I've been playing some Asheron's Call lately. Mostly I've been reexploring the "trash" dungeons. By that, I mean dungeons that don't have quests, or at least predated the quests as they ended up becoming.
It's... hard to explain, but the most fun I've been having is stumbling across a dungeon that hasn't been updated since 1999. The launch dungeons had a very different tone and balance than the live dungeons.
I think it's because of this:
At launch, quests didn't have rewards in the same way as later quests. Your reward for finishing a dungeon was usually some random loot from a high tier chest, and maybe a key or a clue for another dungeon. The challenge came from, first, discovering that the quest exists, then finding where to go, then finding the treasure room, then surviving the monsters, in roughly that order. The later live quests, on the other hand, were all about surviving wave after wave of enemies to get the named item at the end.
Practically speaking, I don't think the original quest style could have kept working. I mean, it plainly didn't - that's why they had to change course, starting immediately with the extremely linear Frore dungeon and the named quest rewards in Sudden Season. Despite that, though, the original dungeons feel better, like the treasure chest hunt is a more thought out and complete expression of what Asheron's Call was always supposed to be. Because it is. The massive world and random loot system are essential innovations of Asheron's Call, so quests like Overlord's Sword, Sylsfear, Swamp Temple - which really take advantage of those features - should feel the strongest, even if they ultimately didn't work the best.
Anyway, next up for me is a bunch of newbie dungeons. All of the starter dungeons are still there for Nanto, Baishi, etc. with level restrictions intact. That more or less means nobody has even tried going into them for ~15 years since it's not even possible to get there at a low enough level normally.
So, in other news, PhatAC's been working pretty well.