However, all of this assumes a rock solid heavy world. You live the zones and the world, so to speak, and are really connected to your character because you don't just walk over everything.
The monsters are on par with the player and the fights last longer than they do currently. The mobs also get different good AI's missed and are from clumsy and stupid, to "use many talents" interrupt, run away and get help etc. all represented.
Wolves hunt in packs and are only feasible for solo players if you are 8 levels above say... and then they give but less EP....
Levlen takes a long time, but there are very nice long class quests, with a lot of story and well crafted stories well conveyed. The talent trees are more complex, because as I said, talents can still be developed in itself and you have to decide.
In addition, there is also the specialization in the classes with reaching the maximum level then in 2 new final classes. And again, the path continues in terms of real development and without these sports arenas that we call instances.
This all takes place on a completely different level, because it's exactly these things like end-game isis, solo play and itemization that destroys the RPG in its foundations, or better said it doesn't take place and therefore converts these games to these sports games.
The MMORPG genre is actually built completely differently from the ground up. And that would work great, if it would be approached properly and the genre would develop there.
There is so much bonding power in it and it promotes in this dependency system with co-op principle and not competition, extremely the friendships and thus ultimately also the guilds.
This has worked 1000% better before WoW and was lifted with the competition and solo play principle within a few months to a year completely out of the seams and has caused serious damage in the community.

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