I'm with you on that. I think a PvE game can have good PvP with as long as it's developed with a little thought in mind for PvP. It doesn't have to be the entire focus though. Most new school shit pisses me off as well but doesn't necessarily mean it can't be implemented as long as it has sufficient drawbacks.
See, I greatly disagree unless it is done as EQ did it with separate servers AND separate rules with no thought to its development until after release. I think anything other than that becomes a "jack of all trades, master of none" type of scenario with each sides focus pulling away from each other. How many years and games have they been attempting to do this and yet every single time the same thing happens? Now you can be an idealist like Norfleet and claim "eventually" it can be done right, but the reality of its occurrence consistently failing holds to the fact that it can not be done.
I'm not sure what new school features are in discussion but some of these features exist because of problems with old school game play, but most of the features implementations have terrible results worse than the original problems. Not sure what to do about the issues beside let the problem remain or try something "newish" with proper restrictions. It really is a case by case basis imo but these issues are the channel through which the dilution of old school game play occurs.
Not that I could see. Most of the "new school" arguments were centered around the same mainstream arguments be it the complaints about people having limited time, so the game should accommodate such in its design, to gear restrictions (the desire for all bound gear), to instant travel, content being "useful at all times" (ie no empty spaces like in EQ), to instance content, etc... I have seen all these arguments with each game release and each game that attends to them becomes yet another mainstream bland boring entertainment simulator.
I used to be of the mindset that many features of old EQ were flawed, but I came to the realization that I was letting my frustration drive my expectations. Corpse runs, exp penalties and loss of level, extremely slow leveling, very rare gear, camps, travel taking an hour or more to get across the other side of the world, zones being dangerous to all levels, tradable gear, etc... I used to think were poor design, but now after years of seeing what resulted in moving away from these difficult play features, I have come to realize that this is what gave me enjoyment, that it was the frustration of loss, the constant difficulty, the annoyance of the limitations that gave all the means of progression in the game meaning. See, when they threw out all these difficulties, all of those various class/race features had no need. Many tools of play had no more purpose and so the result was streamlining the character progression, ultimately killing the entire point of playing an RPG. Not to sound pretentious, but I have seen all this, I know where this is going and "new school" had their chance year after year, game after game and yet... always the same result.
Some convenience features exist because of the argument "It's pointless to not have this feature in the game because everybody will just use third party tools anyways", like with maps as an example, or even parsers. Just put a parser into the game itself and save everybody the trouble you know? Although I did like these types of games better when maps weren't so commonplace.
Although I'd be happy if there was some sort of automation/scripting interface in an old school game.
People can cheat any game. This can't be stopped. If we took that arguments approach, then there would be no point to put in TSW putting in its puzzle content. I mean, why bother, everyone will just cheat it anyway right? That argument is the mainstream argument and is responsible for all of the bland (go fetch, kill) quests in games these days. Remember Smedly's blog on this? Where he went on about them putting content into games is pointless because people will just cheat it anyway?
From what Brad stated, they are undecided on maps so far. What they did say is there will be no mini-map (notice the new vids don't have one) and if a map is added, it will be static (not showing your position on it). He said people using third party to create their own maps is fine as it would be a choice.
As for the other arguments they have on travel, session time, etc... all of these are the same tired arguments that led us to mainstream. I argue that it is the lack of those features to which people long for. While they are not things we enjoy themselves (who likes penalties and corpse runs anyway?), their existence gives more meaning to the successes over them. That is what is lacking in games today and the "convenience" argument is merely one that attempts to avoid them.