As its been said here, and looking at successful examples like Albion, even warcraft wasn't exactly stacked with features in 04. It had a great combat system that was fun and responsive. Dungeons and a couple raids at the end. Start with a functioning base game with good combat and add all the extra shit over time. Naval combat, yeah later. Massive world, start small add to it. 50 classed and specs, nah, start with a few and add 1 or 2 unique and then add more later.
I think thats the model of any future successful mmo. Any company trying to launch with everything and the kitchen sink, plus 50 classes, and water naval combat is going to fail.
Thats what I would do. But another thing a lot of posts like these neglect to mention is what audience the game is trying to reach. Is that audience the "ideal" audience that an MMO should be reaching for? For example, I think MNM is actually doing a good job of catering to that specific niche audience and they are keeping their budget small enough that that "niche group" of players will be able to support it. The long leveling process should keep people subbed at least for a few months, and if they play that long - then the psychology of it should have them invested in their character and by extension, the game, by that point - to keep their sub going.
AOC on the other hand was shooting for... well, Im not even sure what their core audience was. You would think with all the PVP stuff it would have been clear that it was a PVP game. But you did anything but PVP to level. Anything but PVP to acquire gear. Everything was riding on the back of PVE players - the economy, the buildings, the taxes, the trade skills, the gathering, gear acquisition from PVE, gear acquisition from those trade skills, etc. ... Yet, the vibe was very clear, and ever present, that PVP held the crown of importance. The entire idea behind mules, caravans, etc. is to just straight rob PVE'ers. I think the entire concept, whether its AOC or Archeage, is just dumb. New World's fort destruction was just as dumb.
Not beating a dead horse. But I just think PVP should always be separate, with no adverse effects on your PVE players. Some of the towers in WoW for example, they came out with a pretty nice design. If your faction won King of the Hill, then your faction would receive a zone wide bonus. The bonus wasnt great, but it was something. Thats the kind of pvp I liked and wanted, not battlegrounds. Its just, Tarren Mill and places like it during classic WoW never really rewarded you like a battleground did and that was always disappointing.