I haven't read all of the other replies, so apologies for any duplicates. I also haven't been playing any time recently, and my last character (an evil centaur priest of thuban) auto deleted after I lost interest in the game, so apologies if I'm making suggestions that may already have been implemented.
1) Faster leveling times/more active options. Long quest chains that would require travel, interaction with specific NPCs, collecting SMALL amounts of dropped items from certain NPCs (ie, "I need four pelts from the rats down in the basement" not "Bring me 350 beads from those villagers"), that at the end would provide as much exp as expending a grind area to yellow. Time to complete these quest chains should probably be 1-2 hours so that you still have a time investment in leveling, it just isn't majority spent sleeping, resting, or waiting dirt out and spamming skills. Balancing drawback would be a lack of opportunity to practice combat skills and spells, making optimal abilities for adventuring/pvp require a separate time investment, or else being subpar at initial stages of end-game.
2) Remove tribunal coffer drain through spam bounty NPC farming. In fact, remove bounty NPCs all together. Provide each tribunal with 4 balanced, high level groups of NPCs that can be positioned throughout their territory. Want to make a rift/gate guard at the stones? Set one group there, but now you don't have one to put at the major crossroads of Exile, etc. Add territory expansion in a king-of-the-hill type style. A tribunal has to hold a point (could just be a 1 room place in a wilderness area). You have to keep a PC or one of your NPC groups posted there for X amount of time. When you do, you take that area, which you can then use as a forward line to push further, since it's now your turf. Each area taken provides 1 extra group for the trib to use.
This brings strategy and active reasons for international conflicts. It encourages PVP and diminishes the need to keep every bit of saleable gear in the game totally devalued just to have warnings when your home city is being attacked. Alliances allow allied PCs to hold a point for Y amount of time (ie, during an active conflict to control a point, team A loses their NPC group, or all the Talon PCs got wiped and there's only a Fist left to defend the next wave).
Holding areas on a trib would increase monthly upkeep costs, but not significantly. It shouldn't be prohibitively expensive until you have basically invaded and conquered another nation, in order to incentivize coming to some sort of terms with the dominated parties.
In all honesty, a body transport for PC corpses to a room in home trib city would be a good idea, so that the conflict is limited more by RP and SD than by junk looting. Certain protections against a total wipe of months of effort in a five minute botched effort to defend or take would also encourage people to actually use and interact with this system. The balance to this is if a force wants to split itself to cover the gear room AND the point of engagement, there's still a chance to dehoard/be an evil jerk/otherwise stickitdodaman.
3) Reduce the coin farming grind. Reduce the maintenance costs of general trib and cabal upkeeps and restocks, reduce the costs of replenishing consumables (or introduce idea 4). The need to constantly farm coin and devalue sale-able items is soul crushing. More often than not it ends up falling to 1 or 2 people in a faction regardless of requests or orders otherwise and it really makes the game not fun to play. It's just barely a hair's width above the tedium of leveling a caster without med/trance.
4) Implement adventuring skill: crafting, in three ways.
First, allow resources to be combined to create consumables. Vials, Scrolls, Wands, Staves, etc. These are blanks/empties, and could have spells applied to them with the usual type restrictions (and class restrictions like resist elements etc). The quality of the materials used determines the quality of the base item. Weak vials and scrolls could be made with resources that spawn in the wilderness as REs, like birch bark chips for scrolls or amber fragments for vials etc. These would have a rot timer. High end materials would be collected as drops from specific, out of the way creatures. Items above, say 25th lvl would not have rot timers.
Second, allow items to be crafted that have a value when trib/cabal/church deposited at a bank. These items would have no effects or use beyond that, but would use the same materials used for crafting. This would help offset the costs of maintaining a faction for the 1 or 2 people who do it, possibly provide at least casual contributions if the low-tier resources they find as they are going about doing other things are not useful to their particular type of crafting system. The full available list of this type of crafting would be available regardless of type of crafting learned.
Third, allow equipment crafting. Similar to resource crafting, quality would vary depending on resources used to craft. Low tier stuff like wood and scale (made with discarded snake skins or whatever) would be cheap and easy to come by, while higher tier things like adamantite and mithril would require out of the way trips and might require you to hunt "mithril lizards" for the shards they drop. It's possible this might be best to restrict to weapons, or else exclude types that scouts can skin and include types they can't (energy, adamantite). A chance for up to 3 random innate enhancements at Mastered, with a lower chance of 1-2 before Mastered, would be ideal. It might be kind of neat to make the possible innate enhancements added sorted by type. Mages might have a chance to hit different innates than a merc. That provide a second level of impactful decision about customization.
As this would be an adventuring skill, its variations would be trainable by any character. You could have a mage that smiths swords, or a fighter that creates scrolls, but once you train one you can't train a different one.
5) More accessible direction for a broader group of players to end-game content.
I probably have other things I'd like to see, but incentivizing conflict while softening the blow (though not outright removing it) from early efforts or small mistakes is the general thread of what would get me playing this game again.
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