Another issue is game+ modes locking a player out of going back and playing with their friends. This feature fractures the community. We need to find a workaround for this in game. Maybe a map can do this?
That would be awesome. If you could do it, you would be hailed as a god by the masses.
Going modular sounds great. After the TL1 class pack is done my vote is that we work on modular fixes to TL2 that would benefit the TLA and would also be beneficial to future mods.
My personal dream is to see almost an entirely new game built from the foundation of TL2. The highlights I would love to see would be the following:
[Begin Rant]
Chunkiness and Scarcity-Items and their upgrades should feel meaningful. Potions should be less a common necessity and more a potent luxury item. Like RnF said, a berserker with a 2-hander should be scary because his greatsword does more damage than my dagger. Also, when I pick up a new, higher level greatsword, I want it to be better than the last one I found. In Vanilla TL2, item upgrades are difficult to distinguish and very often the affixes vacillate so much that lower level items are better than higher level ones.
-Affixes should be more scarce and they should scale correctly. Just like with everything else here, scarcity builds
-Treasure finds should be meaningful. No more mountains of vendor trash. Chests should be rare and hold meaningful loot.
-Skill upgrades should feel meaningful. No more 15 levels of active skills that change things only minimally.
-Classes should be more rigidly defined and have UNIQUE talents that make them special. No more ranged Berserkers with a ranged missile spam (Wolfpack). No more teleportation for everyone. When all the classes have access to all the different types of skills, there's no variation and no need for party diversity. Slimmed-down skillsets would give different classes different roles in multiplayer. Multiplayer's a lot more fun when party roles are differentiated.
Cohesiveness, Simplification and Intuitiveness-Stats need to be reworked. You shouldn't have to pump Strength to increase your Pistol damage. ANY stat setup should be functional, if not optimal. So, if you DO decide to boost Dex exclusively it shouldn't gimp your pistolier and even your dex berserker shouldn't be a total junker.
Challenge, Risk and Reward-The game and its content should be challenging but not be overly punishing (just a little frustration is fine). At times, TL2 can seem either too easy or impossible.
-Risk v Reward: About 10 years ago I played an online PW mod for NWN that modified the ruleset for the game to involve fairly severe penalties for death. Each death would cost the character 1 entire experience level, which could represent more than a week's worth of careful play at the higher, more difficult to reach levels. This made deaths emotionally crushing but levelups a glorious accomplishment. I wouldn't suggest such stringent penalties for an ARPG like this, but meaningful hits to experience rather than gold (as xp is more meaningful) with each death would make players more invested in mastering strategies and reward them for smart play.
Mystery-Take the focus off stats and numbers and put it back on gameplay. Minimal information about the technical functioning of skills, stats and items will free players to focus on the ambiance of the world and the thrill of the gameplay.
More SteampunkI like the Steampunk theme especially when juxtaposed against magical fantasy. I've liked it since Arcanum and Final Fantasy 3 (VI). Let's do it up more. I'd love to see classes like 'Demolitionists' or 'Botanists' go up against Wizards and Warriors.