What are their plans for end game character progression? Getting to 30, upgrading vessels, and passive training seems to be all their is.
For example Dark Age of Camelot had a system where you gained realm ranks doing PvP that earned you new abilities. And it took a really long time to reach realm rank 12. I think that system really keep a lot of players motivated to pvp and grow their character to make it more powerful and also for reputation. The early ones who reached RR12 were really proud of that achievement.
Expanding the leader boards might help a lot to keep players interested in playing for a long time. Being number one in deaths for example might be a long term goal for someone if that was tracked as a crazy example. But someone would do it if it were so. Tracking the stats of players over years instead of just campaign to campaign could make leaderboards competitive. But include healing, player resurrections, defense of keeps/towers/ forts. Maybe even include harvesting and crafting info.
What will keep them playing for years on the same character?
Also, are there any plans to increase training for actively doing things? I like the whole passive "Eve" skill training. But I also feel that if I log in on launch day and actively break ore nodes for 3 months, and some other character logs in and activates his training and then does not play for 3 months, I SHOULD be a lot better at doing it than him. With the current system that will not be so. Why not combine passive and active training? The active could be a fraction of the passive...but at least I would feel like doing things in the game would be progressing my character.