Let me preface my argument by saying that I do not like change. I disliked the wall strength changes, I disliked the pathfinding changes, I disliked the increased cost of the black arts (which I still dislike, yet that is another thread in itself). So when I write this, I consider that maybe this will once again be an example of me being proven wrong. That in fact, having an ever expanding map is actually a good thing. However, I fear that will not be the case.
It seems to me that the current plan is that the map will endlessly expand itself when a player reaches the edge of a 'super grid', generating the terrain on the fly before the player reaches the actual map edge. While that may sound very fancy and interesting, and while it might well work for single player games, I will now outline why I think it is a terrible choice for a MMO.
The Determined (and unemployed) Thief
There does not seem to be anything stopping a thief, or a high level character for that matter, walking far, far out into ungenerated areas, perhaps even 10+ hours of constant walking in one specific direction, and setting up a hearth.
*Theft Scents will decay before players can actually walk to thief's location.
*Thief can join a village closer to society and port back and forth at will.
*If tracking is fixed, it will be nigh impossible to get an accurate fix if their stealth is reasonably high.
Hay Guyz, Where is Everyone?
The player base isn't huge. Overcrowding is -just- becoming an issue on a single supergrid, the possibility of an unlimited number of supergrids will just lead to players becoming more and more spread out, and the common newbie complaint of the world appearing desolate and empty will be even more true in the new map.
*If settlements are hours away from each other, no one will be willing to make the effort to travel to trade.
*Crowding and limited resources lead to conflict. Conflict is good.
If there is no end to the map, there is no end to resources. It does not matter if gold is 'rare', that just means you have to walk further to spawn a new supergrid, which will hopefully have gold on. If every town is self-sufficient for all resources there is no reason for interaction nor for conflict. This will lead to massive stagnation.
Cartography is fun, look at the map I made! Oh wait.
I, and other people, like making maps. We like writing little notes. It is fun. If the world is constantly expanding, no matter how we try maps will become outdated. It will also be impossible to ever draw a 'complete' map.
The Grass is Greener on the Other Supergrid
No matter where you settle, no matter how much you like your position, it will always be possible that if you had just gone to another supergrid it would have generated a better location.
*Encourages community fragmentation, as people move away from long established settlements for better resource/animal hunting locations.
*A randomly generated world often feels soulless, which leads me to my next point.
From Endless Grassland to an Endless Patchwork
The map we currently have feels barren and empty. Massive swathes of grassland with small islands of varying terrain. It doesn't feel real, there are no landmarks. It just feels dead and boring. No matter how much terrain variation has been introduced, if the scale of the world is endlessly expandable, it will end up feeling the exact same. A limited world leads to familiarity, which is good.
*For example, it is much more fulfilling to talk about how you fought some guys in the northernmost forest near camp X, rather than saying you fought some guys in supergrid 5 in a random blob swamp.
In Conclusion
I am not totally against the concept of randomly generating terrain to meet the players needs, but I feel that allowing it to be done autonomously, with such a low game population, is a huge risk. Expanding the map should be partnered with features that would require it, such as much more difficult monsters, or more terrain types. Otherwise we shall end up with a massive world generated by individuals wandering around, and then any of these features that are added, will be a massive distance from civilisation and already generated terrain.
My suggestion? Replace the invisible boundry with unlimited deep water, have the next map be 2-4 supergrids in size, and have it be one large island.
LOOK AT ALL DESE WORDS