I think THF is really on track with evolving EQ in new ways. I like the server as it is but, of course, things could always get better. Many thanks to all for giving an old player something fun to do in the early morning and late evenings.
The "feel" of the server is so much more human and hospitable than I experienced over many years playing on Live. Somehow I was always left with the impression that Sony just wanted my money but secretly despised and disrespected anyone who would play their game.
Probably the recent changes I like best are getting HoH more playable again. It went through some tough times there when if more than 20 people showed up constant lag was very very annoying. For a while there, whenever I zoned in I'd just immediately camp my alts just to try and get them less laggy. It still could be better.
On Halls of Honor, I still would advocate turning the whole thing into a guild instance like, for example PoA. Might decrease lag issues etc.
Spawn rate in Guild Instances really does limit guild size: If you have one team that can box and clear Nadox, for example, the next team shows up and Nadox is not available. This leads to rational acknowledgement that once a boxed team can clear Nadox it should split off from the guild (What Xorp and I did).
Why add more people to a guild when it means LESS rather than MORE? Guild fractionization, so they can do bosses more frequently, doesn't have to occur. So I'd advocate quicker re-spawns, say once every 8 hours. This is one reason why new players are stuck saying "Looking for Guild" : there is not a motive to add them and in fact there is a strong motive NOT to add them. I feel for these peeps and I'm afraid the server loses lots of new players because they show up and nobody wants them and nobody wants to play with them.
Tactics is still nasty in terms of lag.
So probably the one thing I'd most like to see is ways to make the current content sharper, faster, less laggy more playable. Undoubtedly this would require fine tuning more of the events, making scripts more efficient, and possible upgrades to server components, connections and the like. Growth of the server, with more folks on it , will of course put greater demands on it and hence more efficiency and better connectivity would go hand in hand with this.
I agree with some comments on the epic 3.0s. Repetitive boring kills and drops are, well boring.
The idea of donor items is they help the server and they help those who run the server. The server needs money to run and money to help costs to developers. In that line it makes some sense that some items, such as distillers, might somehow be earned by helping the server. For instance doing "community" service as guides to new players. Not sure if that would be worth the while to the developers or not but the idea is there: there may be other ways of helping the server than donating money, if you help, then you can get some server rewards for doing so. Possibly some trusted community member could run guides and help the server grow in that way and also make the development of guides etc not a PITA for developers. One useful job for a guide might be help new players form up guilds etc.