So, I noticed this topic
here talking about Custom Servers. It is full of great ideas and aligns with something I agree with.
I'm going to list proposed ideas for a server, feel free to add suggestions, I'll edit the list if I feel it sounds great to add in. NOTE: this is all tentative, and open to debate.
If you like this idea, or would like to contribute, PM me (or shoot a comment), we can work towards making it a reality.
- No mercenaries or bots. -sunbeam
- Boxing is not recommended. (Cater an environment where grouping with players is ideal.) -sunbeam
- Adjust content away from the original raid-style scale. (Less player base, weakened enemies) -sunbeam
- XP/AA adjusted to be more casual friendly. (While an MMO, it isn't a player's life's goal) -sunbeam
- Keep the ideas simple, and obtainable, adjust the experience as time goes on. -Shin
- Attempt to remove designs that cause class favoritism (high HP mobs -> lots of DPS) or class dependence (high DPS mobs -> healer chains), or at least, don't make it a static formula for all encounters. -Shin
- Try to balance spawn locks with an effort = spawn alternative. -Shin
- Simplify learning curve, hold hand for custom content learning and ensure direction is clear for newcomers to encourage retention. -Shin
- Reward past knowledge of the EQ universe by adjusting original content with a better twist. Causes players to interact and gives them an instant knowledge pool and direction, also enhances nostalgia. -Shin
- Adjust reliance of MQ use. (Disallow MQ warp, or other obvious hacks, try to find ways to make MQ use less required since it causes a difficulty for players to keep equally competitive). -Shin
- Adjust progression and itemization to make a bazaar marketplace more reasonable for the longevity of the game. -Shin
In closing, I want to talk about soloing. It is my belief that most, if not everyone, who is a fan of Everquest enjoyed the experience of making friends and teaming up with others to achieve goals. A reward is always sweeter when shared. My ultimate goal is to try to design a place where collaboration is rewarded. Soloing is doable, but really, soloing is depressing.

My hope is to make it where soloing can be done to a certain level, and then the game turns into a small group experience, with a difficulty that causes boxing to be troublesome.