I'm guessing this is a plan to run EQ and pour money into it with no expectation of turning a profit (or even attracting an audience larger than a middle school assembly).
Listen, if bug fixes drove revenue, more developers would do them. But bug fixes aren't sexy, they aren't marketable, they aren't content. 90% of MMO players don't even read patch notes so how would anyone know if bugs were fixed? The example you cite is not a bug, it's intended. Early in EQ's life, it was common for people to use walls to exploit mobs. So the devs gave mobs immunity to collision detection (or something) which allowed them to attack through an obstruction, if they couldn't find a path to the player. This was before the summon mechanic was farmed out to every mob over 50. There was a perch spot on the ramparts in West Freeport that allowed a person to kill guards down below without any risk whatsoever. There was a similar glitchy spot at the guard tower in West Karana near the Barbarian village. These were reasons some mobs could attack through geometry. If they couldn't find a path around the obstruction, they could fight (or sometimes, walk or warp) through the obstruction.
Graphic update would not be worthwhile because all it would produce is tears. No one's going to agree on whether the update is an improvement or not so you're better off creating a new game (which won't come with the baggage of original EQ) which would allow you to replace the decrepit graphics engine EQ runs on and start with an entirely new codebase (instead of EQ's infamous spaghetti code). A minor graphics update would be like changing the sheets and towels ("soft goods" in industry parlance) of a rundown grand hotel. Awesome, now you have better lookin' sheets and towels but that doesn't make you competition for either the W or St Regis across the street. It would be nice to see some things updated graphically in EQ but this is already happening! With every expansion, they push the envelope a little bit more. The problem is, you can't expect eye-popping visuals from a game this old. The team does what they can with what they have.
Fast travel is a must in the genre now. A world as big as EQ with no fast travel would have almost zero "casual gamers" (which is the lion's share of the market). For most people nowadays, taking an entire play session to get from one place to another would not be tolerated. Whether you know it or not, fast travel was one of the first concessions to the "casual gamer" that SOE made. The non-casuals liked it but it wasn't must have because they had access to a wizard or druid (either a guildie or a friend or a box). Anyone remember the dungeon requirement on Kunark evacs? To get to Sebilis, you had to port to Dreadlands, run to/zone into Karnors and then evac to EJ. Again, I lived those times (and as a druid) but I don't think I could go back. It's just like in real life. After streaming content on demand, could you really go back to watching whatever some suit in New York or LA feels like putting on? I wouldn't be against this but then again, I don't fall into the 'casual gamer' subtype.
Yes, part of the game in its early years was avoiding death as much as you could. However, that also led to people not taking anything even vaguely resembling a risk. Fighting reds? HELLZ NO! The best you could expect people to do is fight evens (and ONLY one at a time, a double pull of white cons was cause for evac). As the penalty for death eroded, so did people's aversion to risk, which allowed them to take risks that led to greater rewards.
I like this idea. I've always felt that there should've been a tier of merc above Journeyman that would require a long quest (ala Coldain ring/shawl but requiring raid drops/loot NOT tradeskills) but that would grant access to an exceptionally good merc.
#6 would never work. You can't force people to play the way YOU want them to play and then expect to make money. You want to force people to group? Lock accounts to IP addresses. Thus, if your home IP has an account assigned to it, you cannot create another (furthermore, you cannot play from another IP since the obvious workaround is to sign up for an account from a public IP or a friend/relative's IP that doesn't play games). That's pretty much the only way to restrict the creation of "box" accounts. You can't lock it to credit card because in this day and age, a single person can have thirty plus "credit cards" (Green Dot, Bluebird by American Express, RUSH card, and every other reloadable prepaid debit card), all with different billing addresses (so you can't stop it that way). People who prefer to box rather than deal with the idiosyncrasies of others would still be able to do so.
#7, bad for business (gbaji explained why)
#8 is, no offense, idealist nonsense. You have voice chat ingame right now. It sucks, which is why most people continue to use TeamSpeak/Ventrilo/Mumble. Adding pictures isn't going to make it better. You say no adult pictures? Who's going to monitor it to weed out those kinds of images? Who's going to approve the g rated picture you cite?
#9 is, quite simply, a case of not understanding the psychology of the MMO player. As far as GM events go, they're a binary proposition. Either the reward is must have (Prime Healer's Bulwark, unique title, etc) or funny named cookies/milk (and thus, useless). There are guide events held at least once a week and the participation in them is often minimal (at least on FV and CT). So you hire more CS staff (actual GMs, not simply volunteer guides) for a feature that has to be scaled back to avoid the need to come up with eleventy billion unique rewards?
A lot of this seems like the wishlist of someone who hasn't played these games for very long or who hasn't played very many of them. I truly envy you that. I've been behind the curtain a few times so my naivete has been burned away. These aren't recreational outlets anymore, they're businesses. There are people with mortgages and car notes and tuition bills riding on the ongoing success of what we used to ***** around with behind our parents' backs (Quantum Link *cough*). So even the most idealistic designer soon finds that the business side takes precedence and stuff you think should be prioritized, is pushed to the left in favor of something that marketing can get behind.
In short, to quote DJ Quik, if it don't make dollars, it don't make sense. That's the reality of the MMO genre nowadays. That's why you've seen so many WoW clones (which was itself an EQ clone, it was just polished so brightly that it was hard to see the connection) but not just WoW. CoH with the sidekicking mechanic (that no one outside of Cryptic seems capable of duplicating effectively), WAR with public quests, DAoC with three faction balanced PvP, AC with the fellowship mechanic (which people still haven't been able to effectively duplicate without turning it into a massive ponzi scheme), and of course, Anarchy Online with its widespread use of instancing as the primary content delivery method. The EQ Live team is mainly looking for low hanging fruit. Nothing particularly resource intensive (read: not requiring lots of code work or time), because they flat out don't have the resources. But you couldn't make EQ of 1999 today because it would flop like 'Ishtar' and 'Waterworld'. You'd have a playerbase so small that it would make 'A Tale in the Desert' and 'Istaria' look like WoW. You wouldn't have 'churn', you'd have 'flush'. I'd definitely like to play an EQ locked at Velious level since I've played EQMac where it was locked at PoP level. But I know it wouldn't fly for most people beyond the first week or so of play.
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