I am really happy for the Diablo 3 team. I feel they are doing a terrific job with the game despite the petition for an artistic direction change and the flak they’ve been receiving from upset fans.
PvP: As far as PvP goes I would like to see more of a reward than bragging rights and an ear. There should be some sort of PvP ladder in my opinion and the person or even the top 5% get a unique reward for the most duels won. I know this seems similar to WoW in a sense but I want to see more done with PvP in D3
Trading: Trading in Diablo II is pretty much a bartering system since gold was pretty much worthless in end game. I would love to see gold play a bigger role Diablo 3. I know that Bashiok has said some things about how they’re trying to make gold more useful but nothing is set in stone. As for items I would love them to keep them non character bound but I can see situations where some items should be soulbound. We’ll just have to see.
Comments: I really love the new health orb system. From what I have seen and what I understand it’s going to make combat more sustainable without having to go back to town every time you run out of pots. I haven’t seen anything about manna (or is it energy in D3). Anyway I am sure they will do a fantastic job with it so I am not worried.
P.S. Hopefully with Battle.net 2.0 there will be able to be more moderation and monitoring of hacks and duping. Lastly, I can’t wait for Diablo 3 to come out.
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"No one gets to heaven 'til they've lived awhile in hell and even then it's rare that you'll be going there."
My biggest idea is that of integrating the multiplayer to a level where it can seem like a massively multiplayer online game while still only holding 5 or 6 people per room. For instance you could have a general chat which you could toggle on or off for your game that would display all the speech of players in all games. Also a good idea would be to have an integrated Auction House and Bounty network. Regardless of what game you put your item up on the aution house from it will appear on the auction house of every game, almost like its own separate entity. Same with the bounty system, that would be self explanitory. Finally I think the last step in integrating the online game to make it feel more like an actual multiplayer would be to have an easy way to portal from one game to another, like say if you have a buddy who is playing but in a different game you could send him a portal over to your game and vice versa. Also you could cast a portal to take yourself over to any game that is open without a password.
Anyways hope you like my ideas!
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-My Position on Black Metal: "So you know those annoying kids you see running around listening to crap radio rock bands wearing tripp jeans and shopping at hot topic? Well, Black Metal is just the next big thing... have fun with your trends, I'm gonna stay metal"
A change that I and I am sure many other single player devotees would appreciate would be the incorporation of a service like ATMA or GoMule. These programs are indispensable for playing single player and maintaining a healthy stash of powerful items. The inability to trade items between single player characters easily is a severe fault of Diablo II and LoD. In addition to this, and in a similar vein, having powerful items restricted to Battle.net is something that should not be repeated. Making it necessary for single players to use such mods as RWM and RRM to gain functionality implicitly available to online players is just a case of pointless discrimination. These two changes would be excellent improvements to the overall single player trading experience.
1. Give all players the ability to attack anyone in game, but it will cause you to go into a hostile mode for a certain duration of in game time. This would keep players from attacking someone and exiting the game just to come back and attack them again while unhostiled.
2. Give all players the ability to decide whether they can or cannot be attacked, PvP on- PvP off
3. Implement some sort of PvP specific reward system such as items that give bonuses to +Damage to Players. This way people playing PvE will not be required to get PvP gear to advance in the game.
4. Have a duel consent option in which players can wager items/gold in a mini-inventory type screen.
1. Keep the barter system. A player driven economy gives both high and low players the ability to possibly get something they need.
2. Implement lower level super unique items. Not all great items in the game should come at the end. Give some items an extremely low drop rate, but available early in the game. This would give new players or people that start playing long after relase the oportunity/rare chance to have something valuable in the player economy without having to reach the end boss first. Some item examples could be very rare gems/stones/reagents that are extremely sought after early and late in the game.
3. Item linking. Its a great idea many people enjoy. Included with the item link could be the option to request a trade to the person. A box will pop up that you put your items into that you wish to trade and hit submit. The person recieving the offer would get a little tooltip sign possibly in the topright corner alerting them they have an offer. They could pull up a menu which would have the player requesting the trade and a short summary of the items they offer(this could be in list form showing offers from multiple players). Clicking the player name in this menu would bring up the box they put the items into where you could look over stats and quality and either accept or reject the offer.
- Making Diablo finally a more team-oriented game would do wonders. Synergies between classes would make things interesting for the meta-game. Something like Diablo Battlegrounds (one idea is a unique deathmatch-CTF style game where either killing the entire other team or capping the flag would score you 1 point playing up to X amount of points or Y amount of time -- no respawns until either one team is dead or the flag is capped) would be absolutely amazing, but an arena with standardized gear (not necessarily the exact same gear - balanced variety is always a good thing) is a must in terms of competitive PvP.
- Make sure that character buildup is interesting through both varieties of powerful itemization (ie: not just 1 be-all-end-all weapon, helmet, boots, etc. for each class) and whatever skill/talent tree implementation will be in the game. As much as people (including me) love WoW, armor is overly streamlined and the synergies between talent trees (especially the hybrid classes) are lacking which leads to a game where players hardly have to think carefully about builds. This is something I believe Diablo can easily surpass since it does not have to operate within the confines of an MMO. The bottom line here is to make sure that players are making meaningful and effective choices along the way from headgear to footwear to their first and last skill/talent points.
- In general, competitive PvP should stray away from any grinding, etc. Any tournament-type PvP with prizes on the line should have a completely equal and level playing field for all players.
- Separate the competitive PvP world from the regular world. Trying to focus on both at the same time can cause a lot of problems for both sides. Competitive PvP should probably be in a world of its own away from the leveling/item-gaining aspect of the game (the main server).
- Winning on the dedicated PvP server should result in "shinies" not more powerful gear, etc. Why should someone who is already superior in skill gain an even bigger upper hand through better itemization? Rewards for PvP instead can range from achievements/trophies to titles to vanity pets to unique graphics. This is where I think imagination is definitely needed. These rewards should probably be usable on the main server as well so people can flaunt their prizes.
- I can't say it enough, promoting a level-playing field in competitive PvP is a MUST. The current WoW Arena server is a perfect example of the competitive PvP server I'm talking about. People pay X amount of $ to enter the current tourney and then compete for the big prize.
- World PvP areas/quests of course are always desirable. Getting people who might have never tried PvP by using quests/rewards can really make an impact and open up another world to players who may have never tried it out. Some may even take the next step and actively try to play PvP competitively which is both fun for the players and success for the devs.
- Make the game as scam-less as possible. For instance, when trading in Diablo 2 it was easy to trick someone by replacing a bow such as Windforce with a regular Hydra Bow since they looked EXACTLY the same unless you hovered over the item. Keeping a running tab to the side of the trade screen could be a good idea (list current items up for trade from both players). This would definitely help out newer players and not discourage them from trading.
- Give the players better ways to advertise trades. Honestly having chaotic trade channels with massive spam is not the way to do it. Whatever the new battle.net has in store for us, I hope it can cater to situations such as these. A dedicated, easy-to-access trade forum could do wonders. There were many sites for Diablo 2 where trading/auctioning could go down that were very reminiscent of the way E-Bay works in terms of repuation (scammers will be shunned) which was definitely a great thing. It also builds awesome social networks.
- Make sure there is a standard (perhaps gold perhaps not) for trading. Although the fluctuation of the trading standards (from SoJs to Runes, etc.) was fun, it definitely discouraged new players from entering the trading fray. Meaningful currency can go a long way to making trading even more fun.
- Making trading easy to get into and accessible is the biggest thing I believe. Perhaps even weave in mini-sidequests that relate to trading (ie: Mission Objective: Successfully put up a unique weapon and have someone buy it out on the auction house) that will reward players for taking part in the player economy.
*** Most important of ALL, make the game hack-free. Whether it takes subscriptions or whatever everyone wants to play a legit game.
I would definitely like to have the ability to redistribute or "respec" your talent points. In Diablo II it was always disappointing when you spend a lot of points in one tree trying to get a particular ability only to find that once you got it it didn't quite do what you thought it might or just wasn't good enough for your particular play style.
I'd really like to see a better trading system in D3. Diablo 2's economy was useless for the 'newcomer' into the game. The major currency for the longest time was Stone of Jordan. Hardcore players hoarded SOJs, and then figured out how to dupe them (which led to more hoarding). For the casual gamer, they were extremely hard to come by. You had to be very lucky and find a high-powered item, then know how much it was worth in the current economy.
The über-diablo quest made it more appealling to shed Stone of Jordans from mule accounts, but at the same time the keys to über-tristram were introduced (which slowly became the new currency).
Then, instead of spelunking for SOJs, I was doing 30 key runs a day.
I guess in short, what i'm trying to say is make a standard of currency that is useful. Put in logistics information on what is being traded, so you can keep track of the market. If people start selling dozens of a high-powered item, it's either worth too much (stats are too high), it's too easy to find, or a method of dupe has been discovered (which need to be squished fast.)
- There should be an out of the game site that manages all the diablo characters and there would be access to bags where you can right click them and transfer gears in your bag or cod them without having to go in game. Or heck it could be built right into the chat channels of B.net and player profiles with linkable loot and making trades would be quicker than going in game and finding someone.
- For gearing up your other characters, instead of being able to get everything from your main to your alt, a simple item or charm could come with any characters after you beat the game in say hell mode that increases drop rate. It doesn't have to be a large number but as you beat hell mode for every character the charm becomes more powerful and you can just get rid of magic finding all together and reward people completing the game with better drop rates.
- An arena idea would be where you go in with a group and kill waves of monsters then a random boss. A chest appears and everyone in your game is flagged for pvp and dukes it out with each other. That way there would be an incentive to go to the arena and get loot while pvping at the same time! The number of players will determine the amount of loot in these chests and difficulty of the waves including boss and the last guy standing will have a high chance of getting epic gear while everyone else gets regular magic items.
Well, I suppose I better throw in my 2 cents here - why not.....
PvP - Needs to stay out of Diablo 3. It has no place. Diablo has long been more about the single player and co-op mode then anything else, and as far as I'm concerned ppl who go around PKing are just griefers and need to log off. Seriously, if Im gonna play online, its to advance the story, not kill other players with the exact same goals. Bottom line, keep pvp to a minimum, this isnt WoW and we dont need an arena - leave it a duel to decide differences, or idk mabey fight for loot - other than that, pvp belongs elsewhere. Remember, its primarily a SINGLE player game.
Trading - seeing how this is NOT a persistant world, an auction house would be usless as it could not be significantly populated by what, 8 players max? mabey 10? and then only after creating a new game to play. Trading should be kept similar to Diablo 2, where the characters must be right next to each other and both players must agree to the trade. I see no reason to change this as it worked well for D2. I do think though it would be useful to able to link items into chat. If the world is going to be to big to make face to face transactions convientent (although I dont know how) then perhaps a 'courrier service' would be in order where players pay a convience fee to have some messanger boy deliver it to wherever the other person is - and the fee should be high too, to encourage face to face transactions.
One thing that could added and maintaind despite the world not being persistant, is a reputation system with the different towns - complete quests, rep goes up - beat the game, rep goes up - do something like PK near town for no reason, rep goes down - and then have goods and service costs based on reputation, mabey even rep specific items (I know, like in WoW right? but seriously, how many suggestions in here wernt pulled from WoW in some way)
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"We must all fear evil men, but there is an evil which we must fear most, and that is the indifferance of good men."
One of the great things about Diablo 2 was the low drops rates of the greatest of items and gear. I hope that blizzard continues to keep drops rates low on certain great items instead of a higher rate of item drops like in World of Warcraft. However I would like to see some type of rolling system or group leader type system that would minimize the amount of random clicking one has to do when a boss is killed. In diablo 2 when a boss died it was an all out free for all of picking up rare items that certain players did not even need. The one with the fastest click would win no matter how much damage or skill that person put into a fight. Possibly make an award system that would grant the person who did the greatest amount of damage or skill based on how that person is geared. I can see how over all damage can be based on gear so that the people with the greatest of items would always win, so possibly create a way for the game to determine how well that person is doing for the gear that they have on and examine the difference between players who have great gear but don't perform to the ability that they can and players who have not so good gear but perform to the greatest of their abilities.
Now the topic mention only PvP and trading ideas, but since everyone else seems to comment on just about anything, I didnt want to break the trend
'Battlegrounds' could be interesting for PvP. 'Capture the flag' and such. It would be very different from the usual 'chaotic' pvp of Diablo. This isnt to say the normal chaotic outdoor PVP shouldnt exist, it would be great to have both however.
For the 'outdoor pvp' no matter how that is going to work, it has to be 100% optional. Maybe simply choosing if PvP is allowed when you create a game, with others being able to see this setting before joining.
The more the better (as long as the Keep It Simple rule is followed). I guess it shouldnt even have to be mentioned, but anything applies here, sockets, gems, runewords, enchants for items. Even customization of abilities might be an idea (think Inscriptions from WoW Wotlk just without the crafting part of it, for instance, the ability to improve only 1 of your abilities beyond whats doable in the skill trees, having to choose which one you want the most). Anything which adds to the possible ways to make your character should be considered, since its one of the main reasons for Diablo 2s huge replayability (the other being item hunting of course).
1990 vs 2000. The endless hardcore vs. casual debate:
Things have changed in games the last 10 years. Limits which was accepted and even loved in Diablo 2 wont necessarily be great in D3. Specifically the ability to redo your character and your decisions is needed in some ways. E.g. Respeccing your skill trees, your stats, clearing sockets etc. Its a very thin line between making it too hard and too easy to redo mistakes, and clearly it shouldn't be too easy, as rerolling and trying out new things is a great deal of Diablo 2's legacy. I hope you can find this balance.
My preference lis somewhere around this: If you wanted to redo your char 100% then a new character would be your best option. if you mostly wanted to adjust some things (for instance redo your characters skills and stats 75%) then you could do it an easier and faster way through a quest, paying gold or whatever.
Is really a must have. Preferably both having options for buying items with gold (no A-RPG has really managed to make gold stay relevant over time yet however, which leads to the next option.), but definitely also a system where one can offer an item for another through the AH.
BoE vs. BoP items:
Personally, and likely contrary to most others, I dont think it would harm to make some items BoP or even better 'Bound on Account', while item trading is a big part of the game, special items and such which are not tradeable can be used as 'status symbols' to provide rewards for various accomplishments in the game.
Pretty much all dropable items from bosses should be kept BoE for sure, BoP is more suitable for either 1) quest/pvp/event rewards and 2) Cosmetic rewards (so you dont just got awesome gear, but also look awesome in it, for those players who are interested in that... which is quite a few judging from WoW)
Grinding should not really be needed for lvling ever, maybe except the very last few lvls. You are likely going to grind the hell out of the game (literally speaking I guess) for items, no need to make it so for the lvling too. Making new characters should be reasonably fast, so people are encouraged to try out new builds and silly ideas.
Shared stash! Please.
Should have at least two imo. One which is reasonably easy (like it was in Diablo 2), and then one which is balanced for having reasonably good gear. Nightmare in Diablo 2 mostly felt unnecessary, it was often easier than 'Normal' since your char had got access to all its skills at that point, and you just zerged through it to get to 'Hell'.
Having a few bosses which requires exceptionally good gear, builds and execution is great too, however, I would say those should be bosses outside of the main storyline, rather than just the end bosses. It isn't necessarily fun for players to feel they hit a wall in the game where they cant progress further, because its too hard, in the end only the most hardcore players will end up with the best of the best gear etc. Furthermore, making 'Hell* too difficult, also invalids much of the enjoyment of trying different specs and builds than the very best ones.
The most difficult bosses could be a bit like the few bosses which added late in Diablo 2's life cycle which weren't directly a part of the main game. Such bosses would also fit well with the mini-expansion idea below.
Content, the future and you:
It would be nice with smalll downloadable mini-expansions rather than just a big one after a year or two. Downloadable content and mini-transactions seems to be the hot stuff these days, and there certainly are some benefits to it (beside getting the customers to spend more money :D) It would be great with new bosses to fight, new areas to explore, new items to find etc, once in a while. These packages should of course be optional and not subscription based.
One last thing. I realize there are two subgrpups of players when it comes to Diablo and WoW (actually when it comes to WoW and any other RPG). One group want Diablo to copy WoW. The other group hates WoW with a passion and dont want to see any features from it ever. I hope you can balance this, and take out some of the better features in WoW which could work great in Diablo. In many ways WoW is a MMO-A-RPG, and although hopefully Diablo 2 wont be anything like an MMO at all (which is why D3 shouldn't just copy WoW either, which you seem well aware of yourself), but that doesn't mean some of the features wont translate perfectly between the two games.
P.S Strike down hard and swift upon cheaters and those who sell items for money. Then everything will be perfect!
I am a huge fan of the crafting and placing items in cube to make items, as well as rune words. I would like to see more of this in Diablo III.
Also, I believe certain items should be Soulbound in DiabloIII. I understand that trading items is the way the market was ran in the past, plus SoJs and Runes expansion.
One more thing, I hope PvP will be more balanced. I hate seeing one or two classes destroying everyone else on the field, when other classes are in just as good of gear if not better. Example Necromancer
-This is nothign new but I'm putting down my vote to support that gold means something.
-pvp zone, pvp game, pvp reward, pvp title.
-Death in pvp zone/game doesn't cost anything.
-pvp zone/pvp game has no pve content. The only reason to be there is to kill each other.
-pvp in pve areas still possible to keep people on their toe. It's fun and exciting that way. Of course if you don't want any harassment, create a passworded game.
-pvp death in pve areas has penalty (like dropping some of your gold is good enough, if gold means more than before now)
PVE loot drop suggestion:
I don't like the fact that in D2 you can only get certain drops after ActIII Hell mode, like a Grandfather sword. This forces me to only play in Act4 Hell mode even if I'm not just farming. I really like to see the scenes of earlier acts but I don't want to miss out on the possible chance to get a godly drop.
Instead, you should have a chance to get every loot as soon as you are in ActI Hell mode. You can still lower the drop rate in Act I and gradually raise it in the following acts.
What I'm proposing is Nightmare can drop every item from ilvl 1-66. Hell mode, ilvl 1-99. This is true as soon as you are in Act I Nightmare or Hell, so it should be possible to get get a lvl 88 unique in ActI Hell. All item base types have been unlocked by Act4 Normal, and all their exception type should be available as soon as Nightmare mode starts, and all their elite type should be available in Act1 Hell. I don't want to only see the elite DAGGERS in Act1 Hell. Elite crystal sword should be available too right away.
Keep the gradual unlocking of items in Normal mode as in D2 (can't get lvl 30 unique in ActI normal) to cater to single offline player that will not even play Nightmare or Hell.
I liked the old pvp system that was on Diablo 2, how you could go hostile towards anyone above level 9 as long as your it town. This made it fair game to fight anyone when ever you felt like it. Improvements and suggestions would be maybe blizz could put a Coliseum(arena) like thing in some of the towns/acts. This would allow the players to duel one on one or maybe in a team like set up. Instead of dieing it would take you down to 1 health or kick you out of the arena upon defeat. This would allow players to fight with out the interuption of monsters(npc's). They could also wager items, gold, or nothing at all in these fights. Another thing is to balance the talent trees/skill trees. In Diablo 2 only certain specs where useful to pvp, example trap assassins and hammerdins. Balancing the skill/talent trees will allow a variety of styles for pvp and even pve.
On the trading side of things a auction house or a system to post items up for trade or bartering. If money is worth anything in d3 the auction house could work, but if not a system that allowed you to post a item up for trade were other players could message you with possible items that they are willing to barter for it.
With the introduction of destructible environments, I believe that the Druid is a more than eligible candidate to be a character class in the third installment of the Diablo franchise. However, to keep classes diverse, the Druid's elemental spells should focus on the elements of earth and wind (Earthquake,Tornado, Hurricane), leaving fire to the Witch Doctor and/or any Mage type class you may produce.
One idea for an earth based spell that I have devised would be called "Armor of Thorns,' which coats the Druid's armor and deals damage to the attacker (a more balanced nature-based iron maiden). Then you could alo take the idea of the Solar Creeper and turn it into a spell which temporarily binds a creature while dealing damage (if it's health is low enough, they are dragged into the ground). There is also the possibility of utilizing the idea of the Druid's spells having a tremendous effect on the environment, such as casting a fog over an area to decrease an enemy's line of sight.
Shapeshifting should keep basic skills such as Werewolf, Wearbear and the passive Lycanthrophy. Aside from that, you can make a new assortment of creative and destructive attacks. Summoning spells would keep basic like summoning Crows, Wolves and Bears. However, you can probably have fun with either modifying those summons or creating new ones.
The possibilities are endless, and I'm sure you will make things interesting, Blizzard.
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"Battle not with monsters, lest ye become a monster, and if you gaze into the abyss, the abyss gazes also into you."-Friedrich Nietzsche
I write from the perspective of someone who abandoned battlenet. A most unsatisfying experience. So bad I don't know where to begin....
I'll limit myself to one topic here: trading.
The online system is too open to exploits and dupes.
For trading to be fair you must eradicate dupes.
Given the advances in computing power in the last ten years it should be possible to establish the uniqueness of an item. As a seasoned app systems designer and ER modeller I can see many ways of doing this. Whether it would affect game play and cause server stress I cannot say.
Preventing dupes in the first place is the number one priority for implementing a trading system that is fair at its foundations. No trading mechanism can compensate for dodgy gear.
Secondly, a fool proof means of swapping gear is required. Very easy to do, from my background at least.
Limit trades to swaps/bartering. Many to many, one to many, or one to one item. Seller posts item(s) for trade. This request stays live while the user is logged on. Connection drop or whatever = cancelled sale. At posting time the seller can enter a minimal description of what is sought. Keep it simple and short. Seller does not enter text to describe item(s) being sold. Let battlenet work that out.
Option to be notified in game that someone is wanting to buy. TP to town and enter the trade window. See the offer of the purchaser. Accept or decline. Both parties can see a full icon view of the item.
At this offer stage both sets of items are locked in escrow on battlenet. There can be no dodgy substitution.
If trade accepted by seller: battlenet does the swap. Confirms swap and flags trade as complete in the battlenet trade DB. If problems, backout trade when the user is next logged in, for example. An escrow system is very simple to do.
With these two enhancements: No dupes and guaranteed integrity of the swap then I'll return to battlenet.
At home we run multiple copies of D2. We dupe at home, I'll admit. If I had my time all over again I'd not support that. Duping should also be impossible for home TCP/IP users.
(My IT background says "unique keys" but generating this rapidly across all servers and saving and maintaining these centrally I can't say if it is feasible. Locally no problem as our CD key can seed the keys, etc although a security concern if using our CD key online?)
A third suggestion: When I trade I want to see rare items which are genuinely rare. Let's have some limits and make this gear uber good. Again you'll need a central DB of issued gear, with a guaranteed unique ID. Possible?
A fourth suggestion: Items only. No health/mana/full rejuves (it seems they must be cnsumed at pickup time in D3 - good) and no gold in bartering. Common stuff like that just creates a currency.
I want to HnS and immerse myself in the storyline and quests. Making gold rarer would minimise the possibility of players doing lucrative gold runs as gold hordes with gold as a currency will skew trading.
A fifth suggestion: The old and dodgy "droping an item" trading system. Just make it impossible. If a player wants to trade they MUST use the barter system. In game (in town) or out of game. Trades can be private if you like (i.e. not open to other barterers). If a player drops gear then it stays there until an NPC steals it, as happens now in D2.
This gets back to unique IDs for gear. A monster drops gear specifically for a player then it stays assigned to that player until such time as it is traded fairly.
If I drop gear in game then it can just stay invisible to other players.
Yes, that means I have to mule the gear myself but with the bag system developments I have seen, extra mule characters won't be necessary.
To Blizzard: I love what I have seen of D3 so far. Bring it on when you're good and ready. We'll be buying three copies.
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So we've got over the problem of colour in D3. Great. Now let's argue about everything else not yet set in stone and help make this game simply great! Game on.
I'd like to see the ability to record your PvP kills with a built-in video recording feature. So instead of using bulky, third-party programs like FRAPS, D3 should just let you hit a button or hotkey to start saving the video of you pulling off some epic leap attack over an exploding pile of zombie sheeps and killing your enemy as he reaches the last 1/10th of a millisecond of his Meteor spell. Mainly a bragging rights kind of thing.
Another thing that would be neat is actually an idea from Star Ocean 2: The Second Story. At one point your character enters an arena match, and rather than using his own items, he's given a specific set of gear and consumables from a number of different sponsors. Now, depending on how well you did in the tournament, you could keep some of the items the sponsor gave you, and some money too I think. I think it'd be cool to see a sort of "template" feature in D3 PvP, sort of like arena matches. This could help people experience it even if they don't have the best gear, and possibly a chance to earn upgrades for their character if they do manage to win.
Going along with the idea of sponsored Arena matches, it'd be pretty sweet to see players be able to bet on PvP matches, with calculated odds and return values. This opens up the possibility of players becoming sort of "mob bosses" by having power through wealth, hiring on gladiators to fight in the arena and winning cash from them, using some of the earnings to gear up their fighters. I guess this kind of ties into the economy too, since it gives gold a bit more value than just paying for repairs and potions.
Really overall the economy to me isn't a huge concern; I feel that if players are given a base of gold and initial values from vendors, then we'll be smart enough to develop worth through the basics of economic principles. The market should be able to support and develop itself. This is pretty noticeable if you look at WoW's economy via the auction house. You see some fluctuations when new things occur, such as the massive influx of gold from the daily quests (which lead to a period of inflation and eventual recession). As long as Blizzard plays as kind of economic supervisors and steps in if something is causing massive damage to the market, then I believe players will have the true power to create a system that suits us.
Thanks to everyone who reads/considers/even looks at this :).