There is something I want to expand upon from that last thread:
"The maps are freaking beautiful pieces of art that are meant to be explored. Most reset servers are just about picking a spot and staying there for the rest of your days, how silly is that? I know it's addictive, I've done it before, but it's a waste. Hunting should be like Mu Global, in which you can only beat the next category of monsters after some decent leveling or better gear, and not just because your level is now high enough to warp to a new map."
This resonates a little with what salam said:
This kind of feeling should be true during every stage. What is especially important to increase the sense of purpose in this game, is when you see others roaming around. When there are many people in one map, you feel part of a larger and alive community. One of the first things I do when trying a new server is going to Devias to see if there are players there. If there are not, or too few, the game is probably dying and I quit. There are multiple things that can be done to make people stay at the lower level maps much longer and much closer together. And this is not a bad thing as long as the core gameplay is enticing and fun, with pleasant surprises.
Remove the Helper bots, Shadow Elf Buff, continuous medals, etc. Remove all unnecessary things from the game. Simplicity is divinity. Less is more.
Ask yourself the question: "Does this help the core gameplay? Or does it just make things easier and make items less useful? Does it add or subtract?" People like it easy, people naturally take the path of least resistance. They think it will increase their happiness and fun, but it does the opposite: https://en.wikipedia.org/wiki/Hedonic_treadmill. Anyway making things harder increases the value and dependence on hard-earned items, given that the drop rate is low enough. And ultimately this will make players stay in (low level) maps longer, as they need better gear to go on.
Completely customize all items damage, defense, and drop level. Configure it relative to how many items the class has, and what the max damage on items is. This makes most items are useful again and doesn't make leveling in, say Devias, for two weeks not boring. If there is an item you want to be found, you'll want to play there. As soon as you have all the items you need from a certain map, you have no reason to stay there except for the exp, if it is nice enough.
So, let's say there are only 11 swords, 100 monster levels, and a max damage of 1000 on swords. Then you could configure things like this:
Monster drop level
For simplicity the items should improve linearly and the monster strength exponentially. This way the mountain gets harder as you reach the top, and things don't feel monotonous. Also, the numbers above are examples. I have no idea what monster strength increase is feasible on a non-reset server, and it also depends on how strong you can make the items (If max dmg on sword is 1000, you can't have monsters that require dmg 1200 swords). Ideally, the best monster in the game should only be able to be defeated with at least a full party. Or dare I say, a full guild.
I know all of this is easy to say, but it takes a long time to calculate the right values and we haven't even considered socket and ancient items yet. Also all the skills can be customized so they are mostly all useful. It's a long and tedious task, but it is, possible and worthwhile to pull it off. All of this (making everything useful) makes you grind in each map longer, but more fun as well. It let's you be creative with monster placement and mob bosses that only drop certain items and what not. It truly creates a long term hardcore server.
TL;DR: unforcefully incentivize players to stay in the same map as long as possible; by having lowest drop rate, custom weapon stats, and exponential monster strength improvement.
I got tons of more ideas, but I forgot this is a feedback thread, not a suggestion box.
Some more actual feedback.
Too much events with practically free BOKs is bad for the economy. It's cute for a while, but gets old fast. Personally, I wouldn't reward with normally unattainable or difficult to get items, but reward with jewels or vanity items. A general rule of thumb is to let the best possible items drop from monsters only, because pleasant surprises are the best (given that the drop rate is very low). Yes, goldens are tough, but they are a sure thing. Once enough players get strong enough, the market will be overflowed with these items, making them worthless. Also items with luck should never fall from boxes, because that's not luck. Items with luck should be left to the RNG gods. And BOKs should only drop single option excellent items. When all the items' defence stats are correctly adjusted, nearly every excellent item should be useful regardless of their option. Leather Gloves < Leather Gloves + 9 < Excellent Leather Gloves, etc. You catch my drift.
There was something really good about this server, and it's a mixture of things which I can't fully explain yet. This server also made me realize how much fun and how strong characters can actually be on a non-reset server. I think it didn't feel monotonous like other (reset) server usually feel like after a day or a week. Unfortunately it did begin to feel like that when Karutan 2 began to feel chill. There was nothing substantial I could find myself doing anymore. Only waiting for jewels to buy my next gear. It didn't feel like that in the beginning. This is something that should always be true no matter you're a casual or frequent player, you should always be able to build towards something. Infrequent players could be farming gear and jewels to make a leather set + luck + xx manually (without medals), while more casual players prefer a +7 set and try to hunt better mobs and items, while the best players will do everything. And this could all be done without breaking core gameplay and balance. When the item drop rate is extremely low, but the jewel drop rate is low to moderate, you leave everyone something to do no matter their level or free time.
The website market is the first time I've used it on a server, ever. Would be awesome if most items on there were actually sold more often than not.
Nice monster spots.
The forum is only accessible to those who ask for it. This is really nice because it prevents a lot of shit posts.
This server is actually hard and play to win, the title is not clickbait.