Lumping everyone back into the same gene pool with no reason just means people will leave. But, on the other hand, if your bread and butter is fun pvp, why would you think having non-cons around would be fun?
Here's the problem...they tried this already with champ spawns and powerscrolls. What happened?
Everyone that wanted powerscrolls waited until they appeared on vendors, eBay, or some other cash for UO item websites...and they just bought them. There is nothing that you can entice people with in a game like current UO because everyone either has enough gold to just buy what they want, or they can use real cash to buy the item...or the gold to buy the item with.
That is the core problem with tying the game so closely to items. EA ties every expansion to items now, and in turn...you the player...have to go out and buy said expansion to access the new items. It is a never ending cycle, and self perpetuating one as well...in theory. In practice, the hamsters eventually figure out that running on the wheel doesn't get them anywhere...and they stop running on it. So the next time an expansion (item pack) is launched, a few less people bother with it than last time...and so on, and so on...until the revenue stream dries up to a point that they just shut the game down.
The idea is to find something that doesn't involve items that gets players interested in the game again. This is the only way to set UO apart from the newer, flashier, more populated games on the market.
Sadly, there has been nothing since the original UO that has done all of the things right that UO did...otherwise, none of us would even be having these discussions.
What did UO do right?
- A large world without zones (that's gone now)
- A sandbox environment that didn't force players to create characters within specific classes or templates (not completely gone, but getting there)
- Houses you can place and own
- A truly immersive world with heroes and villains (gone)
- A community based environment where players needed to rely on one another (gone)
- An easy to use/easy to understand system that allowed players to just jump in and play the game without a spreadsheet and a calculator (gone)
See where I am going?
What do we have now?
- Houses you can place and own, and modify to look like McDonald's, Trash Dumps, Neon colored lava pits, Rivers on top of roofs, or...create your own obscene saying.
- Items. Lot's and lot's and lot's of items.
At some point, Mythic needs to break away from the items, items, items, philosophy. They need to re-discover what made people want to play this game before the deluge of items.
The only reason I can think of for such disparate groups to get into the same areas: highly desirable resources or enticement to build/generate desirable areas on the other facets of a server.
By that, I mean having some areas in Felucca that directly affect areas in the other facets, for good or ill, depending on whom is in the Felucca spots and what they are doing.
An example might be the ant colonies. If no one is doing the water quest, eventually other dirt mounds start appearing and ants start popping up into the overworld.
What if there were several distinct areas in the Feluccan badlands, easily accessible but defensible, that would cause certain undesirable spawns in the Trammel/Tokuno/Ter-mur areas? Perhaps a large graveyard in Felucca that spawns undead through "rifts" into Trammel. The graveyard spawns can be reduced by completing certain quests (digging up bad graves, excorcising, etc.) The trammel folks would have a reason to go to Felucca, to stop the spawns
Why would they want to stop the spawns? More importantly, would they even care if there were spawns at all? Unless these spawns made it impossible for them to camp high-end item dropping peerless bosses and so on, I doubt many, if any, would even notice.