Originally Posted by
Kurt2013
Completely agree about the inventory and bank space.
The problem with new pve content is just...that it does not stay new long. How popular is Turan? How popular are the quests in Dragonspine?
You are getting serious problems, if you focus too much on endgame and predefined linear addon content (like one more tier of this and that). You can see this not only in AoC. If you do not add "niche" content once in a while (and i do NOT mean horseriding or such...that is still predefined content) and are innovative you will be in trouble with the player pyramid. MMOs build only about gear progression are bound to fail, no matter the resources and company behind them.
The so called "nice to have" content is in most cases what sticks around and defines the game atmosphere, playability and fun factor. Sure, nice designed pve instances work for many as well (at least once). But if you are low on resources, you need to develop content that involves either randomm elements or the playerbase to define and customize.
They should not just cater one crowd (especially since one player can belong to a lot of "crowds"), but keep offering a wide variety of game choices (ideally each with a progression or renown system). Power progression in pve (in a non-linear way) and pvp, levelled field pvp, crafting, collecting and trading are all parts that glue the thing together. Allowing players options, choices and customizable content in all these fields will only save development work in the long run and give longterm player motivation.