I keep weirdly thinking back to, uh. I don't remember the name actually. Oh, Lusternia. Player-controlled factions and guilds and everything, that was probably the most fun part of it. The only problem was the population couldn't really support it the way it deserved. Like, I played a spiked chain monk. This was probably the smallest guild and if I wanted a chain I had to make it myself. I was probably level 30 before I actually got one cause the training weapons we let people use while they made their own were locked in a case and nobody knew where the key was.
The combat though was the thing everybody knew about it, that and the cost :T
There were like a million different afflictions with a zillion different ways to cure them, most cures could be used in multiple ways to cure multiple afflictions, when I played I actually knew them all but I have no idea how I memorized it. Combat was crazy fast and most decent players relied on a complex system of macros to keep themselves alive while they attacked. Most people had effectively infinite amounts of the cures you needed. A battle between competent players might last for ten or fifteen minutes or longer and is basically both players trying to maneuver themselves into a position where they can get a lock, afflictions that mutually exclude each other's cures. Like if you break both his arms he can't apply salves to fix them, but he can smoke special herbs. If you break his windpipe he can't smoke but he can apply a salve. Do both and he's in trouble.
It was fun, but it ended up costing you a lot of money if you were seriously into the combat. You could probably do well in just the roleplay aspects without spending money though.