Quests and Dynamic Dungeon spawns are good.
Farming drops got nerfed too hard, double current rates and they'd feel worth doing with the current system.
Farm Structures are a little unbalanced.
Junk is used a little too much in the game now for crafting, the weight should be readjusted to like half a pound per junk to make up for the fact it's literally used in everything.
Rare materials are a little bit too cheap considering the ease of current cap generation, though set up well if the game ever does get PVP heavy again with in town loot drops.
Never was a fan of encounter loot drops, but town loot drops made sense esp in TC/PVP
Not a fan of TC getting T4, still think T4 should be from reasonable locations not just for PVP experience. Glow, Warehouse, or SE with the right atmosphere to justify why the T4 was there to begin with.
Really no reason to get 20 Khans/UV/Insert Asshole to troll 1 nub who doesn't even have a tent yet. I'd prefer the current system if the alternative are literally assholes who's only reason for being on the server is to make sure no one else can. Seeing as though the current set up removed said assholes gotta say it worked and people who said they pvp'd for pvp sake lied their asses off.
Hex'ing was a bit gamey and as mentioned before once you get the hang of it, the game became a breeze. I don't mind to see it gone, but don't mind it in game either.
Currently most players are mostly the farming/RP/and Anti-PK type. It's a fun server for PVE atm. Though not needing to plan anything out when fighting has it's ups and downs. Rewards are harder to get, but the losses aren't existent either. Without the no loot drop though there would be basically 0 reason to go farming due to the cost/benefit ratio sucking so bad though.
Personally think it should be encounters are no loot drop, but PVP towns are. And public dungeons.
In Fonline 2 I felt as though farming was offset by the chance to get Maps, or other bobbles + the weapons + stims etc.
All together all these items would be more than enough to offset the initial cost of venturing out. Right now in Fonline Reloaded though the best you'd find would be the weapons used by the NPC's if you also had to worry about being ambushed it wouldn't make solo plays practical for farming equipment for cap generation. Also the chances of the equipment being useful is like 50% for weapons, and 5% for armor.
Phoenix however was another set up entirely with good loots spawning often and frequently. And RT encounters non-stop. It made everything a high risk, and high reward situation, but also rewarded players who took no risks only looting equipment. And I think this area is one that is always up there. To find the balance to allow newer players to compete with the older more established ones while keeping it fun for the most people.
I think just the PVP nature of Fonline just made most people leave the community who weren't the type to PVP. Maybe the PVE community might come around to play Fonline again with Reloaded as is and maybe grow a following, or maybe that kind of set up just isn't meant to be. Still loving the quest system atm. Just not sure if questing should be a critical way to generate supplies because all the other methods were nerfed to equal the quests. Idk maybe cause I'm used to doing shortcuts.