A thing from Everquest that could benefit Ashes of Creation
that was lost in MMORPGs since WoW, is Emergent Gameplay.
Let me try to explain... though english isn't my native langage and i'm not good at explaining stuff, so it might get clumsy but i'm willing to give it a try anyways.
about Emergent Gameplay :
A quick way to describe Emergent Gameplay would be rather simple : give players very few information and let them figure out how to do things.
It is the complete opposite of hand-guided gameplay, also known as theme-park.
This applies on every aspect of the game, not just combat / dps.
pros : as a player, it is extremely satisfying to figure things out. feelsgoodman
cons : players who just want to smash buttons like those guys who play tabletop RPG games only to roll dices, players who want to be a godlike farmer after 3 minutes play-testing their class, etc... will perform poorly and might end up being unsatisfied and quit.
One notable example of Emergent Gameplay from Everquest : the fight against the goddess Tunare
First, Everquest basic combats were mostly tank-and-spank, but raid bosses added spicy mechanisms that demanded players to find out strategies to take them down.
Second, most raid boss fight required a rotation of Clerics casting Complete Healing on the Main Tank because most highend boss would hit so hard they kill non-tanks in 1 round and tanks in 2-3 rounds, making switching Tanks very difficult, though not impossible, because Complete Healing has a 10-seconds casting time and you had to Land one on the Main Tank every 1-3 sec depending on which boss you were fighting.
Imagine fighting a 50-foot High Elf lady following these rules :
-She stays at her spawn point, can't pull her, she never moves. But you can't fight her with only ranged attacks because once damaged she will summon the player with highest aggro down to her feet and kill them.
-Her auto-attacks are kicks (1 or 2 seconds cooldown) that send her target fly away (unresistible huge knockback effect), she won't summon the tank back after kicking him away, she will kick another meleer instead.
-Her damage is so that she can kill any non-tank class in one kick (OneKickWoman).
If you Zerg her without a strategy, she would simply Kick the tank away, then kick the 2nd tank away, etc... then one-shot all the meleers rapidly before the Tank(s) gets back into melee range, then kick the tank away again, summon healers and one-shot them, summon casters and one-shot them, etc...
Seems impossible, right ? Well, take a few minutes to think about solutions before reading what's next...
Back in the days, someone came up with the right idea : in order to keep the Main Tank in melee range, so that he wouldn't lose aggro, we had to counter the unresistible knockback effect with..... a wall of Ogre players behind the main tank.
The Ogre race is the tallest player race, and there is player collision in Everquest.
Note that it doesn't trivialize the fight at all, it's still a very long and difficult fight, but this key point made an impossible fight possible.
Honestly, who would have thought Player Collision and Race collision box-size could be key mechanisms in a raid boss fight ?
That is what I meant by Emergent Gameplay : the smart use of a game mechanic outside of it's main purpose, without being a glitch/cheat.
And that is just one example out of so many... Everquest was a rather simple game (back in 1999 games weren't as complex as today), but it also was extremely difficult, and overcoming the difficulty was extremely satisfying.