-Clock Tower location
-More open ended world (Less linear)
-More crafting variety
Basically bitch slap Capcom for rushing it out the door for a quick cashgrab and focusing most of their effort on 'Village'.
I reckon at least a few larger areas where Nemesis can stalk you (and thus become a more oppressive presence) would be nice...something like Mr.X in RE2make but with a larger map and more puzzles, quests to solve. Not sure how it would work without a few safe rooms though. Then I guess we should be able to explore the clock tower - I was never too fond of that location (save for the room leading to the chapel - really liked the design), but most people love it to death so it should be there, even though it could be shorter IMHO. The hospital section should remain as it is - it's a huge improvement over the original (save for the stupid "protect the entrance hall" section from RE4). I did hate NEST 2 as I really liked the waste disposal facility from the original - it was a good change of style from the 3rd acts of RE1&2, where you always end up in a lab. Don't know about the cemetery and the Grave Digger - I always found the boss fight to be pretty annoying (same as the Gulp Worm from C:V).
...above all, I'd very much like to see some actual use for the sound suppressor you can pick from Nemesis. I was actually expecting it to have more weight in the gameplay: in RE2make, Mr.X is lured by gunshots. I was seriously hoping Nemesis would've operated the same way, making the suppressed Glock 17 vital to take out zombies without luring the big guy.
Actually, I thought that Nemesis dropping items this time around was stupid. You cannot retrieve anything from Mr.X in RE2make (unlike OG RE2) and that's one of the things that make him scarier: there's nothing to gain by fighting him, so you'd better run. There was no point in making the T103's nastier brother something you actually want to fight with the new style created with the remake of 2. Nemesis pulling a briefcase out of his ass also looked so stupid with 2020 graphics - that's the kind of stuff games from the '90s could do because they looked less realistic.
...but this is all wishful thinking - Capcom is actually pretty pleased with RE:3, as it sold enough for the money they spent on it. It's very unlikely they'll be updating it in any way.
Yeah, I hadn't thought about subsonic ammo, but, considering the ammo-crafting mechanic, it would've been a nice touch...but probably too technical and realistic for the average player. I do like that in DAYMARE: 1998 you have to reload individual magazines (picking up ammo boxes isn't enough), but I have no idea how mainstream players reacted to it - same with the fast-vs-slow reloading that can make you drop the clip (I think they got that idea from MGS2 and its magazine-recycling mechanic). Also, I don't see Capcom doing that much research into how actual firearms work - Hollywood logic seems to be fine by them. Yeah, a suppressed bolt-action .22 LR is very quiet because the chamber remains locked until you eject the spent cartridge: it's the same principle behind the Beretta XM9 by Knights Armaments (the basis for MGS2's fictional tranquilizer gun), which has a locking mechanism preventing it from cycling...and it's incredibly quiet (with subsonic ammo and fresh wipes) even though it's a 9mm.Absolutely agree on the suppressor, and you should also be able to craft subsonic ammunition to make it even quieter, but a bit less powerful. With a Glock 19 which is a 9mm automatic, you can reduce the noise of the gunshot from 160db to as low as 125db with the right suppressor and ammunition. I mean it's still kinda loud but way less loud. I won't get into the details but the absolute quietest suppressed firearm is probably a bolt action .22 rifle, which you can get as low as 108db which is as close to "Hollywood quiet" as you're gonna get, but a suppressed .22 is best suited for assassins and not highly trained B.O.W. killers .