Lots of MMORPGs are out and they are all crap, in my opinion.
Why is that? Well... they're all too easy to play. I rarely feel any sense of challenge or difficulty in quite a lot of MMORPGs recently and dating back to 2006 when i started playing them.
When I say too easy, what do I really mean by that? I will elaborate:
1. Killing monsters out in the world for whatever gain, whether it's for quests, farming some mats, general beast bashing - all are incredibly easy to kill. Killing may take less than 30 seconds. Killing a bear is the same as killing a wolf except the bear might have 50HP more than the wolf.
2. Leveling up is too easy for the sole purpose of getting players up to the last level as quick as possible to experience tail end of game content such as dungeons, scenarios, arena style PVP - whatever it is, the journey there is often short lived in either open world quests, dungeons, or instanced PVP.
3. Professions are either too easy or too hard to level up and thus making it too easy for a player to gain lots of gold very quickly, allowing them to gain new gears from other players while leveling up - making their leveling experience more easier than it already is. Too hard would be that it simply takes a whole gaming session in itself to just level professions, disallowing you from leveling your character as all you are consuming your time on is massive amounts of mats grinding for example in the same zone you leveled in 10 levels ago.
4. The 4th and final reason is probably the one that every MMORPG gamer is sick of the most. This is constant patching of new content every few months which prevents players from being able to settle down with their achievements and progression with their character because we are always on a travelator like a mouse - constantly running to consume the latest content so that we might enjoy 1 week of superiority amongst our enemies to then have to redo all that again on another patch of content, or expansion. While this is done, constant nerfs and buffs to classes keep occuring, changing the way your class or character played on any part of the game before the changes.
So how can these be fixed? I will specify:
1. Simply don't make the monsters too easy to kill. Give them proper AI, make them attack as hard as a player would and make them use evasive skills to avoid your attacks and give variety to the fight other than them just standing there in a stationary position performing 1 lousy hit attack on you. Give them equal HP or more than you, and give them tough enough armor points so that the fight does not last 30 seconds or less. In return give the player the experience points in relation to how hard the monster was to kill.
2. Don't make zones with level caps and minimum level requirements. Just do the same thing for questing at the quest level. For example, the first zone you start the game in, also has level 80 players because they are questing in that zone doing level 80 quests relative to the storyline they are following. If you just segment off zones between low and high levels, then the zone you played in before is effectively obsolete and there is no reason for you to ever revisit the place. Just have different levels of quests in various zones, and stop thinking of high and low level zones as a design philosophy. This will stop players power leveling through content to 50% of 1 zone and finding that they are high level enough to just abandon it all and move to the next, and it will space out the population much more in the world realistically. Players will end up playing where they want to because they like it there, not because it's just the latest content patch with the latest grind quests for new gear. It will also make players choose their own path to the end game and will allow them to meet and greet with new players and see through content on a longer but more pleasant gaming experience.
3. Quite simply, have enough quests in zones where the player is situated so that they have more than enough time to realistically cap their profession to the resources in that zone before they finish all the content. This will allow players to move onto the next areas with a profession level ready to consume resources there without having to trace back to where they were. Too many MMORPGs come out with next to no quests or content to work towards. I remember SWTOR, I completed Tatooine in just 4 hours of gameplay. Rubbish.
4. Very simple again. Don't release new content patches every 2 months. Release 1 every 6 months. Release 1 expansion every 2 years, not 1. Do not resort to expansion launching every damn christmas because you know every player will buy it. Most importantly, when new expansions and content patches come, don't buff or nerf any classes, weapons, abilities what so ever. You should really be making the game 100% perfect and then launching it - not doing what every other game does which is release it with broken classes and no design has gone into how they play against environments or players and then you constantly tweak stuff on the fly. All you do is annoy players and give others an unfair advantage. Make them how they should be from day 1 at launch and leave them alone, forever. Do not under any circumstances please the mass playerbase by trying to give them all what they want. Lots of players want very unreasonable things and unfair advantages. These players are casuals and like their bitesize gaming sessions and are not interested in a time commitment game but MMORPGs are suppost to be time consuming and commitment type of games of epic challenge and journeys to make it to the top. That's why we want to play them.
So.... so far I have seen highlights of being able to PVP your way to the highest level and ignoring the open world questing experience, and that the journey up to level 50 will be a boring drag of solo play that pretty much becomes obsolete, in other words there's no reason to ever revisit the areas you completed prior to gaining that level.
The features I want are ones that a gamer should want. Something to give me reason to keep going back to everyday in terms of gameplay and being immersed in the world with my other friends and strangers in Tamriel. Not features that just have us consume content to get gear and to then sit around waiting for more content to keep consuming. I can tell from the fancy website and the podcast videos with the way the devs answer things and are dressed - they appear very devious to me and do not have Elder Scrolls' best interests at heart.
But of course, if you can - prove me wrong. That goes out to Zenimax, not just other players. I challenge you as the Jarl of My Bedroom in My House On Planet Earthrim, to prove me wrong. I do not think you will succeed.