[quote name='Knix' timestamp='1312268781' post='43887']
I agree with this. Get it working in a "live"-like fashion first, then, when the emu is in it's live phase, start the evolution and move the game forward, both in story-line and gameplay mechanics.
The one thing I could see change sooner rather than later is the reputation grind. It takes a lot more time before you get anything out of it than most other systems in the game. The reward at the end (or near the end) is great, but there is really very little incentive along the way. There should be more faction specific easy to find missions along the way with more than just reputation, XP and credits as reward. When it comes to RD-faction for instance, you could also lower the reputation you needed to gain access to BBW, but set different reputation requirements on each gate, so with poor RD faction you can just access for instance the Inverness gate. As you gain reputation, you could gradually gain access to gates in more frequently travelled areas.
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The thing is, to get to the point of dynamic events and content, they need to establish a solid and feature-rich set of server software and tools. To do that, the two main paths are either to emulate what existed before to to try to design new content. The former is far more efficient a road to travel than the latter, as there already is knowledge and understanding of the mechanics and design of the previous features. Also, and the armchair developers will vehemently disagree, creating new content and new game mechanics would probably increase development planing, time, testing and resources near exponentially.