Over the years I've played a number of online games - noteably Everquest 1, Dark Age of Camelot (DAOC), CoH/X, WoW, Guild Wars 1 and 2, and most recently Neverwinter. Just a few observations about game design that I hope some of which make into the CoH successor.
Note: These are just my opinions, and I realize many will disagree on certain points, and I respect that.
1. Gear is bad - Gear Scores are bad: I never like the whole "you are your gear" mentaility. Never like that it controlled appearance
and that the green to blue to purple progression drastically impacted how you performed in groups.
I don't want people to have the ability to look at what I'm wearing - or what enhancements I have slotted. frankly, it's none of their business.
I feel that the CoH devs made a mistake when they started listing what bonuses people had from their IO sets.
2. Reward Grouping - pick up groups are virtually non-existant in most recent games I've played for normal content. I've always loved PUGs in that you meet new people and the experience ( good or bad ) is always different vs always playing with a static group of friend from your guild.CoH did an excellent job of this and I hope the successor does the same.
3. If you're going to have an Architect Entertainment type system, make it do everything that the Devs can do. The AE system in CoH was very limited and frankly made it frustrating to do a real story. I'm actually pretty impressed with what story writers have done in Neverwinter. I would also like the ability to generate my own maps, create my own mobs, and switch contacts on the fly. Limit the nerfing, the CoH devs went overboard with it and broke many legitimate arcs.
4 . NEVER make me compete for resources with other players. This includes "Kill X" missions, "Collect X" missions, resource nodes for crafting, chests in dungeons, etc.
5. Put nothing in the game that promotes elitism. Viewable gear scores, DPS meters, and the like. If you give players the ability to discriminate on perceived vs actual "ability", believe me they will.
6. If you're going to have entrance criteria for a dungeon/TF, make sure that most PUGs with that minimum criteria can actually complete said dungeon. A group of reasonably competent players should be able to complete any content. Not elite "geared" players. Not well oiled machines with Ventrillo. Random groups with competent players. This cannot be said for the higher level dungeons in Neverwinter.
7. Free to Play vs Pay to Win - Neverwinter is a full-on pay2win system. You can buy the best gear, best companions, best whatever for your characters. Just have to pony up the cash. I dont mind paying for visual stuff like costume pieces, but when it impacts how well you do performance-wise vs other players, it is unacceptable. F2P - yes, PAY2WIN - no.
8. Companion systems - I dont care for them. If you're going to have specific classes designed to work with companions, that's fine. ( like the Mastermind ) But please dont make every toon have to have a companion, like they do in Neverwinter, or GW1. Although I prefer grouping, sometimes I like to solo, and I want my toons to truly be self dependent for most content outside of dungeons.
9. The Tank/Healer/DPS triumvirate is bad - I loved how you could throw almost any combination together in CoH and succeed. You go without a tank or healer in any dungeon in most other games - you will fail. I love the 8 man group in CoH, vs the 5 man groups you see in every other MMORPG. Allows for greater flexibility.
10. Class combinations - the primary vs secondary system in CoH was great. I also greatly enjoyed the broad range of archtype selections. In Neverwinter, you can make a tank, a 2 handed swordsman, a healer, a rogue, or a ranged DPSer. That's about it. Boring as heck - and every group is the same.
11. Implement true control classes - the "Control" wizard in Neverwinter is actually quite pathetic compared to what we had in CoH.
Control was an actual viable strategy in CoH, control in Neverwinter much less so.
12. Make a tank a TANK - a tank is a brick wall. A tank is not a big bag of hit points that a healer has to keep replenishing. CoH is the only game I've ever seen that got it right. The taunt system in CoH is excellent, keeping aggro in Neverwinter is an excercise in frustration. I also like how you could buy knock-back resistance enhancements in CoH. I do not like the fact that you have to constantly stop what you're doing with tanks in Neverwinter to block incoming attacks - it should be inherent.
13. Keep the CoH Buff/Debuff system - a group in CoH was greater than the sum of its parts, mostly in part to the buffs and debuffs. Can't say the same in any other game I've played.
14. Make an excellent LFG/LFM system - this is one area where CoH failed miserably and you could look to other games like Neverwinter for ideas on how to make it better.
15. Targeting - Please, please, please, do not use the FPS style targeting system like they have in Neverwinter. The mouse is supposed to be used to click buttons and other GUI elements - not used as a clickfest for attacking mobs you have in your reticle. And it really makes single target healng non-viable. Clerics are pretty much limited to using area effect heals in Neverwinter due to the targeting problem. I dont want this designed for console players, I play on a PC.
16. Travel time - Loved how you could go from place to place quickly in CoH. Traveling is an issue in other games. Typically, you have to fight your way through 100s of mobs just to get where you're going to do your mission. A royal pain, and a timesink I dont care for. The only change I would make is to perhaps replace the "train" system with a map waypoint teleport system, like they have in GW1.
17. Two strikes and you're out - Seriously, what was Cryptic thinking? In Neverwinter dungeons,
if you die twice on the final boss fight, you're out - placed in the penatly box and forced to wait either until the rest of the group wins or wipes. I dont want to see anything like this in our successor.
18. Multiple currency systems - every new game is guilty of this. CoH went down this road. Stop already, and stick with one currency please.
19. Gold Spammers - not sure how to stop them, but put some kind of level and or play-time requirement before you can use help or zone chat.
20. Chat system - CoH had by far the best chat system ever. In any game I've played. Keep intact as much as possible.
21. Looting - I liked the loot system in CoH. I get what I get independently of any other player. Dont have to pick it up from the floor, it just appears in inventory. No loot rolling, or fighting over need vs greed.
22. Inventory - eliminate inventory caps or make them very large please. Make it easier to exchange items between your characters. (i.e. a global bank )
23. Boss Design - please stop making bosses immune to everything. More resistant, yes. Totally immune, no. CoH was somewhat guilty of this, especially in the iTrials.