Sandbox is going to be great. Skill system, leveling system, whatever. I am ready for it. However, the thing we need the most is an organized set of tools to let us as Guild Masters become Dungeon Masters. EQ2 has already explored the Dungeon Maker. If we expand and explore this more in EQ3 then we are in for a truly great treat. Suggestions/Examples: Dungeons out in the world similar to Wailing Caves (and housing) in EQ2 where you click on the door and select your dungeon. Have them rated with your Guild dungeon sorted to the top of the list. By doing your Guild dungeon you get perks like extra XP, extra loot, whatever your Guild has unlocked for that dungeon, extra bosses etc. Have 5 tiers of dungeons, each dropping more powerful items. So lets say Wailing Caves Tier II. It is the same dungeon, same layout, only the loot you get to drop is based on what tier your guild has unlocked for level 15 - 20 content. If you are not in a guild then it will default to what you personally have unlocked. So, this encourages joining and being active in a guild versus soling and pugging. Tiers overlap to encourage grouping and or mentoring lowbies. So that tier V level 20 chest-piece might be better than the tier I level 40 chest-piece you are wearing. Same with raids. Higher tiers make the mobs and bosses more difficult but drop better quality loot. Expanded to raids would be simple enough. Mark place-able mobs and lieutenants so that they have to be so far away from each other and the boss, to where you physically arent allowed to move them. This keeps dungeon and raid makers from stacking bosses together in one room or placing a zerg of mobs in the path of adventurers. I would love for my Guild to get everyone flagged for the next raid and open up the raid maker and go to town. Hell you could even make it a guild event, let the whole raid team zone into the raid/dungeon maker and we could place the mobs together, design the pathways as a team and place the bosses where we want. Have premade boss rooms if needed that we place at the end of appropriate halls etc so proper encounters can be made. Let us unlock bosses in any order we wish, maybe we want to save up experience or time or whatever currency needed to unlock the first boss of a new raid and use it for the next to last boss, or the third boss, or whatever. Forget boss strategies, those are going to happen. Now we are talking hallway, corridor and trash placement. Randomize trash as needed as well. Do we want to wade through trash and unlock the third boss here near the entrance or do we want to do it right before the boss? Etc, etc. You provide the object kit and skin for each raid/dungeon and some boxed encounters and we will make our own fun. Then when you really get adventurous, you make bosses with no lore, only mechanics, encounters for us to do, give us a portal and let us make our own little word around this boss or set of bosses. Let us worry about making quests, making the bosses fit into the lore we create. This is a hope I have, that even with raids and other content I will get to be a Dungeon Master without going down to the local hobby shop.