To adapt a line from Scott Adams, what matters is how many people love your game, not how many people hate your game.
If you make the best MMO ever, the most popular MMO ever, there will still be approximately 300 million Americans and 6.5 billion other people who will not be playing your game. That is your best case scenario. Even amongst gamers, most will not play it, and you will be ridiculously successful if you can get most MMORPG players to download the trial. Even if you are the WoW-killer, your game is still a niche in a niche.
This is a freeing insight. It does not matter how many people hate your game. Their dislike has no more effect on your success than the indifferent billions. Your game is not going to be all things to all people or even most things to 0.2% of people. You can focus on the base and make the game for them, rather than trying to reduce the scorn of people who are never going to be on your side anyway.
It does not matter how many people hate Darkfall. They quite happily fill a niche that has some very passionate support. It does not matter how many people hate Twilight. Stephenie Meyer is making her millions from the people who love it. It does not matter how many people hate xkcd or Rob Liefeld or Justin Bieber or the New York Yankees (although you can monetize some of that anti-fandom).
For the success of your game, vaguely positive is the same as indifferent is the same as opposed is about the same as vocal hatred. They are all non-subscribers. The people who matter are the ones who will play your game, who will pay to support it, who will recruit their friends and set up fan sites and build support tools and run in-game events. Unless you actually do suck, you get ahead by increasing your positives, not decreasing your negatives.