>>95090682>long beforeMoney only comes from minting. This makes for a very good economy without insane inflation. It also means that items can be priced precisely in terms of player effort-per-coin. There are world bosses which are neat and make you shit bricks when you discover them, and (for better or worse) the ecosystem can go to shit if everyone's a moron.
There are no quests, but there are many secrets, especially including secrets that require players to cooperate to unlock (kralamore island has a questline that showcases this kind of thing, and the phorer dungeon also has something like that, but they removed all the other ones, especially the previously publicly accessible ones).
Achievements are actually interesting/mean something (you get decoration for your slime) but are non-concomitant (you don't really care about doing them that badly, it's just something to do if you don't know what else to do).
Professions are limited, not everyone can be everything at once, further forcing players to cooperate.
Auction houses are localized, which created micro-economies at both towns and tradebridges which specialized (at the cost of convenience of course), further helping the economy (see: arbitrage).
No trash like solo dungeons or adaptable dungeons.
No havenworlds, so if you shit on the ecosystem, you pay the price. Government actually more or less has to do something to make sure the land isn't retarded (not too much though). Further improving player interactions.
>beforeSupport is very important. Many tactics rely on special builds geared toward displacement, for example (notably vs UBs).
Gear sets are interesting and non-concomitant.
There's a good amount of build variety (generally 3-4 build per class, most/all being viable).
Multiboxing is generally frowned upon, you play one character and you party with real players
Enutrof actually matter a shitload. Their drop-mods are insanely good, and mandatory for a chance to drop some items.