Warning: Wall o' Text ahead! As per the title, I'm interested in finding out what parts of the game people would enjoy seeing Carbine's "depth" implemented. Seeing as the developers want to make the deepest MMORPG to date, and their entire philosophy revolves around piling tons of content in for players to choose how they want to play; what aspect(s) of the game would you like to see having an equal, or nearly equal amount of depth? I, for one, would like to see more depth with NPCs. While we've seen that enemy NPCs already have their own depth, I'd specifically like to see some depth in town NPCs. An example being the merchant archetype: An NPC that populates a town (or on some occasions, wander the world), and sell goods to players. I think an interesting way to give these merchants more depth is by changing the way items are traded between NPC and player. For starters, instead of just selling an item and receiving currency, you instead place the items in a barter table and at the bottom the sum of their combined value is shown. From here, you can either trade for that amount in currency, you can trade for that value amount in goods, or you can do your own mix until an equal trade is reached. This system of trading allows the selling and purchasing portion of your transaction to happen simultaneously. Now, we can expand upon this even further by addressing a problem I've seen in many MMORPG's, the fact that every vendor in the world, no matter what their wares or amount of business, has a seemingly endless amount of funds to purchase your items with. I know it shouldn't bother me, as it's very convenient as a player to be able to sell all of my useless broken armor and weapons to the local bread salesman, but I think in Carbine's case with Wildstar, they can afford to make that system more dynamic. A simple idea I have is that every vendor has a passive income of currency and supplies that refreshes every x hours, days, or however long (amount of income and frequency can be decided by their trade). On top of this, they have the income from players who purchase from them, and the items gained when buying from those players. Although, it wouldn't make much sense for a bread vendor to be interested in purchasing armor and weapons from players, so we make these NPCs have their own niche of business where they trade. Blacksmith trades weapons/armor, Alchemist trades herbs and reagents, etc. But, what should happen if an NPC was running low on funds or supplies? In the case of the former, the NPC could have a sale in order to increase the number of purchases (or quite the opposite, jack up the prices of high demand wares), start rejecting the trade of items they have plenty of, or some other creative way of making a profit. As for the latter, an interesting idea would be to allow players (maybe exclusively Settlers) to take a quest to gather materials to supplement their stock for a reward. A couple other neat ideas I had in mind: Competition between merchants of the same trade by offering better deals than each other, exclusive Settler quests that give merchants access to a higher quality stock of items, donating to a merchant who is low on funds for discounted wares in the future, and having their stock differ season from season. It also helps if the wares any given merchant has for trade are useful to players in some way, shape, or form. There's an example of what I mean when I ask where you would like to see depth elsewhere in the game. Carbine is doing a good job of showing us what they mean when they talk about "depth" in their zones, questing, combat, art style, and even music. There are many ways to take a simple concept of an MMORPG and turn it into something dynamic and deep, and I'm interested to see the ideas the rest of you may come up with!