I'm glad that "Meaningful PvP" was singled out. PvP is important to me and its one of the things that Ultima Online got right that vast swaths of MMOs since have floundered with (in my opinion). In parts of the world (Felucca[1]), UO was a rare RPG where anyone could kill anyone, for any reason, but with the repercussion that they would be branded a "Bad person" (visible with a gray or red name instead of blue). Stea…
Vote yes to permanent death [1] in MMOs! Richard Bartle: "[without permanent death] Newbies (and not-so-newbies) feel they can never catch up. The people in front will always be in front, and there's no way to overtake them. The horizon advances at the speed you approach it." [2] [1] http://en.wikipedia.org/wiki/Permanent_death [2] Designing Virtual Worlds, 2003
UO had a skill cap, which you could reach rather quickly (less than a month if you had no life, a few months playing casually). After that, there was no difference.
And you could even close the gap faster, by focusing on skills which made the most difference. You alchemy could wait.
Also, there was a stat cap. There wasn't that much difference between a new player and a veteran. The veteran would have like 2x the amount of health compared to the newbie. This is in constrast to WOW, where it is not uncommon to have a 140x difference, or more. You actually had a decent shot against veterans, if you knew what you were doing.