katriell wrote:What would be ideal is not a desperate-time-filler-until-inevitable-end-of-subscription for those who've grinded maniacally and would otherwise now find themselves bored. What an MMOG, particularly Ryzom, needs is an (or preferably more than one) interesting, unique, and community-sensitive staying-hook activity that includes and appeals to all skill types (not just combat skills). Not senseless, not repetitive, not pointless, not lore-baseless, not illogical, not imbalancing, not hastily-implemented or ill-thought, not too easy, not divisive, and not greed-encouraging.
Just brainstorming here:
Give master level crafters the ability to create new things to add to the game. New patterns, new items. This would simultaneously give them a creative outlet and add new content. Maybe just decorative stuff, or maybe items with similar capabilities to existing ones but a different look.
Maybe establishing new towns, clearing the aggro from an area after sufficient amounts of PvE combat, and then creating buildings - stable, guild halls, apartments, etc. That could also be a pre-cursor to adding new territory to explore, once a sufficient amount of existing land is "settled". Very Saga oriented.
Let players create vendor shops of their own, to sell their own wares or those of others. Hire an NPC to vend, stock it with your own merchandise, of whatever kind.
Here's a thought, which would require no dev intervention at all. High level players hiring themselves out as hunting or foraging guides, organizing sightseeing outings, TP treks, or other outings. This might require some type of valuable reward, which brings us back to the topic of dappers...
How about another invasion?
Any more ideas?