1. I would make the imbuing skill available to players who didn't upgrade. The new dungeon is a great incentive to upgrade. Crippling crafters who can't afford to upgrade isn't a good idea; they will have to either upgrade or leave. And some of them will do the latter. 2. Lower the subscription price back to the original $9.99. It's a mature game, everything's already built. It doesn't cost a lot to maintain. Its subscription rate shouldn't be as high as new games. 3. Item #2 only works if we get new players. Don't send them to a production shard for 14 days. People are getting the trial accounts just to keep their current house after they place a new one, or to transfer a pet. Put all the new players on their own server. That way, the bank spammers will have to get a paid subscription to keep spamming, too. 4. Give new players 5 advanced character tokens after they pay for their first month's subscription. Give them a personal bless deed. Make an undesirable area in which only starter homes with minimum storage can be placed, and only players under 90 days old can place there, but once placed, they can keep the home until they get another one. They can't sell the starter home, though; once they place or buy another house, it becomes an IDOC and another new player can place a house there when it falls. 5. Reduce the number of damage types to three: Physical, elemental and magical. Return the magic resistance skill back like it was originally: The equivalent of armor to protect against magical spells. Armor will resist physical and elemental damage. It'll be a LOT easier to figure out whether a piece of armor is worth looting if it just has 2 numbers for resists. 6. Get rid of that AoS random-number-generated system where every monster drops multiple items, 99% of which is junk, even on the highest-end peerless. Only the highest-end monsters should drop an item every time. And it should be something worth having. A skeleton should never drop anything more valuable than maybe a 1 in 100 chance of dropping a piece of regular bone armor. A Dark Father shouldn't drop massive amounts of pure junk. A simple subroutine that checks item intensity and doesn't allow high-end monsters to drop loot with an imbuing value of less than 400, or low-end monsters to drop anything at all most of the time, would help. 7. I would go ahead and make UO Cartographer an approved program, and pay the author a small stipend to maintain it, with the provision that all rights go back to UO if he quits, and they can hire somebody else to keep it up. Let's admit it: Most players like the current client. Since UO Automap has been broken, they have wanted a replacement. 8. I would make some 1-on-1 arenas, where players could do PvP without risking losing anything. They could place wagers on the outcome. A couple of players could see which is better without risking murder counts or equipment. Veteran PvP players might wager a million gold that they were the better fighter. Both players would return to the regular server with everything intact, just like they left, after the fight. Item insurance wouldn't be necessary in the arenas, since they would return exactly as they left. 9. I have mixed feelings about the EC. It has some great ideas, like the new map, compartmentalized looting, etc. However, it needs some pretty hefty programming upgrades. A) THE NUMBERS IN THE HOTBARS ARE TOO SMALL!!!! I have to lean up and look closely at the screen to see my current health, etc. B) The EVs look really weird in EC. Several other items do, too. The EVs especially have a blinking white light, which looks weird and it's annoying. C) The menubar button to toggle war and peace should turn red when you're at war. D) We should have the option to keep corpse loot compartmentalized, but leave the legacy bags and chests. E) New background colors for the compartments, and make them larger. It's hard to see a lot of items in them. F) Fix the offsets. Especially when we're dead. I have to walk through a wall, because the street acts like a wall and the wall acts like the street. Dying in the Labyrinth is the worst. G) make an easily-seen way to get rid of pathfinding. It seems to turn on at odd moments, for no apparent reason, and it's HIGHLY annoying. H) Make a button to LOCK THE HOTBARS! I have accidentally drug and deleted macros before. 10. Make some small dungeons in Ter Mur, something like the Lurg cave or the Miasma area in the Labyrinth. Places where there will be several players gathered all the time. 11. Make a way to search all of the vendors on the shard for an item. Ever since the Age of Junk, IE AOS, there has been so much junk on vendors that it's almost impossible to find the one item you're looking for. There are several websites that do the service for Luna vendors, but only a few ultra-rich players live in Luna. We need something for the whole shard. 12. An auction house to COMPLEMENT the vendor system, not replace it. 13. Fix factions. It'll be a massive undertaking. 14. In-game support for guilds. Guild houses, guild banks, guild items based on membership, basically encourage people to participate in guilds. 15. Make Felucca more attractive. Better monster loot, a new dungeon, items that we can only get in Felucca, more reasons to play there. 16. The power scroll system was the WORST.IDEA.EVER. Make the skill cap 840 and make 120 powerscrolls easy enough to get that everybody can get them. That will restore the balance so that veterans don't have the extra skill points, a few leet PvP guilds won't monopolize them, and everybody can have 7 skills again, like was originally intended. As it stands, the power scrolls and corresponding limits so that we can only have 6 maxxed out skills are one of the biggest reasons NOT to play UO. 17. In an effort to make the player base more profitable, I would offer artifacts and power scrolls for cash. 18. I would also reduce the gold on the ML monsters to levels that are somewhat in line with their abilities. ML made gold farming so easy it isn't even funny. Miasma, troglodites, etc. are especially underpowered for the amount of gold that they give. My warrior can just stand in the trog cave, never use a bandage, and collect 50k in gold every few minutes. They should be MUCH harder to kill, or give about 100 gold instead of 450. Miasma dies in a matter of seconds, instantly respawns, and gives 2,500 gold and over a dozen items to unravel. I can collect about 1,000 residue and 125,000 gold there in an hour, with very little risk, even taking turns with whoever else is there. 19. Since the non-paid trial subscriptions would be on their own server, I would let the players keep all the skills and items their character had earned when he/she bought a subscription. The characters would be moved to the shard of the new player's choice. They could only move to one shard, and it couldn't be Siege. 20. For the next expansion, I would make a boxed copy, sell it at major retail outlets, and advertise it. I would also print new game cards to sell. I would make the price $19.99, including 45 days free game time for new players, and $14.99 for existing players, with a nice item that players would want, like a choice of an exclusive, but not overpowered pet, or a named sword, or a bless deed, or a name change token, as an incentive to upgrade.