I think the next successful MMO will feature scaling instances or difficulty with group size. As in you could solo an instance but it would ramp up in difficulty as you invited friends to play with you. Quick question too, which MMO's featured 8 players as the max for a single group?
-DAOC iirc. Everquest as well...maybe (never played it myself)
This is a difficult one, Blizzard tried this in vanilla, and many MMO's have tried it. If you've played DAOC you're all to familiar with very pigeon holed builds and specs. Everquest did the same thing, adding to the trinity, AOE dps(only, they did horrible single target) CC classes, Buffing classes, Support classes. Although it's not impossible, I just don't see there being more than the holy 3 in any game based off of the mechanics in WoW.
-I was thinking more along the lines of having less than 3 roles, rather than adding more. The issues is that all players want to be able to do well solo, and that DPSing is by nature the easiest way to do this. Playing a full-time supporter might be fun in raids, but not solo. Maybe Blizz will differentiate solo/raid roles.
Dynamic world changes similar to phasing but on a massive level. Instances are nice but they make the game feel very single player. This may just be my opinion though. Also I started in EQ so I'm used to steam rolling or being steam rolled in raids. lol
-I'm not sure I agree. While having people out in the world is great, I think a lot of players enjoy the isolation and "us vs. the monsters" aspect of dungeon instances.
This, this a thousand times. The next great MMO will have WoW's feel and netcode with Warhammers PvP.
Not quite sure what you mean here. On the fly changes from the dev team? I think the current system is fine, but being able to stream content and never have your game go down is a huge plus.
This, but it will never happen. The technology and bandwith just aren't there
-I think the bandwidth is most certainly there. Original WoW was designed with 56k modems and ISDN in mind. Those forms have almost died out and the minimum of 1Mbit/second is pretty wide/spread. But this is a technical issue I lack the expertise on.
While I am a fan of massive raids. This model would pick up more customers.
This ^ Plays a very large role that you don't even consider until you play a game with bad effects.
I'll throw in my two cents as well.
-I've said this in many posts, I'll repeat it here. The next MMO needs to be easy to pick up and very entertaining, but very VERY difficult to master.
-Targeting systems on Characters and NPC's would add new depth to combat. FF11 tried it on some bosses. Fallout 3 has a nice example of it.
-Self sustainable AI. Basically it's this. Imagine there's a kobold, it's set to spawn in the same place every 30 minutes. If the kobold is alive long enough it spawns another kobold. When enough kobolds spawn a hut spawns, and maybe a fire. If the kobolds go on living to long they create a large fortress. Eventually they're programed to move out with scouts. If they find other NPCs, or characters they start attacking/defending.
-Timed/daily events. Yea STV fishing, and holidays are cool. They need to expand this though. Daily things happening give a look and feel to the game you don't even notice until they're there, and it's very entertaining.
-Guild V Guild combat. I like guilds, but sometimes I just want to pwn another guild. Put up control points all over the world map that increase the guilds effectiveness (extra xp gained, more gold gained, Achievements, Mass rez) This would do two things, 1) BE AWESOME, and 2) Bring world PvP to a new game(or an old one Blizzard)
If anyone sat through this winded post thank you.