What I would have done with the game (which others will hate some/all the ideas of):
I pick since right now, even though there are a lot of things they put in the game (shrouds, monster missions) that I don't like at all. Snailish in charge of EQ development as of this moment would cause:
1. retro patches that move lore/play along in specific periods. I would do this with an eye to future progression servers (zones that don't exist in that form make a more compelling case to go play progression), and future expacs.
some examples:
-LoY patch that makes charm slot drops in LoY really good (but not as good as serpent seeker's) without the silly gimmicks. Connects the Inny lore in Nadox better to Plane of hate (adds another tier to Hate with Luggalds and such in it). More gunthak/dulak Npc in coastal zones with LoY era top-end for the level drops.
-LDoN patched into oldschool dungeons that combine the maps into a huge layout for each entrance, including the raid mobs and drops in the latter stages. Current format of Ldon's removed OR congregated into the wayfarer's hall in Nedaria's Landing as the hub for all "storytelling" based instances (so all monster missions as well. I find the static nonresponse "I am waiting for someone" npc you can't attack in the world very immersion breaking).
-OoW patched to have far more discordant enemies infiltrating portions of Norrath
-Dragons of Norrath sees Vox and Naggy mysteriously set free, by a loyal servant that takes on the chains of their cursed prisons (and loot table needed for quests)
-CoTF patched to give Iksars, Trolls and Erudites of Cazic Thule more classes based on there continued service/faith through that deity's rough road.
2. No new continents. A few 1-85 levelling chains identified and enchanced in the game, rest of world is 85+, including areas tradionally much lower. There are tons of places to extend (or finish...).
3. Extension of signficant past quests into current lore (they've occasionally done this, doesn't have to be such a big gap or step like they did with Coldain shawl though).
4. Looming threats arrive and permanently change the world.
examples:
-hate portal in Kithicor fully opens, Kithicor is overrun, commonlands is encroached, Rivervale is overrun. Pickclaw goblins save the being-slaughtered halflings and hold the wall. Halfling refugees make it to Crescent Reach and Qeynos via the gorge and Karanas. New class/deity options possible... revamped Kithicor is a much larger zone with the ruins of rivervale as a part of it. It connects directly to plane of Hate, this also allows for another extension onto Hate. Goblins added as a PC race.
-Priests of Discord Betray Norrath, their mission all along was to corrupt the faithful away for Norrathian Gods. They succeed in Felwithe. High Elf society splits along those of faith and those "believing in self"... I could write 20 paragraphs on what I would do with this... end result is Felwithe as an end game raid zone.
-Froglok and Giants "ancient alliance" finally does something (saves Qeynos from the invading discordlings)... Frogloks tire of living in tents and move to Qeynos. Quellious added as deity choice as their society has come to grips with their place in norrath and the Hate some of their kind serve (despite that otherwise being contrary to froglok lore). Evil froglok classes can no longer be created.
-Greenbloods drive the dwarves from Kaladim (another long story)... Dwarf removed as a creatable player race... eventually Thurgadin Dwarves are the playable dwarves in the game, with a different class mix than we currently see.
-crushbone orc shamans hear the "gods that have fallen silent". Emperor Crush believes, D'vinn is executed as an example... long story... orcs are mustered from all over Norrath for a Crusade, blessed by the gods, that will remake Taelesia (can't spell it) and give it real names.
5. Past revamps and special offerings are made permanent (hardcore level of Guk is the level of Guk, Mistmoore is revamped back... but GFAY gets a massive slate of new npc that have the faction people farmed mistmoore for. They can be invised rogues that only attack when attacked. Builds the threat for storyline in GFaY, and breaks nothing). Yes this breaks newbie levelling chains... see #6
6. Consolidation of newbie levelling chains. Crescent Reach is the template (city has nearly everything, connects to zones taking you to 75). Keep Cr or not... but develop Cabilis, Freeport, Neriak, Qeynos, Kelethin in the same fashion (there's a few others I'd like to keep, but it's too much programming... Neriak and Freeport overlap enough. Most of the other cities I would impact by events:
examples:
-Fall of Odus expansion remakes Paineel as a quest hub city for level 100+. Rest of Odus zones revamped to work with this (including attached LoY and TBS). The Hole becomes a scary, scary place once again.
-Gnome civil war erupts and ends in boom
-Fist of Seru expansion sees Luclin overrun by a Seru axis of evil that uses the spires to breach Norrath. Vah Shir no longer a playable race.
To make Kelethin support 1-85 (or even 125) you would keep Gfay 1-20 (remember we've added mistmoore mobs that don't aggro all over the south of the zone), Lower Fay redone as 20-40 with new entrances off it for Mistmoore related zones such as a port city, farms and "Grand Castle of Tserrina". The revamped butcherblock with the ruins of Kaladim connected, Dagnor's cauldron, Kedge (once again as a true end-game raid) etc. fill out the zone slate in tight brackets.
Quest gear out of CR (or other newb chains retained) would be made >defiant for the given bracket.
Edited, Nov 14th 2013 5:46pm by snailish