The other side of the medal is target audience. Even at this forum I see a lot of ppl that just want another theme park they gonna leave in 3 months cuz they will be bored as soon as they get all the "purples". Almost every serious thought/mechanic faces negative reaction - "Booooo, I don't want to lose my uber rifle, boooo, repair is unnecessary i just wanna pew-pew, boooo it's to hard or complicated etc etc".
From that reaction I see that ppl rly want another WoW.
P.S. Denying other games good/bad aspects also does not help to "think outside of the box" like you're saying =)
It's already been addressed, but I have to pitch in as well.
If people wanted a Tribes-esque shooter MMO with Epic and Legendary loot,
they'd be playing Firefall.
Firefall has been on the decline for months, and as people leave, they have less money to fix bugs, and the problem worsens, no matter how many new bug-infested legendary weapons that take five minutes to get they add.
There was a HUGE dropoff of players after the 1.0 "Release" spike died down, and for months people consistently begged the team to go back to beta mechanics. I can honestly say the biggest reason I continued to play was the community, and that Pez brought myself and many others on as mentors. The core engagement of a verticality-focused shooter with unique weapons and fun abilities was still there, but it was slowly sanded down to a gray, generic husk of what it once was.
Here, we can imagine a game that combines the thrill of a fast-paced vertical shooter with
freakin' jetpacks, and the unique mechanics and options afforded to the player by a nearly totally horizontal progression system. Firefall and its descendant(s) have what I have not found in any other MMO or game on the planet: An engaging resource collection system, with a level of depth and incredible consequence.
You could not create bots or scripts for thumping. Sure, bastion was good, and there were a few spots where it was almost comically easy to defend them, but the latter is not really by design, and bastion still required upkeep. If you were going to bring resources, equipment, and Crystite into the economy, you had to do it through the sweat and blood of Thumping. Every piece of gear, scrap of metal, and exploding Aranha gland, was
earned, not farmed by a contingent of mindless bots.
Even if you cannot remember the glory days, or empathize with those who do, consider it from a business perspective. Why did Firefall eventually fail, aside from the rampant bugs? With 1.0, we tried to bring another cookie cutter progression-driven MMO into an industry practically buried in the corpses of its failed kin. Physics based combat and verticality were the defining features of the game then, and nothing else. When you have to try and crawl out from beneath the leviathan that is World of Warcraft with only one major feature setting you apart, you will fail.
We cannot, with Ember, introduce yet another MMO with one or two gimmicks to set it apart. We must be unique. We must be so unique people debate whether to even call this an MMORPG, though it is still by definition an MMO.
Tried and true? Firefall was tried, and we have learned many truths from it. It's time to put those in place.