So what are the things you want to do?
#TimeIsAFlatCircle
EQNextGenerationRedux
First get the basic elements of an MMORPG right:
(1) Zoned (EQ), Semi-Zoned (WoW-Vanilla) or Seemless World (Vanguard). Where in all cases you have travel times between areas, not a lobby as Malakriss states. I'm fine with Zoned/Semi-Zoned. I don't need to fly and it's a Hell of a lot cheaper.
(2) Trinity-based classes (EQ or VG). No uber hybrids (such as Druids in Vanilla EQ or everyone in EQNext) with a 5 or 6 group size.
(3) Questing should not give XP: only factions, gold or items. Multi-questing should not require back-flagging to accomplish goals (this is the "Great Goblin head should drop for everyone, not just people on the quest" rule).
(4) Heavy limitation on the use of instancing or phasing. Don't throw out instancing/phasing entirely but severely limit it: example you might use instancing or phasing for a class-based quest to get a class-specific ability out of a normally open-world dungeon. Another example: a raid dungeon might have an open-world wing and an instanced wing. With better loot in the open-world wing, the instanced (7-day lockout) wing prevents complete curb-stomping of lower guilds by a server uber guild.
(5) Primary advancement is traditional Level based but with an EQ-style alternate advancement system from the get-go, I assume some purely skill based types of advancement (such as weapon skills, safe fall, language skills, crafting).
(6) Decent graphics.
Sorta New Stuff
(1) Mix of camps and dynamic mobs. Everyone liked StoryBricks - it seems to have been too ambitious, but game would have a mix of fixed camps and wandering mobs. Rift tried to do this, but not in a good way.
(2) Significantly more interaction between toons and the environment - I'm talking Prince of Persia-ish-ish, not Minecraft. The example I always give is "Safe Climb"/Thief. Rogues should be able to climb walls to break into places. Druids should be able to grow vines to climb up walls. Etc.
(3) Mini-games. Not to go into details here, but one way to shake up the current quest system is to add significant mini-games as part of Quests. A extremely simple example from (of all places) Harry Potter: part of a quest could require the player to actually play a chess game against a decent (but not Kasparov level) opponent. The chess game could range from an actual game from zero to an endgame setup where Mate is possible in 4 or 5 moves and you've got to figure those moves out. There are a thousand other mini-game possibilities besides games (Chess, poker, board games) or crafting/fishing: I gather WoW added some kind of housing mini-game in the latest expansion.
(4) Slow leveling. This is actually old. But Blizzard's "Game begins at 60" is bullshit. Game should begin at 1 and take a long time to get to Max.
Anyway, I've got shit to do but that's a quick summary of a bunch of old ideas that have been around for forever.