The problem is, to do any of these things unless in a very minor version will require a complete rewrite in the whole ORPG system like you said. Coming up with such a design is going to be highly difficult for someone with no experience in the field. Not only do you have to come up with a brilliant idea, but you have to present it to people properly to get them to take the effort to change to it.
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persistent worlds
This is one thing that people always bring up, but never do more then skim the surface on what they want. Non-persistent worlds would result in players not only getting unique experiences in everything they do but also allow them a feeling of importances, which is a very good thing. The problem is, how the hell do you do that? If killing the leader of a stronghold is going to, say, take down that stronghold completely, what do you do from there? The best I can come up with is that you bring a force from your team to occupy the building that is of equal strength of the ones you killed. That keeps the character strength balance, but how do you tell who currently occupies the building? If it is a low-level place, how do people of the other faction make it over there? Do they just walk into the enemy town, say "Hey!", walk in and just kill them?
Non-persistent worlds results in a very complex world. People don't know where to go, or even what they can handle in a battle.
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levels
I disagree with your opinion on levels. Without levels, there are only two ways to get better from what I see:
- Personal skill and experience at playing
- Larger group size
The first is never going to bring you too far in an ORPG unless it is a FPS or RTS of some sort. But then you're changing the genre. Larger group sizes... thats something anyone can do, and not everyone wants to deal with. Is it completely unlogical to make a character stronger as they fight more? The emphasis on levels can be changed, along with how you level, but I think it is a pretty mandatory feature of an ORPG since it has been one of the root elements of RPGs since their start.
A level-less system was something I was going to do for my game but decided against it when I realized what kind of problems it would bring out. Not something I wanted to do for my first game.
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classes
Classes are a hard one to break apart from. If you completely remove classes and only give stats and complete freedom on how people raise their characters, most of them are going to go with the strongest build for what interests them the most: PvP, PvM, guild fights, etc.
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role play
This is another one a lot of people say. Role playing simply does not appeal to everyone, myself included. I don't play a fantasy game to pretend I'm actually a D-cup blonde elf babe wearing a grass mini-skirt and sexishly wielding a bow. What you described, though, fits more under persistent worlds then role playing in my opinion.