The average person wants a game to be easy. They might not admit it, but if you offer them free Jelly Cakes, they will not turn them down saying, "No. That would make my game too easy and I might get bored." But when the desired level of ease is achieved, they do get bored, interest fades and it is all over.
Case Study: Diablo II... This was/is a sweet game. I know several people who played it. Frankly, it was fairly easy but you could still get too aggressive and get yourself killed. But, being a stand-alone game (typically anyway. I am NOT talking about battlenet games), various cheat software started coming out. Most people who had access to this and who had played for a while, tried it.
The motive, frankly, was not to cheat and win... Everyone I knew had already won several times over. The motive was to see what kind of cool build they could make when suddenly they had infinite freedom to build as they wanted. This led to about a week of really exciting play because it was different. Not better... Too easy in most cases. But different is good when you have played a game for a couple of years straight.
But then it was over. After a week of that, there was nothing left to do. Everyone had played both legit games and cheat games, and they had tweaked their toons to their idea of perfection. There was nothing left to do, and none of these friends have played since.
Back to DDO... Turbine is in business to make money. In order to make money, they have to keep their customers happy. And most customers (vocal forum minority aside) want their game to be pretty easy.
If they see their buddy has a Vorpal longsword, they figure, "I pay the same fees... I should have a Vorpal longsword too." What is Turbine supposed to say? They say what any company wanting to make money has to say... "We'll make it better as soon as we can."
Anyway, what I am getting at is that there seems to be a recurring pattern with MMORPGs that is a lot like the Diablo II example above. People scream for more loot, more power because on an individual basis they want to be the best. But then it becomes a monty haul and the game deteriorates. Then a new game is released to pick up those customers.
Could this be why development and promotion of DDO seems to have taken a back seat to other projects at Turbine? Is this planned ?
Have the business minds at Turbine figured out this stratagy for generating revenue:
1) Release a game at a fairly high difficulty
2) Gradually give players more and more stuff to make them continue to feel powerful until it is simply not sustainable.
3) Let the game slowly die while you work hard behind the scenes on the sequel, which will be <goto step 1>