What I expect from AoC.
Simple. learn from the mistakes other games did.
1. Say P2W a big NO. No best items in-store, No items that make you better in store. Keep the fair competition intact. Put into the market mounts, gear skins, pets, whatever cosmetic you want. Trust me, players will buy it if they like it. And make these things tradeable ingame. With this, you give the chance poorer players to get items from Market with ingame currency, and you kill RMT. If players don't have the time to make money, they can buy a skin, if they can afford it, and sell it in game for ingame currency. BUT CARE to to keep it balanced. Check out eve online..
2. No PVP flagging system. SO, please. Don't make the mistake what NW did.
3. RISK/award integrity. So. Sorry guys. You die, you lose all you have on you. Learn to manage your stuff. If you go out farming don't equip your ultimate PvP or PvE gear. For gathering you can run around in crap gear too... What you wear depends on you. You wanna be more good, you play with better gear. The attacker has the same risk.. He doesn't know what you wear, he won't come at you with this ultima gear either. He doesn't want to lose his stuff either... Let crafters make their job, and give them the possibility to have a market where people buy things, cause they lose things.
4. Alliance system . Let corps form alliances. Let alliances hold nodes.
5. Make crafting good, and make it feel important What does a crafter do? He crafts items. Why? To sell it? Give the game the right supply/demand ratio. Check out Eve Online. It has the best systems that work sooooo well one with each other.
6. Content and different playstyles. So. Perhaps not everyone likes crafting. Give them a solution to make in-game currency, so they buy all the gear from crafters on the market.
7. No dungeon item drops. The moment you make dungeon items a thing, crafting loses its value. Let ALLL the items be player-made. Make dungeons drop crafting materials or blueprints instead, what crafters can use, and players with no willing to craft can sell it! The outcome is the same. In the end, you will have your item. Only it won't be a drop. It will be the cash that will help you buy it.
8. Real player driven economy. You need only 1 thing. Everything is player-made. Simple. Again. Check out eve online.
9. Battlegrounds, arena, world PVP for Pvp players and raids, dungeons, pve events for pve players.
10. Dungeon Finder tool. Seriously. It's annoying to spam chat with LFG and LFM. It's 2021. let me hit a button, and let me play while a team comes up for me to enter the dungeon.I will play with strangers either way... But forget the Raid group finder tool please. Let raids be corporation based
11. Give character classes a meaning. . Not every class has to be top DPS. For example. A mage is all about high dmg. A rogue is all about trickiness, stealth, and CC. Let every class find its own potential in a group.
12. Lore. But let the lore be made by players. So. we speak about a territorial conquest game. About corps who want to grow bigger and bigger. A nice history book can be written in their actions!
13. Addons support. let players have UI tweak addons, damage meters, what they want. No game was destroyed due to addons. And measuring your activity thru dmg meters keeps you pushing to be better. But ban addons that help you on boss tactics like DBM in WoW. Let PvE content be a challenge.
Sorry for mentioning EvE online that much, but it has the BEST and the most systems that work together in harmony. I couldn't find any other game that had so many possibilities and all of them are viable the same way and work perfectly.
If any of you disagree, feel free to type in your thoughts... this is only personal expectation.