Feedback:User/I approve this pwn/status bar


 * Move the action and health status of the target to a spot above its head so you're not looking at the top of the screen when you're watching or fighting it. You see its health, actions and status all in one area instead of looking up and then down.


 * Add color or tint to a character if they have some conditions or hexes. Perhaps a symbol or icon next to the character as a visual indicator.


 * Have an indicator showing if they are gaining or losing adrenaline.


 * Have blocking animation visual/indicators.


 * Have a visual indicator of what stance the character is in.


 * Have a diminishing bar adjacent to each enchantment, condition, hex, buff or debuff on a character to show its current length of affect.


 * Have more animations and indicators that show a characters current conditions/hexes/buffs. Some of these could be enabled when they are not in motion or performing an action.  For instance, they can be rubbing their eyes if they are blind, holding their throat and gasping if they are poisoned, be green and sweating if they are diseased, dripping some blood if they are bleeding, be blue and covered with ice if frozen, be illuminated when they are enchanted, leaning back and forth with stars flying around their head when they are dazed, holding their chest if they have a deep wound, have heavy breathing if they are exhausted, have a visual crack in their armor if they have cracked armor or be slouching if they have weakness.


 * There should be a endurance/stamina bar that slowly increases your skill activation and reload time slightly as it reaches a point. That bar can have ranges of say 100, 50, 30, 20 10.   As players use skills they become more exhausted with this mechanism.  All skills would use say 1 or 2 endur/stam point(s).  This would help reduce spamming and add more realism to combat.  This mechanism ties to energy/adrenaline mechanism but instead of limiting how many actions can be performed per set of skills used, it instead directly affects the activation speed and cool down time of each skill.  This mechanism can be applied to dashing, running, jumping, rolling, side stepping with modification too if needed.


 * Have a glossary or menu or something that explains conditions/hexes/enchantments/chants etc and what they do and effects etc in game so its easy to find reference for any of them.


 * Have some foes that start off small like a bunch of bugs but grow large when they engage a player.


 * Add more collaborative tools similar to the compass whiteboard. Maybe a group map whiteboard with colored writing tools and markers.  Maybe some audio and video conferencing.  A foe selection and order designator adjustable by players.  Electronic calendars (also called time management software) — schedule events and automatically notify and remind group members  Event organizer.  knowledge manage systems - collect, organize, manage, and share various forms of information.  Social software systems — organize social relations of groups.  Guild announcements but more blog like.  Guild voting.


 * Player feedback system.

- This is from Collaborative software on wikipedia
 * Player requests with voting and statistic chart.

Voting methods

Some collaboration software allows users to vote, rate, and rank choices, often for the purpose of extracting the collective intelligence of the participants. The votes, ratings, and rankings can be used in various ways such as:

* Producing an average rating, such as 4 out of 5 stars. * Calculating a popularity ranking, such as a "top 10" list. * Guiding the creation and organization of documents, such as in Wikipedia where voting helps to guide the creation of new pages. * Making a recommendation that may assist in making a decision.

In the case of decision making, Condorcet voting can combine multiple perspectives in a way that reduces intransitivity. Additional uses of collaborative voting, such as voting to determine the sequence of sections in a Wikipedia article, remain unexplored. It's worth noting that no matter what voting method is implemented, Arrow's Impossibility Theorem guarantees that an ideal voting system can never be attained if there are three or more alternatives that are voted upon.

In addition to allowing participants to rank pre-existing choices, some collaboration software allows participants to add new choices to the list of choices being ranked.[8]

Voting in collaboration software is related to recommendation systems that generate appreciated recommendations based on ratings or rankings collected from many people.