Given that I am not entirely sure how much I can invest in my own server....
--- No bots
---(2) box limit.
--- Classes to be re-focused and "beefed up" a bit, but to remain complex in play. E.G. I once knew a Bad ASS Paladin... dude took playing his class very serious. In the right hands, a class should really shine, but Only in the right hands. Different strokes for different folks!
-^ (a)_ :: No Berzerkers, No Beastlords... Re-Concentrate on the original classes. E.G. Ultimate Pet Class should be an Enchanter!! Think about it a minute?! Rangers should have beasty type pets for certain "Ranger Type Spec..." choices that include deity and race. Some Rangers will spec out in Ranged damage, some Pets, while others will be Melee...see where I am going with this?
--- Level 46 starts AA's, Max level 72
--- Elemental Planes come first in planar progression. Deity derived planes are for Hard Core Mode, and thus come after the Elemental planes. This includes Plane of Hate, and Plane of Fear, which would be revamped accordingly...
--- Heavily revamp spells into a "Grey Core" // Environmental // Deity type system.
-^ (a)_ :: Grey Core is what it sounds like. A relatively simple, small core of spells each class gets that is unified across all Deities / races to get the ball rolling so to speak.
-^ (b)_ :: Environmental relates to standard quests, loot drops etc... these should be treated as "wild cards" in relation to Class development, thus kept to a relative minimum.
-^ (c)_ :: Deity is where the heavy action is. Deity heavily impacts spell types per class, and the class itself. E.G.: Not all Clerics heal the same, a Dark Elf cleric's serious heal spells are more likely to be derivative of "Blood Magic" or Taps, where as a High Elf Cleric's heavy heals would be more "Pure" in nature (and more purely defensive). So on and so forth...deity impact on class would be significant. Deity impact would also include upcoming Deity AA differences per class ...
*** *** *** *** *** ***
Level 46 starts both AA, and Planar Progression...
--- The Elemental Planes are the first places you go.
-^ (a)_ :: Earth and Water are cooperative planes...quests from one might very well lead to the other, and back again etc... This includes cross flagging for zone access. You can start by entering either / or, and work towards access to the other from within the first one you enter.
-^ (b)_ :: Air and Fire are cooperative planes as above.
-^ (c)_ :: You must choose what is Major to you, and what is Minor. Do you want to major in Earth and Water, or Air and Fire? You can go to all 4 of course, but you will quickly have to choose which Quest Series // Conquer path will be primary to you.
--- Giants Vs. Dragons...:: Somewhere in the midst of all this, you have the titanic struggle of Giants Vs. Dragon Kind. This touches on deity at the absolute end of it...Avatar of War anyone? How about Veeshan? That being said, this is a _Middle_of_Norrath_ type battle ground that is chaotic, hectic, and salt of the earth flavorful! The zone "The Hole" would very much play a role in this struggle...a mysterious one at that

--- The Gods...:: When you decide you are truly Hard Core, you decide the gods themselves must bow down to you... Need I say more really?
--- Trade Skills, implement mining, and harvesting. Housing might also be super cool here as well (See Sanctuary Server Closing Thread). Gear made by high end Trade Skills should be essentially Ultimate type gear. Sure, certain God Drops will be uber rare, highly desirable, and phenomenally powerful, etc... But Trade Skilled gear actually rules at the end of the day when you are planning your next step UP in difficulty. Some of the most highly sought after drops, are for trade skills for new gear!
Lots of ideas I have been toying with for a while now...
P.S. Bring back the Corpse Recovery for Hard Core Mode...nothing like meticulously combing and developing that extra gear in the bank...for Just In Case... Also nothing like biting your nails knowing a wipe will be truly painful. Are you boy scout enough...?
