Yep, the "April Fools update" will be reverted tonight. It's been a week of testing this experiment and for now it's enough.
The results were not very surprising to me, I discussed it with few players in the past (thanks Seki and others) and conclusions were pretty close to what happened. More PvP and more action because less risk involved, but with less risk/reward involved the gameplay loses some thrill, especially that with no drop, the game loses some depth and this would need to be covered with more types of activity, as much in PvE as in PvP.
The next thing is that dying needs to have a penalty that hurts more or less. With full loot enabled, dying hurts experienced players not much (because they have more resources and know how to get new ones easily), but it's extremely harsh for newbs and casual, that's why they don't try some parts of the game at all or just ragequit. We have some ideas how to change it and we will try it in next season, where we can introduce large changes in other areas as well.
The problem with FOnline in general is that it's a full loot game for hardcore players. Players come and go, many ragequit very fast and it's extremely visible from perspective of any admin. Since Reloaded started, we've been trying to make the game easier for casuals and newbs and this game is much more newcomer-friendly than FOnline: 2238 ever was. We'll still follow this path.
Thanks for opinions and for participating in this (involuntary) test