1. Lack of Variety in zones. Mostly dungeon crawls, which is fine, but the only outdoor exp zone is one based off one of the buggiest zones in Live.
2. Lack of variety in items. (This is not the devs fault...well...yes it is, but it's more important to fix the game first before working on itemization). There aren't many choices in armor period. You either do mold quest or giant/dragon quest. Droppable pieces for the most part are not attainable until mid 50's. My characters are still wearing a lot of the stuff they were wearing at 20. Also, variety in weapons is a problem. I had to buy most of my stuff. However, I have found no difficulty finding warrior weapons. Tons of slashers, few good blunt weapons.
3. Lack of doable named mobs. Though this will be up in the air for argument, this has been something that has turned me off to the game. In exp zones, I've been finding a lack of named things to kill at 55. Most named mobs are either much lower to the point of not having desirable loot, or much higher to the point of not being doable. I'm thinking a zone like Karnor castle, where there were named mobs that spawned randomly all over the place, would be a good idea. Most of these named mobs weren't so tough they would wipe your group, but some of them weren't to be taken lightly, (like the guy that drops the jade mace, he could OWN your group if you weren't ready). It seems that named mobs in the 50's range all require a cleric and a tank, which was not the case on live. In fact, I may as well post on the suggestions board about this...guess I should also add that most of the fun from attaining loot is the feeling that you EARNED it...so I don't want sissy ass named mobs, but I do want it to be a struggle or sense of excitement...anyways...enough of that for now.
4. Lack of individuality. This kind of goes along with a previous point, but oh well. Another thing I don't like is how unless you are in GOTW pretty much, most of the good stuff is not attainable. I don't have a problem with that so much; you guys design the server and pay to run it, why shouldn't you design content specifically for yourselves? However, I get bored at the fact that most characters are a carbon copy of another. With so little choice in itemization, most monks are wearing wyvernhide with underdark ulaks, etc. There is little difference between characters. The one good aspect of this is that since most people are identically equipped, players' skills show more. On live, a complete noob slack monk could get uber items defaulted on a raid and be able to outtank many warriors/outdamage everyone in the group, but not be able to split 2 mobs. That is a good aspect, however, with lack of a player base yet, there aren't many choices to begin with, so even if a player sucks, you may have to settle with them.
I really don't think there's anything else worth bitching about. I really enjoy the server, I just don't have time to play a lot. Well, I have the time, but I have other things that I must do, and Everquest (emulated OR live) can dominate one's life if you allow it. Plus I go back to work in a week and will be working full time again which sucks because I'll have no time to do ANYTHING, but I'll have tons of cash at least...
Anyways, I really enjoy this server, and it REALLY has made EQ fun for me again. Although my guild probably doesn't like my slack, I definitely enjoy a *free* alternative to everquest, where the GM's are actually useful. In fact...
1. GM's are always helpful and always listen to a problem.
2. GM's don't automatically assume I'm a full of shit liar.
3. Suggestions are actually taken into consideration and many times implemented.
4. I could go on all day...