Features I think would be cool for an MMO

“My system would be like UO, except when someone loots the looter they also become a criminal because they are carrying stolen goods.”
Would be a nicer way to put it, for me rude and condescending is maybe a little too far but I can see how many of your sentences could be read that way.

Though perhaps I was missing something but the systems seem pretty similar except yours just keeps on going?

Edit:

Seems like I missed out with not playing UO =

I personally also always liked PVP and do look the idea of full loot.
I’ve had a little bit of thought about how to create some kind of ecosystem where this kind of thing can work.

  • Could a system where it’s very hard to become both a strong fighter and a master craftsman help?
    If combatants have to rely on crafters for better gear they may be less likely to hunt them? (I’m generally a fan of characters not being able to do everything, encouraging jolly co-operation).

  • Perhaps criminals can get bounties on their heads, if they are particularly nasty perhaps the king/ruler etc. might offer a good reward, both NPC’s or other players could accept this bounty, get some cash if victorious and hopefully return the poor carebears stuff.

  • While I think that insurance is pretty awful, perhaps things could be enchanted to return one time or something?

  • Also if ‘power’ was more skill and character based (compared to WoW/GW2, the only MMO’s I’ve spent huge amounts of time in), it might hurt less having your things gone.

  • Probably more things floating around in my head here but that’s it for now

I absolutely agree on this, cooldowns don’t make much sense outside of game balance.
The system I’m currently pondering on for casting magic or using other skills is something along the lines of:

  • Your resources are HP, energy and energy recovery (Could be more of less but this works for an explanation).
  • Using spells depletes both energy and your energy recovery (let’s call it ER) stat, bigger spells cost both more energy and ER.
  • Obviously the less ER you have the slower your energy recovers giving you less sprint time/dodges etc.
  • ER may be recovered by resting/eating/perhaps a spell cast by someone else.
  • Running out completely could either lower stats significantly, make you fall over from exhaustion etc.
  • Resource management is now actually important, players both have the freedom to go willy nilly with their spells however they see fit, but do you really want to risk it? Hopefully this would be an interesting choice for players.

That’s the kind of system I’m currently looking at for my labour of love.

As far as alts go, I wouldn’t have played WoW or GW2 anywhere near as much without alts, but I certainly wouldn’t have payed for more than one or two, I just had too much free time.