The buddy list only works for people you already know. Furthermore, if you put on it every single person that you\'ll chat with occasionally, it\'s going to be like 100 entries, and thus be extremely hard to manage or use.
Furthermore, there is not just 1:1 chat going on, so what are you going to do in the normal /say scenario?
If the chat says part of the name, it\'s even more prone to duplicates. If you use player-input names, it\'s even worse: either these must be unique as well, or they\'re bound to be the highly non-unique. It would also totally destroy the RP if you use totally different names. The only purpose of this seems to be the ability to sneak in 1337 or non-RP names...
The auto finish won\'t work well due to bandwidth limitations. To do the completion, the client has to know every single name that\'s in the game, so it\'d have to download a list of all the 10 billions of names you\'re all expecting. Alternatively, it could send the request to the server and get a response, but that\'d be laggy like hell.
I know perfectly well that John is an ancient name. However, it is in rather common usage today, which makes it feel modern. Furthermore, as I continously fail to get accross, \"Thazer\" may be unique, but it doesn\'t feel medieval. It feels future to me.
Additionally, I didn\'t find it hard to get a name of my imagination and liking despite all these names taken in MB. I even had four of them. One of them even had only three letters in total!
While I agree that lastnames don\'t necessarily need to be unique if firstnames stay unique, I don\'t want more than one \"XYZ Aragorn\" running around, one is sad enough. :rolleyes:
Also, I really enjoy the idea of distinct families. After all, if RP is done for an extended time, the lastnames will spread, just like IRL. But, jist like IRL, few would marry just to get \"that cool lastname\".
And I don\'t see \"dixie\" to be an acceptable name, due to it\'s RL occurance.