to allow for and to encourage more active skill choosing. -give each trait tier level more power by giving more abilities and functions etc at each level. e.g. tier 1 gives 1 trait assignable, tier 2 gives 2 trait assignable...etc. -make combo fields flash or somehow more detectable. maybe a indicator of how many are active. -store sold item packs and kits with gw2 accessories like toys etc to renew gw2 interests and to invite new players. Have week or month trial play with these items. -have expansions that are playable by all players but require payment to be able to use new unique items dropped or given in new expansion. once expansion fee is paid, all items become available to player. store boxes can be put out to renew gw2 interests also. expansion boxes will be reverse of original box where original box items will not be available until original game is purchased. skills, traits, power items not included in the exclusions. Skins, toys, rare items, high value items, materials etc are good candidates of items to include. -more streamlining -pve make it easier to see what merchants are trading or selling and what they are looking for for trade, before you talk to the merchant. maybe so icons next to them and some mouse over things. -situational effect skills that only take effect in certain situations. e.g. attack behind with knife causes double bleeding. all professions will cause the same effect or condition etc. -show object indicators on game screen edge like in mini-map(in addition to mini-map) so that players are not so focused on the mini-map when looking for things in the world. Things like waypoints and nearby events etc. Also add a screen compass (maybe one like ones found on jets or a just a simple compass) that lets the player focus on the world screen rather than mini-map again. When traveling around in the world, too much reliance is put on the mini and world map, which takes away from immersion into the world. make things in the world glow or flash or something that is easily visible so that players don't need to look at the mini-map to find it. or pop-up above things and flash when nearby. those sort of things. This could be an option that could be turned off also to avoid too much things on-screen. or have it at the edge of the screen like on the mini-map. -mechanics: have additional trait trees that are separate from attribute traits. -mechanics: have more weapon skills that players can choose from. each slot has its own skill pool will similar activate and recharge time. -pve, quest requiring to mow some lawns. players could choose where to mow and things would be revealed on the ground as the lawn is mowed. (visually entertaining quest) -pve, some quests that require multi-tasking -pve have some ants, bugs, starfishes, more mammals, amphibians, insects, fishes, flora, fauna, monkeys, girraffs, a zoo of things. squids, octopuses, snails, slugs, hammerhead sharks, elephants, mega sized animals and micro sized animals. -skins. add a locked and unlocked skin icon indicator to skins icon in the inventory to show whether the items skin is locked or unlocked. -pve wardrobe, have a master set of 16 slots (two sets for each of the eight professions) that allow for unlimited switching without fees. once a skin build is made, players can transfer the build into these slots by completing something in the game, buying a transfer item with gold from merchants or buying them through the gem store. These slots should be flexable for piece by piece modifications too and whatever else that may be needed. -dailies, monthlies etc, make them more quest-like tracks to make them more interesting. - have a color for a representing guild and another color for guilds not represented to show not represented guilds when going around in the world -sword skill that allows you to choose how you want to swing your sword (e.g. swing from the left side or swing from the right side...) -mechanics, have four groups of leveling unlocks. levels 1-20 unlocks max power(traits etc) and max armor. 21-40 unlocks dungeons and parts of it. 41-60 unlocks exclusive maps in addition to available high level maps, 61-80 unlocks wardrobe slots, titles obtainable..., reward tracks, vanity things, extra bag slots, extra bank slots, large bag rewards, unique skin rewards (selectable), Unique weapons (selectable), unlocked unique dyes,.... players will be more motivated to level and enjoy leveling more with these bonuses. -pve, a vendor icon in the main game screen next to the black lion trading company icon (or in that area) that opens a vendor screen that shows all unlocked vendors (and unlocked vendors), where they are at and what they have for trade. -pve, give more rewards for healing. add unique bonuses for healing in a fight, rather than dealing damage. give drops for healing also. -sets of weapon skills that are different builds, like a condition set, a dps set, a degen set, a control set, a buffing set....these would be like premade 'easy to use for non-builder players'. in these builds, skills of the same slots are interchangeable to create custom mixed builds -each weapon skill number is a separate slot for a separate group of skills. -jousting game -favorites menu, for all favorite things. waypoints, armor sets, minis, builds, items, weapons. -make things more fun to do, like leveling. look at the fun factor of things. -add a check box next to 'deposit all collectable' to auto deposit on acquire -friends list: options to require permission to add friend and to follow. -skill that makes foe lose target focus -skill that makes foes screen blurry -bi-weekly or monthly weapon updates -include salvage as a option when right clicking an item. also include unique slot in bag for salvage kits -include unique slots in bag for items that are normally carried durring game play (e.g. all tiers of salvage kits, all usable weapon types used as switch-off weapons, a few consumable items (boons, repair canister, revive orb, different tier gathering tools (axe, pick, sickle), and any others that may be preferrable..or that i've missed..oh and a miniature, or two, slot too. This would offload the bags allow for easier item management and save for more room for loot :-) -more gpu core support (or support for more current videos cards (if applicable), all these game engine complaints around, possibly an engine rebuild if needed).... -make 'going into stealth' animation, just seeing a foe disappear looks glitchy and doesn't show that they are going into stealth. maybe a quick fade in and out..with residual imaging -additional customizable weapons with customizable skills -be able to create usable customizable things to trade and sell. large and small. simple and complex. -be able to login and easily see if new events are occuring and where they are occuring -black lion trading company trading post tab have lowest of each category plus daily charts of each item -current exchange tab shows current rate value of each currency (gems/gold) -falling on sharp objects do more damage than flat or sloped ones etc. -rebuild the cross profession combo system where a combo gauge bar is filled up (by inflicted damage on a foe or some other means) to give combo finishing skills to use. These skills (maybe three or more per profession or weapon) are translucent near the normal skills and become usable and solid when the gauge is full to be used. Only one of the three or more finisher skills can be used, which then causes all of them to lose their charge. There is no set recharge time for these, just fill up time. An additional combo finisher skill is available that does not have a fill-up bar but instead has recharge time instead. both combo skill types can be chosen from their own pool of skills also. -increase the production value in the visual and audio -add a jumping puzzle or two to pvp lobby area -add a forum called good ideas lol -add new boss skills that would later become accessable to players through capturing the skill -add new skills that are scattered throughout the world like on wall scriptures, from bosses, books, school building, kings, combat masters, tribe leaders, lost ruins, chests, hidden temples, shrines, written on relics, etc... -add an ancient race and a futuristic race (maybe of cyborgs lol) -add some farming game elements to the game like many farming games available (as in you can buy a farm or the like and buy stuff to grow on the growing area etc. then you need to tend these farm plants and pick them etc) -more craftable things instead of just weapons and armor and the current etc. -when a player is progressing their achievements, have some way for the player to see that it is progressing it as they do, like a having it pop up on the screen or something. This provides for a more real-time active gameplay feedback when progress is being achieved. -have an icon of which weapon is being used on the main screen so players can easily see what weapon they have on hand. -add a tier level identification to each resource in the game so that it easily be identified no matter the name of it. example copper (t1). Add this everywhere throughout the game. -need more weapon skills to allow for players balance builds out as needed. damage/healing/tactical skills etc. Greater impact and change than traits or other modifiers. add some more diversity to gameplay too. -each profession has the ability to combine minions/elementals/illusions etc to create a new one with different skills, strengths and weaknesses. Also have a separating ability too. Be able to combine different things and combination of things for different results. -be able to build more high support and control builds for all professions -create a skill system where spamming skills is signicantly less effective than playing thoughtfully when playing. Where power and skill effectiveness are enhanced while doing so. -add "date started" heading to forum post titles in thread listings. and last date posted. so that year old posts are easily avoided and not continued on forever lol -be able to select a few favorite weapons to be designated as favorites that can be easily selected to choosing other weapons to use -have underwater areas where mounts become a more important role and players play in a third or first person shooter kind of mode in a submarine type of vehicle and fire torpedo type of weaponry instead but players are also able to unmount anytime if desired. -have trait changing with cool down time in spvp -be able to specialize highly in different roles or builds -have a pulsating radar in the mini map that shows nearby players even if they're not in your group. short pulses between long wait time intervals will do. same thing for world map would be nice too. have a checkbox in each map to disable if it becomes too distracting etc. -be able to transfer a skill or portal to another player for temporary use -have different things happen when the weather changes. example different animals or foes appear. different gather-able items are available. -have different environmental mechanics for each area to create environmental diversity. -create new things with new functions. -make some more environmental foes more aggressive. -second utility skills bar side set -dye templates that can be saved on the server (cloud type...) -give each race home area a unique and impressive theme of their own with unique sounds like horns or drums of calling for special events or other things like clocks loudly striking at certain times of the day etc. maybe some thematic ambiance to produce a feeling related to each type of area. -what players want for new content: long journeys that have lots of baddies to fight, group content, at least a few amazing cut scenes, a challenge, some climatic build up, good drops, replayability, great bosses, new things... -rebuild the trait system with bodily physical characteristics like leg (length, size, strength etc), arms, hair, skin, eyes, brain, teeth, feet, ears, fingers, nose, mouth, hands, bones, muscles, tail, nails, claws, fur, scale, back, chest, neck etc. -have physical traits and skill traits -all professions be able to do short quick dashes as a common ability (like rezing, dodging and jumping, etc) and not a unique skill. dashing in different directions does not avoid damage unlike dodging; it improves traveling and positioning. -be able to buff up minion health and strength for a short/medium duration -have robot and airplane mounts that are fun to use. And can be upgraded -have a guild posting and searching tool like the trading post. coin posting fees could be applied -have or add a lower level requirement for living story to allow players to progress their characters while playing the living story which im sure would add more enjoyment to leveling a character; and it as being a bonus. -level 2 hearts tasks that are more difficult and rewarding. must complete level 1. different and improved. -skill to create illusions of your team mate or friendies. -move the full wardrobe to the hero panel to be accessable anywhere so nothing is interrupted if one wants to look at the full wardrobe. -separate the bank, collections storage and wardrobe into different locations for logical reasons. -revise the locations of the interface of tabs, banks etc to streamline getting and finding things. move things to where they logically make sense. move or separate things if necessary. -be able to preview armor with changeable dye preview also. -be able to make new chat tabs that allow you to chat with other guilds that you are not currently representing. -have a younger player mode where chat is limited to a heavily moderated channel where only younger players in this mode can participate in. password protection may be needed or be optional for parents. In the game non younger player mode players chat bubble text would look like this ^%$&%^& (or something of that sort) when they chat and the same goes the other way around when younger players talk to non younger players. There could be a neutral channel where younger and non-younger players can chat where it is heavily moderated also (optional for parents). -be able to see inside the town portals and see what is on the other side of it without going through the portal -when double clicking signet or upgrade item, the hero panel opens up automatically -more environmental event things happening in the pve world like having rock slides etc. have a more lively environment. -have sets of specialized slots for harvesting and salvaging tools and other commonly used items to free up bag space. -resize some of the gui to look a little more proportionate and...nicer looking -show skill point acquired in main game screen -have npc vendors that sell items that are scaled to your level -make skills more configurable. Each skill would have three presets of modifications. Each preset would change the skill to a different play style (damage, control or support). More presets could allow for more main uses. Sub presets could further allow configurability. -be able to slightly change weapon size -add extra find-able (easter egg type) items that can only be found by their visual cues like an aura, glowing or flashing effect. they could be placed near points of interests, vistas etc. -have more things that are not clearly marked on the map. intentionally. this adds more to exploration. maybe have npcs or signs or something that gives a clue about these items. -add a 20 step process to creating a precursor. including things to find, do, craft, finish, kill, catch, talk to, achieve etc. a series of npcs, signs to read, events, things to find, etc would give clue to the next order of things to do in the process in order create a precursor. Precursor creation could require wait times of minutes, hours, days and weeks for parts of the process. Some processes may take repetition of parts of the process to complete that segment. Creating a precursor could also award players additional awards for completing parts of the process to motivate players to continue the process. New area maps may be needed to be found to complete some of these parts also. some new skills, traits, minis...etc..may need to be captured. Items like musical instruments may needed to be played at certain locations. Particular music pieces (songs etc) may need to be played with said instruments. Some wizards, dragons or warriors may need persuading to help complete segments of the process. Some holy grails may need to be found, destroyed and reformed. Some damsels may need rescuing. A tail of heroism may need to be re-written. Living story events may attribute to completing parts of this process. New heroes, friendships and alliances may be forged in some processes. A climatic build-up may proceed certain events. -every profession needs a healing utility skill as a backup healing ability to increase survivability. -make the rain spatter off of your player and the ground when there is rainy weather and pools build up -have weekly, bi-weekly or monthly content update that are light and minimal and six month content updates that require more time to create and play. Overlapping should be okay. small updates will hold players over till the big ones come out. small updates could add more of the same mostly with tweaks and improvements, while large updates could be more significantly different. -multi levels of dailies and monthly achievements per day. example: daily level 1,2,3 monthly level achieved 1,2,3.. -add a basic flying world -add a basic first person shooter world -add new worlds with updates -minimize the size of the experience bar on the bottom of the screen to save screen space to block less of the screen. -have option to make mini-map translucent with translucency level control. -have a full gui translucency level control. -add support for virtual reality 3d head mount displays. -get some upgrade rewards as your character levels up. -move inventory options to inventory bag so you don't need to click options all the time to use the options -add simple first person mode... people just want it haha -some kind of account bound skill points -some good living story cinematics -have split versions of skills that are modified to be mainly used for different parts of the game (pve,spvp,wvw). Any of the version can be chosen anytime but each of the version is reworked mainly for a type of gameplay. have the skill split when selected or something like that so that the game is not littered with multi-versions of the same skill. -on the main screen add a submenu for black lion trade company so the players can go directly to any of the sub tabs. same thing for the other quick links in the main menu -in the utility skills submenu in the skill bar, mark the skills that are currently being used so that they won't be confused as an unselected skill. -have resources that can be eaten, taken, gathered, stored, used, used to buff, reduced, enhanced, multiplied...etc by certain creatures. protecting these resourced may sometimes be preferrable or needed. sometimes these creatures are preferrable to have around. sometimes these creatures can be used to do multiple things. sometimes to finish a quest. crafting materials could be one of these resources. -have creatures and foes that can level up to a certain level and then decrease to minimal level to repeat the process. -have creatures that can level up a few levels then change into another creature and then maybe another creature. -model some creatures after the life stage of some real life creatures. These creatures can change to become champions or other top chain creatures with high level rewards. -change 'feature pack' to 'feature pack and patches' to encompass a broader range of things -skill that shoots a shot blast from the sky towards a target location that explodes on the ground and launches anyone near it away from it. called sky blast. -skill that summons five to ten little minions at selected location that run towards the nearest foe or foes and explodes. called minion release. -skill that creates a black hole on the floor that if foes walk over it will fall into it and disappear into it for a brief period. all skills are disable for those foes in it and no damage can be taken also. before hole fades away a new randomly place hole is produced and the foe or foes are thrown out of the new hole before it closes on itself. called black hole. called etherpower shield. -skill that calls down from the sky a hovering personal ship mount that has a pair for lasers that can be used to attack enemies with. this mount will be a fast moving mount that has a physics like acceleration time and deceleration time. A tank version of this skill could call in a tank or tank like vehicle that has a single cannon mounted on it instead of lasers. Both vehicles could have second seats for another player to sit in. These mounts may allow players to hop on to parts of them for a ride but will not be well seated at the seated players. these skills are called mount call-in -group traits into general system wide traits, skill group specific, skill specific and whatever other groups there are. -be able to have hero characters like in gw1 for instances that are only available for those instances. They would have their avatars on the left side like party members but they would also have a set of skills that players could access like in gw1. something like gw1 heroes. -have 'attack rate' of a skill as a stat to show how fast it could be used. -in the forums, move the posters name closer to the center of the page. looking at the forums on a phone, too much space is wasted on the left side and it makes the post look smaller when zooming to see the full forum page. timestamp could be moved in more too. -have a description line that says if a skill is can be used while moving -be able to customize the menu bar to add a couple of more choices of quick links to it. maybe two or three items. -try to make the game more gold neutral to curb inflation. inflation from drops could be reduced by giving something valuable that cannot be traded for gold in place of items. reduce the number of item drops. -combine inventory window with hero window or have an option to do so -completely rebuild the game on a new engine and port all players to it. that's the end game lol. oh and build it for mac and linux too. -put small debuff and conditions icons etc above allies heads so that other players can easily see that they have a condition or defuff on them and remove it, heal or buff them easily. Option to disable seeing this optional. -make weapon skills kind of like warrior weapons from gw1 -better gpu performance and usage and less cpu usage -layer gw2 with gw1 things like saved skill settings, heroes, underworld things, long missions requiring 8 players (so that one of each profession can be included) or one player plus heroes, new continent type of content, new skills, captureable elites, customizable weapon skills (few would be okay to make specific role builds)..to hold them over until more innovating or improved things come along. -sandbox gameplay doesn't sound too bad, whatever that may entail. Maybe a large new area could be set in that setting...of non-linearness...level could be thrown out the window in this area too...the world could be a dramatic change like sab but different with sandbox type of gameplay and elements. permanent content might be more welcomed too. This area could only keep its affects within its boundaries and not be affected or affect areas outside of it. nothing goes in and nothing goes out, statistics or anything, another dimension in the game. a new character and name could be made too. maybe one thing could come from this area, in-area statistics that can give some awards etc to out-area later on, to give relevence to this area and the rest of the game. start simple with just resource collecting, eating, sleeping and killing things (for food etc), then add new things to do as time goes on... -personal instance for a buildable and rebuildable personal area. lego like kind of thing...something like that -rebuild things in generations of iterations. 1st gen initial release, 2nd gen feature pack release 1 , 3rd gen feature pack release 2... -using a higher tier level harvesting tool yields higher returns when a lower tier material is harvested from a node -make contested waypoints more expensive than uncontested ones. add barriers around a contested waypoint with high level foe and lots foes there too. make contested waypoint usable like uncontested ones... make different levels of contested waypoints, the more contested it is the more expensive and difficult it is to uncontest it and the more rewarding it is. have a list of objectives and ways to uncontest a waypoint. -expand on points of interest -have expansion packs like feature packs -be able to climb trees to gather resources on them -environmental animals that play in groups -more things to optionally do when walking around, such as collecting things, destroying nodes to gain something, getting something to create something, getting something for a reward. have new windows to facilitate easy usage of these things. -nodes that give multiple things -have map moderators to moderate abusive chat use. Have a screen interface that indicates if a map moderator is online or not. -make three types of dynamic events and heart quests. level 1s would be simple short fillers that give small rewards (lots of them around). level 2s would be moderate medium length quests with demands of average skill level and some would require a few players to complete and give medium rewards that fit the effort required (a good amount of them available around the world). level 3s would be long, difficult and possibly require at least 8 or more players and the rewards would fit the effort required also (not a lot of them around but they're probably the most fun and rewarding to do and have been the most well done ones with lots of teamwork required) -wvw have gates and drawbridges of the friendly side that can be opened by a group of friendlies. -guild upgrades need level number icon showing what level requirement is needed instead of just an icon requirement -a common bag storage that is accessable to all alts anywhere; like a bank but carried around like a bag. -be able to individually shrink or enlarge each panel independently so that a player can open them and keep them open while playing without them being intrusive. panels examples: bag or hero panel. individual UI scaling plus resizing could be useful too. example: skill bar, top left side quick link icons. -button to stop auto attack, not turn it off. -give each asura portal to a main city a different color or design so that they are easily recognizable. -show damage done to target next to target portrait also, so that when on-screen damage cannot be seen, damage received can still be seen. -make the mini-map change to adjust to a 3d map when elevation level is changed -have an auto attack when being attacked button for your character -give players who play with lower armor level than a foes level higher rewards because it is more difficult than with optimal level armor. -be able to make a description for each commander tag color, one self texted, one from a list of premade descriptions and one picture icon from a group of selectable icons (like rank status, a chess piece, some type of strategic role (attacking, defending, watching, leading, etc). -make commander tags be like characters you make with portrait icons and a full commander outfit(s) when commander tags are turned on. add abilities, levels, traits, commander bags, stats, armor buffs..etc -be able to change your weapon skills but your other skills become premade skill sets. -have an option to use portrait icon to identify players instead of names to reduce clutter on screen -have multi tag types, each with its own unique target cross hair with colors that are easily selectable quickly to call different strategic actions in wvw or pvp -have sets of target cross hairs (or target identifiers) with selectable tactical icons and colors. These identifiers should be easily and quickily selectable to provide quick gameplay. Createable presets could make for quick loadable sets. -have more mini map identifiers for increased strategic and tactical gameplay. -option to show profession icon of friendly players above their heads to see what professions are around you in wvw or pvp. small icons will do -have foes like grawls that wont attack you if you behave like them, for example if you start jumping around like them they'll stop attacking you. some animals in nature will do that to catch their preys. -add a contrasting border around discovered areas to easily see what is discovered and not discovered. Currently it's too similar. -have weapons that have customizable skills with pools of skills to choose from. when these weapons are used, they replace the utility skills with non-customizable skills. -mini-map icons for things like waypoints in cities should have indicators like L0, L1, L2 to denote their elevation level. -have categories of traits that can be added. example:extended range, condition, buffs, debuffs, damage type, etc -have megaservers and separate world servers. the megaserver can be joined anytime without any costs. megaservers would serve as the main server and a meeting server for all players. 'home servers would server as more private and isolated servers'. -have icons or indicators of what type of objectives are done in each heart. example:rescue, collect, defend, attack, etc.. -quicker access to the sell junk button since its usually used so often. -a skill to make you partially invisible where you are cloaked and slightly visible. This would be like invisible but a little weaker. -commanders have a mini-map that they can draw on and place instruction icons on that other squad members can see. commanders can make this map 'pop' whenever choose to, to update any plans or strategies. -wvw, have unit types like you would have in an RTS game where players can mount them and become those units of an rts game. -have traits that are independent of attributes but rather are grouped base on their functions instead. general function groups and specific sub function groups. -daily and weekly achievement rewards that change weekly and monthly -add a filter to venders to show only your profession item or specific profession items -skills that limit telegraphing distances (shortening) and other skill strengths. more counter skills -skills that enhance player skills and skills of allies, with more modifications than buffs. -have each foe have an indicator to show that it will give a person a drop when the person has damaged or used skills on it enough, to show if that person will indeed definitely be recieving a drop. grief reduction. -have unique rewards and indicators showing progress of rewards for healing and other support actions by players. -have pre-event foes or activities for players to do while waiting. Some bonus activities, collecting things, event introduction sequences, small bonuses. -have post-event things. -have indicators to show if a certain number requirement is met for levels of scaling for foes or events. -have more nodes to get resources in wvw and to get more war devices easily. -add more support weapons -add more profession mechanics to the thief profession mechanics. Something in addition to stealing. -have split screen in observation mode. four-way split screen, or more, may be useful too. -make elite skills have multiple skills included in one where skills are chained with choices of subsequent skills in the sequence with a devastating final skill... some skill chains could be pre-chosen as to how it executes while others may be chosen sequentially as they are executed. -give each profession a unique environmental play skill like the rangers ability to charm pets. -have more environmental weapons that can be kept indefinitely and be traded by players. More new damaging skills to play the more fun combat will be. Some could be profession specific. These weapons would have some drawbacks or disadvantage compared to normal profession weapons. They may be more simple skills or more weakers skills etc. -add kneel and kneel walking to get into tight places, including any that may be in jumping puzzles. -add private party to party sale on trading post and item bidding. -add more specializations to each race like robotics technology or bio-genetics or industrial war and economy or agriculture or engineering etc and advancements in those fields. -add an ite slot to armor, accessoriess and weapons to add or modify graphics affects. -have weapons that have half of the weapons skills that are customizable and half of the utility bar customizable. -new weapons based combat skillbar, each profession has two or so weapons where each weapon has a set of 9 or so skills that can be customized on the skill bar much like utility skills in the older skillbar system. When a player of a profession uses one of the weapons, the utility skills and elite skill is automatically chosen but health skills can still be chosen like the older skill bar system. Switching weapons will switch to saved skills and automatically change utility skills and elite skills associated with that weapon. This will make using weapons more interesting because their skills are more regularly used in combat and this will add more variety to gameplay while also maintaining power regulation. ---------