Basically as the title suggests a new server should be available to purchase for a one time fee of $15 which will enable permanent access to this server regardless of whether or not you have an active subscription (a free2play server if you will). Doing this will provide the game with the much needed exposure it needs in having a option to play that no longer requires a monthly subscription fee while allowing current subscribers to continue enjoying their realms without worrying about potential problems like 'f2p housing, scripters and cheaters' running rampant on endless new accounts. The opening of a new server will help to fix many problems fans have with UO today, and allow for impactful game play changes to be made to better improve the long term sustainability of the game and preserve community. I made a list of features that I believe should be removed and I will do my best to explain the reasoning behind it. Auto Housing Refreshment - Quite simply put if the game has no monthly subscription fee then houses need to fall. If you have Auto refreshing homes then they will just stay forever. Lower Reagent Cost - This is a problematic ability as it has no downside and really takes away from the immersion of having to maintain a stock of reagents. As well as promotes unintended harmful gameplay. High End Tames - Creatures in this game are to powerful and shouldn't be tameable (Greater Dragons, Dread Warhorses and Bane Dragons) These make many pets obsolete and promote a more solo playstyle. Enhanced Loot - The dungeons revamp loot which I believe has been applied to the entire world needs to be scrapped random items should never have that much power in the game. UO was going in the right direction with Doom / Peerless / Champion Spawns / High Sea's / Paragon's and newer additions like the despise revamp or the void pool. Looting a good piece of a gear off a random creature should still happen but not when the average piece is of higher quality then the majority of artifacts in the game. So going back to the old system is a must. Stygian Abyss - This expansion brought in to much stuff the game simply does not need and was never balanced around mainly Imbuing and Reforging. In no game should you be able to have complete customization over your characters equipment or having reforged gear that is superior to the loot acquired through actual gameplay. The game is also not balanced around Gargoyles and their ability to fly, so it would be in the best interest to leave the entire expansion out and have it a perk for subscribers. Excessive Gold Drops - From things like champion spawns and harrowers I am not sure what else might drop piles of gold like this but the amount's are economy breaking and gold should be a valueable commodity going forward. Virtue Vs Vice - Factions might have it's flaws but as long it's an entirely optional system then it will be fine (aka no faction artifacts or game changing items acquired from it) Casting Focus - Whether it's from inscription or armor this stat needs to go if you want to cast uninterrupted that's what you got the protection spell for. When life or death is on the line it should not come down to the RNG of a interrupt not going off. Protection has counters and that's all that should remain. Some features that should be added to help balance what should be removed. Manual House Refreshment - This should be brought out of retirement on a 10 day cycle. Because while houses cannot stand forever, they should at least be there while the owner is playing. This also opens up a potential UO store cash grab to increase revenue. You can sell a tradeable in-game token for $5 that when applied to your house sign will automatically refresh your house for 30 days. Character Limit - I think a two character per account limit is sufficient and again allows for another UO store opportunity to make some extra money in the form of additional character unlocks for $10 each (limit of 5 additional) bringing the total to 7 playable characters per account if desired. Factions - Might not be the greatest PvP system in any game but its 1000x better then VvV and most of the problems with it came when it was made mandatory to be in due to Faction Artifacts. Higher Sacred Journey Cost - I am thinking roughly 500g per use which might hurt the average player but in the long run with the removal of LRC it will help make cheating a little more costly of an act. It's time for UO to hit the refresh button. The game needs a realm that is not over-run with duped resources, gold and countless other items. It need's a nurturing environment where the community can grow together and all styles of play are encouraged whether its the Crafter/Miner/Merchant/Thief or all around dungeon thrill seeker. By removing the Lower Reagent Cost property you are able to positively change the game in a few ways. Scripting - I know this will not put a stop to scripting but it adds an added cost to the equation. Now countlessly looping spells or action's will have a small cost with it. Making it less convenient to endlessly loop action's. Resource Management - As a primarily mage pvper myself I have grown accustomed to LRC and adapting to the loss of it would be an adjustment it's one that needs to be made. As a player I need to be accountable for the amount of reagents I carry out on an adventure and how I manage the use of them. Thieves - I am not saying this is going to solve all issue's with thieves but allowing them to steal reagents makes them a viable option in PvP once again. Once again returning to the player of resource management and protection (trapped pouches, multiple stacks, locked boxes or trying to hide reagents under items) to avoid having your items stolen or else you will be left vulnerable to attack. Between reagents and bandages / powerscrolls and dungeon artifacts the thief will have a role to play in all aspects of the game. It might not be ideal but as long as UO remains and item based game then it's the best they will get. Sacred Journey - Due to LRC being removed scripters will look elsewhere for a cheap alternative to get around by raising the cost to 500g per cast it add's a substantial cost hopefully deterring people from cheating. Unfortunately this hurt's the legitimate player as well but the hope is they will not need to repeatedly use the spell and it will not become a major issue. Imbuing and Reforging are damaging to the game and the ability to play the craftsmen role which hurts the overall community. Runic kits - Runic kits are meant to be a special reward to those dedicated enough to obtain them. Usually done by those who took pride in creating armor for others to use. Imbuing in particular made a runic kit obsolete thus eliminating the need for Craftsmen in our community. Gear obtained through runic kits should be designed to augment your suit and not overpower every piece as was done with Reforging being to powerful that it overshadows most of the artifacts available in the game. The fact that you had no control over what you crafted was what made the system good and that's why it should go back to the way it was. I don't mind crafted being good the problem is when it's better then every other option. It's meant to fill holes. So anyways lost my train of though and just wanted to recap my points incase lost in the rant. UO needs a flagship server that corrals the players onto it like cattle instead of allowing them to branch out onto 15 possible different servers only to find it inactive and quit. (small sample size but if 1000 players started up and branched out onto the 15 different servers that's roughly 65 players a server which is not enough to positively affect the playerbase) Whereas 1000 players all on one server will greatly impact its population. UO needs to have an option that doesn't require a monthly subscription to make it more appealing considering that many more recently launched games do not require a subscription it just further puts UO further down their potential list of games to try such as (wildstar / elderscrolls / tera / archeage / rift / starwars) we need to be able to capitalize on these games during their inevitable content droughts at the end of expansion cycles, and allow for people to feel like the game is justifiable even if they can only manage 2-10 hours a month playing. Most importantly the game needs to make changes to make it a sandbox once again. The grind to having the best gear should be endless not instantaneous. The emphasis should be on the community and providing an experience that encourages all playstyles to succeed. Lastly the world needs to have a dupe free environment. Merchants / HouseHunters / Craftsmen / Thieves / Fisher's / Lumberjacks / PvPer's / Tamers and Monster Hunters should all have a place in the world. The majority of UO's content these day's is done by Volunteer's and this could carry on. Maybe even give the shard a larger Event Moderator team that does different things like City Invasion's / PvP Tournament's / special boss kills.