I am by no means unsatisfied with TESO, so it's not 'one of those fix-it rants'. I've actually enjoyed beta very much.
However, there is one facet I wish MMO's abroad would consider in the future, or somehow convert (very unrealistic), and that is a level-less design concept. ES titles had this to a degree but it usually auto-scaled mobs to your level. This really made the exploration that much more unrestricted, and produced some of the funniest/entertaining moments I've had in gaming.
Now to the meat of my suggestion: Instead of progressively weighting stats per level, I would like to see a standard stat scale for "all levels"; attributes scaled to particular racials caps with some rare exceptions derived from talents, passives or abilities. How this is relevant to a level-less design? In most MMO's, I see the inflation of stats per level create (indirectly) that rail roaded feeling in content that, I believe, most gamers have grown weary of.
To draw a better image of what I'm saying, consider the current stat systems in most MMORPG's: I'll try to keep this light, as a matter of brevity for the uninitiated in pen and paper: usually mmo's have some mix of a percentile based check system, weighted with your relevant stats vs your foe.
I don't have a problem with this in theory, but its implementation by MMO developers become weighted too arbitraily per level... roughly put... in ratio, it's really the same chance of success at any other level. Its like a fast hands magic trick really: your thinking that with this extra stat increase or new ability you have become more powerful in some fashion, but with enough counters from npc's and players, its just playing rock paper scissors in a fancier, progressive, yet clumsy way (railroading content too much).
There may be different possible types of combinations of rocks, scissor or papers you can aquire (the only intrigue with it), but the stats in general, are in ratio the same at all levels. So.... how hard is it really (if starting from scratch) to design content that is purely open to anyone at any 'level'? I sure think it would alleviate the headache of QA a fair amount; you wouldn't have to worry so much about tweaking at a per level basis.
So, my armchair general solution is this:
1. Produce a system with no level weight bonuses/negatives
2. a general stat scale (ie 1-10) that is a categorical reference of value range, diametric in its operation of resolution and nearly exponentially different between values. (and all fixed - unchangeable in value)
3. rare attribute increases from backgrounds, items, abilites or other passives
4. Hard Racial Caps (for everything) with few exceptions (because of #3)
5. Incremental 'cookie' increases in skills / proficiencies via level or use of skill level
6. Ultra-Comprehensive, career based skill trees.
The 'big number' hysteria from gamers is waning; indirectly from apathy. Yet still, most cannot put their thumb on this issue and are missing the fundamental problem; the stat scale.
I don't think this is the sole problem in all of MMO design land, as I think there are major issues regarding resources created out of virtual thin air in an MMO ecosystem... but that's reserved for a future post.
Any comments are welcome, thanks,
Cheers,