Here are a few thoughts I had on some ways to change Fel.
No character can come to fel unless they have at least GM or higher in all skills.
This can't work because Fel acts as a home to people and all of their chars. Regardless of those chars' skill levels, they all need to be able to go home at the end of the day.
Increase the resources that are gathered 5 times compared to Tram. (risk versus reward)
Resources would be so much faster to get in the door that it would change a whole lot. Knee jerk reaction is that it's too much but I haven't thought it through, really.
When a player comes to Fel either via a recall, gate or moongate they change to red or grey in color. This means no blues in Fel at all, like there are no reds in Tram.
No guard zone at moongates.
What you're trying to touch on here is, indeed, an actual, nasty, unfair thing about Fel right now. We have packs of blues who hang out at guard zone boundries trying to trick reds into getting guard killed, and even exploiting in this effort.
In modern UO, Blues and Reds no longer represent evil or good-intentioned players. Whether or not you bring your red or your blue is often a tactical decision. In some cases, people who only play blues are doing so because they feel that they need the extra protection that being Blue affords .
Blues should not be able to play games around the guardzone to effect kills on reds. I would hope that this was not what Guard zone was intended to be used for.
Figuring out a fix for this is hard!
Check this out, but pay attention to the details: IMO it is a good idea to remove the guard zone from the FELUCCA SIDE of the T2a entrances, make the T2a transit passageways be the guard zones and be recall/mark zones, and leave the guard zone as it is on the T2a sides of the passageways. I've seen the Felucca side of the T2a entrances be used by some of the most gutless Blues to torment other players (red and blue both) around their homes, and this would help that to a great extent. Moving the T2a-related guard zone out of the immediete area of the habitable areas of Fel should go a long way toward reducing the abuse there.
But the moongates problem is much more complicated. There are so many bugs right now with flagging, and there's situational SNAFUs, not to mention the exploits (shoot someone who is using an exploit to make himself appear to be criminal-flagged, get guardwhacked!). Reds get killed over and over again due to bugs and problems and its absolutely stupid. It frustrates them and makes them angry at the game.
Making Fel Moongate guard zones really work properly within the existing design parameters would require fixing every single bug and flagging screwup and it's one heck of a job. So of course there's the temptation to re-evaluate the parameters (moongates as a guard zone in the first place) as a means to take the bull by the horns.
Perhaps being guardwhacked at a moongate (specifically MOONGATE) should cause you to lose no insurance and drop no items, and all of your items would be in your pack when you ressurected. Think it through and you may see how that would accomodate the original design goals of the Fel moongate having a guard zone, yet also take most of the bite out of these abusive blues who frequent the Moongate guard zone border.
Players who are doing the abuse on their Blues will probably say that it's unfair to give the reds decreased losses in that situation, but realize that such a complaint would only really apply to a Blue who was choosing to STAND AROUND. That person is attempting to PVP at the border of an unherantly-unfair guard zone and is in many cases expecting something (a guard kill and loot abilities) for NOTHING. Someone who was just passing through would still be alive, and be happy to be alive, and would move on - - unlike someone who is lingering, hoping to capitalize on what was supposed to be simply a safe zone after an initial gate into Fel.
Dueling with guildmates would not give a person the "Flee from battle" Timer.
All wandering healers will be red.
Once you are dead there is no more "flee from battle"
anything smaller than a gravestone, such as birds or rabbits will not stop a character to force them around it, they would just step over it like in real life.
I like most of this. The flee-from-battle thing on guildmates could become a problem if it were removed because you do occasionally get malicious new members in your guild who are actually there to kill and loot the existing members.
The flee-from-battle situation should be reviewed. I have killed reds on my blue before not been able to leave an area because of it. I don't know if it's supposed to be like that or if it's a bug.
When someone dies (either me or my quarry), I feel like all crim and aggro flags should be cleared. I could be overlooking something when I say that but that's my sense right now.
Energy Vortexes would be controlable like Demons and Elementals.
If the caster of an EV has poisoning then the EV should have the ability to damage with deadly poison, sort of like in the old days.
I don't know, on those.
All dungeons high end monsters would have abiltiy to drop rarity 11 or 12 artifacts. Example being, Blood Eles, Poison Eles, Demons, Balrons, Ancient Wyrms, etc.
Hm I don't know on that one either. Thing is, there's groups of people who really, honestly are unprepared to touch Fel. They do not PVP out in the wild and their reactions and nerves are not tuned for it. A PK encounter is a day-ruining experience for those people, so they stay in Tram. Making that big a change in Fel dungeons alone would disgust them.