What would you like to see.
Making the maximum level fixed at 50 or 60 and bringing a paragan progression (eg like in The Elder Scroll Online) that raises passive or secondary stats. This would prevent each expansion launched increasing by 10 lvl (ex: +10 lvl of FF14 and the case of WoW that reduced lvl from 120 to 60) or numerical reductions in values in future updates (Life of enemies, damage caused by characters and etc).
Another big problem with MMOs with each expansion is increasing the areas to explore, so the old content becomes obsolete and the initial zones empty over time. One way to make old content relevant is:
>> have dynamic events across maps (Ex: FF14 and GW2).
>> make initial crafting materials relevant at high levels as well (Conan Exile crafting system, where a common stone is still used in the latest expansion blueprint). This would make searching for item on old maps renewable and moving the market.
>> Drop of armor blueprints and weapons from DG and Raid bosses for crafting through craft professions (instead of the already made item). Being the items made by the endgame professions (instead of many games being midgame) and causing the demand for them in marketing.
Guildhousing/Fortress which was mentioned that there would be in the Q&A:
Bring 3 professions:
>> 1st Lumberjack/Collecting = tree farming for log.
>> 2nd Carpenter/Crafting = Make Buff benches for weapons/armor and furniture creation using raw materials.
>> 3rd Architect /Crafting = Makes different skins for the Guildhouse (can change the visual style of structures: dwarf, elf, minotaur, orc and so on) increasing reputation with determined with factions. Creating defensive enhancements to Guildhouse structures in GvG content only. Mage Tower offers bonuses for classes that use magic, bunker improvement for ranged weapon users, stable giving mobility, etc...
If the idea is to fortress by not making content competitive between factions? in different places on the map as in ESO. Inspiration for the idea of Garrison + Warfront by WoW or War of Emperium by Ragnarok and GvG by Tree of Savior) 2 rank is created:
>> 1 activity rank: generating player activity tokens, greater material collectors, higher marketing sales, more tamed animals, better weapons/armor manufacturers. With the tokens I would exchange for new furniture blueprints, repair of equipment in blacksmiths, potions for GvG content and etc.
>> 2 combat rank: in GvG Faction War, the fortress has HP and Armor (hence the need for the profession of Architect repairing the buildings), structures can be destroyed and looted by the enemy. The leader being the mayor. Depending on the performance of the Guildhouse in these GvG would be enabled the contract of different npcs per week (having some common, uncommon, rare and etc) providing blueprints of professions...
Profession aditional stuff:
>> First Aid or Cooking Profession: making it possible to manufacture camp tents with health or food buffs. With return points closer to where the group wiped inside the DG/Raide (Ex.: Squire class from the Tree of Savior game or the beds of Conan Exile).
>> Inscription, Alchemy or equivalent: being able to manufacture paints to paint armor/weapons and even the guildhousing color suggested above.
Visual professions gear (Ex: Albion, FF14 and GW2). Customized backpacks with a certain profession: fishing, cooking, alchemy, blacksmithing, jewelry and etc.
Additional Class Accessory Slot, something that would make the look unique or change the damage type:
» assassins: blades and poisons flask
»priest: sacred symbol
»paladin: divine book
»hunter: quiver
»pirate: ammunition holster
»druid: animal totems or skins/feathers/scales/barks.
»witches; fetishes
» necromancers: canopic vessels with pieces of bodies or bones
» mage: orbs
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A good example of different mechanics used in pve is Dungeon & Dragon Online and Neverwinter. The class making a difference in the operation of a mechanism.
>> clerics interacting with sacred altars
>> magician using energy orbs
>> druids receiving gifts from nature
>> rogue disarming traps and etc…
Another interesting mechanic was from the Wildstar game (a player here in the thread mentioned), depending on the chosen skill, it revealed different areas.
>> exploration accesses secret areas within the map and got an extra reward.
>>combatant duels with npcs.
A player's idea on another topic is quite interesting. You can create a pet and take care of it until it becomes a usable mount I thought it was good. I would add to it skill for each type of mount like in GW2 and enabling mounted combat.
»spider/insects being able to scale walls.
»goats/cats may fall with damage reduction.
»lupines/canines immobilizing with tusks or jumping higher.
»cattle/pigs being able to run over enemies.
» dragons/bears frightening with a roar.
It would be interesting if there was a possibility for the characters to break things along the way and to have a scaling system that would give more possibility to explore the scenario (ex: Conan Exile, Genshin Impact...)
Maritime content (Seas of Thieves would be nice, but it didn't need to be so detailed), after all we have the pirate class in the game (I asked the question if there was any ship system in the Q&A and I liked the answer as it was a good idea).
Woah nice post and good to see people knows more mmo's than World of Warcraft xD. Im agreed with barely all your post except for the endgame crafting items. I think that can be more an alternative than a necessary action. The raid boss dont drop your trousers? No problem , because you received the blueprints of another trousers of the same type and have the materials and the profession level to create the trousers.