If they do implement housing at later date, let it be something like in LOTRO. Specific area per race with around a dozen houses plus marketplace, gathering areas, auction houses etc. Entering the gate to the housing area brings up a list of districts that share the same template to avoid every being to crowded, with easy transition between districts. Not something like in SW:Galaxies where you ended up with vast tracts of housing across the Tatooine sands or Dagobah swamps, on top of spawns and key locations and generally untidy and haphazrd.
Agreed. LotRO has had one of the best housing implementations I've seen so far. Tidy, fairly realistic, but without map sprawl.
You mean Open world PvP in more than one zone. Which requires hostile border crossing. I'm neutral on that, but there is a quite large zone with open world (uninstanced, or persistant world, whichever words suit your fancy the best) pvp. The option other games have of PvP vs PvE servers require entrance to enemy faction territory, which it doesn't seem so far from Tamriel Foundry this game will have.
The trouble I have with that, is it's exactly what everyone who's gone through the progression you mentioned did as well. I do, seriously, believe there is a better chance of succeeding by appealing to the minority that's being underserved than there is in trying to compete for the majority that's already being massively over-served. The potential dollars aren't as big going that route, but the odds of actually realizing the potential are much greater. And the costs much smaller. It involves doing a bunch of things the (imo overserved majority) doesn't seem to want, though, so I don't expect to convince you that it's a good idea. I'm just throwing it out there because it's what I'd like to see, and on the longshot that I can convince some of the guys who've already got their games (or close approximations thereof) that it's not a bad idea either. It's too late for TESO to go that route anyway, so it's a bit of a moot point for now but this is where the topics come up and maybe future developments will remember these discussions. Except that so many MMOs before have done the exact same thing, focusing on rep-grinding and gear progression through raiding as their 'endgame.' Following the same path as the 'failures' before but hoping to do it 'right' is a very, very fine balancing act; especially with so many other MMOs out there (many of which have gone FTP) offering more or less the same gameplay experience - you're either hoping that the IP alone will hold interest, as that's the only real differentiating factor, or that you can pull off the miracle and find that 'sweet spot' where the rate of progression is fast enough to hold interest but slow enough for the devs to get the new content out before players have gotten bored with the current material. And that's notwithstanding the (alleged) minority you've written off, who just want something different from the whole "raid for gear to do better raids for better gear" treadmill.
This is the crux of Zenimax's attempt to appeal to two audiences: people who care about the IP, and people who want a "better mmo" that don't care about the IP. The problem with trying to appeal to the latter group is that "a better mmo" is subjective and widely defined. Making a better mmo in the developers' opinion is hit or miss whether the audience will receive it as such. Take GW2, for example, which has already implemented several of the things that Zenimax wants to - many people call GW2 a wow clone with no endgame. Even though game play is distinct (real time blocking and dodging, weapon based attacks - all things Zenimax wants to bring to the table), there is no trinity, and there is a type of pvp balance (to the degree that anyone can have an equal opportunity level 80 of any class and build if they have the character slot for it, and the person with 5 days vested can have the exact same attributes as one with 3 years vested). No matter what Zenimax does, some people are going to call it a wowclone. Some people will play it, "beat it" and move on. The ones that linger will more than likely be those who feel more attached to the IP.
I've not played WoW since Wrath, and no longer consider myself a fan of Blizzard, but in my opinion, the key to their success is that they were the first largely advertized casual friendly MMO. No other company can fill that niche because it's already been filled. The large player base and casual friendly game play drew in more and more players. They continue to seek their money by appealing to the greatest apparent income. The casual mmo has years of tuning and polish, and is the largest playerbase for someone seeking a casual quick group environment. Over the years, it's turned off a solid chunk of its original playerbase, and that's acceptable casualties for the money they're making according to their business ethic. Anyone believing that they can follow in Blizzard's shoes is deluding themselves with the siren song of capitalism - because anyone can become a Bill Gates, right?
The people that want WoW already have WoW. The people that want something other than WoW make the initial purchase of a new game hoping for the game that will sate them. And when it doesn't, they move on and usually don't come back, or worse, use the rest of their prepaid subscription to harass players that actually enjoy the game. There are people that want The Elder Scrolls, and they have voiced that they're not looking for WoW. Again, as to what constitutes WoWlike varies between people, but it's safe to say that every deviation away from TES will be lumped together as the sacrifice of making an MMO out of a single player series, and the larger that is, the more people will feel the IP was milked rather than built upon, alienating series fans and reducing the future potential of the IP.