I liked that a NPC could be an alarmist. It was mentioned that perception would affect the ability to identify an alarmist. That is all good.
However, it was evident that the spawn was static. A member of the group knew ahead of time that a particular NPC would be an alarmist. Having static spawn for this type of game, yet again, after the passage of time from when EQ first was made is going to stick this game in the category of "seen that, done that".
Why can not there be code for constantly moving NPCs? Why should NPCs magically pop after a short passage of time? Why does there have to be predictable pop up mobs?
The castle in the distant is awesome. Whey wouldn't guards move out from the castle to fill voids left by defeated guards? Why would these guards be the same in how they act? Why should the game be static predictable?
The cooperative group play as seen in EQ would be great. That is something to carry over. Specialized skills and implementation of those skills should be intriguing fun. Groups vary and skills needed can be in flux.
But static spawn? ugh Pantheon needs to be the modern version of EQ. Improving the challenges and extending the possibilities of discovery should be a goal of the improved gameplay. Acclimation is an possible new layer to address. Acclimation is not a major build upon a good game design. Getting rid of static spawn would be.