Keep the notion that an MMO is online social experience first and a game second, that is important.
Well... To start with, I've been playing mmos for over 20 years and in the meantime with so many games that you end up playing you notice what ends up ruining a mmo and in my experience in these 20 years the answer is: when a mmo stops being a social experience.
Not in the big mechanics, but in the little things that make a mmo game incredible. The small details tell the experience.
Having said that, I have two suggestions for the team, as an example. From there the team can think of ideas to add to the game world social functions that aggregate to why the mmo is a collective social experience.
1. Using WoW guild creation system as example, you need to buy a contract item from a vendor, get 5 unique players signatures. And then the guild creation process is concluded. ( Handing the item to each individual player to sign, creating a social interaction via the playable avatar).
Something similiar could happen here on guild creations.
- Using guild creations as a concept, i hope the developers get the general picture of what i'm trying to say about making an mmo a social experience and implement similar concepts in different mechanics of the game, for example the loot mechanic that i will use as an example as follows:
2.Looting: one thing wow did wrong, both in the original version and the modern game, is the looting system. Classic wow suffered from loot robbers and modern wow, sadly, chose personal loot to fix the problem¹, which in my opinion made everything worse because it deviated from the core principle of an mmo being a social game. (Alongside activity finder, unlimited and abundant fast travel - which diminished the portal skill functionality - and other things, things that destroyed the social components of world of warcraft)
The solution, imho, to this problem: an integrated voting system for each item on the loot table of the monster or boss killed. The party or raid would vote on each important unique item, to what player it should belong to. Obviously, generic and repeatable items would be excluded from this voting system and could be distributed via existant means ( master loot, round-robin, need before greed, group loot, ffa, etc)
¹I know legacy loot mode exist, however, it's mechanics are not changed, and the solution presented fix the social issue.
The why: Most people here played mmos in their lives, more than one mmo actually, and they know that the most memorable moments for them were not created via game mechanics or gameplay but interaction with other players, interactions created through meaningful tools inside the game.
I hope the devs read this,
From a loving fan of the genre to another,
Thank you!