The importance of freedom of hunting, replayable maps with great rewards for grinding in. Without these magic in the game, all these will not even matter:
1)pvp
2) class balance
3) pay to win (whats the point of people have advantage over others in terms of leveling if the game is so linear, the further they go, the lonelier they get and less things to do with friends)
4) class variety ( whats the use of 80+ classes when everytime you play a new class you do the same quest over and over, same linear progression, however in RO, each classes have suitable places to farm in more than the other, like priests do well in undead areas, etc etc)
All these, along with many other concerns listed by players will not even matter if there is no magic of attraction in the game. People will just get bored and start being unhappy with the game after ages of quest fetching linear gameplay. It doesnt give life to a game. I think many players either have not experienced the magic of RO and what made it successful, due to the influence of recent generic linear quest mmo trends being the norm for a long time.
I have played RO for many many years, and i can say that i had fun even though i barely did any quest in the game and if i did, it is because i wanted to, not because i have to, and those quest has to be found and completed with effort because i wanted the reward, class change, equips etc. Not because questing is the only way to level efficiently.
What i think would have been a better system: Remove the linear quest and obvious quest benefits exp cards, change them to optional story quest for those who wants to do them with some gear rewards for people who take effort to complete.
Add multiple regions for people to explore and grind level, do not let questing become the obvious option for leveling, make grinding equally rewarding. Regions that are replayable regardless of level, a good way to do this for example:
Dungeon level 1: lvl 10-20 monsters
Level 2: lvl 20-40 monsters
level 3: lvl 40-80 monsters
lvl 4: lvl 80-100 monsters
…
…
final level: Random world boss spawn
This would make maps replayable and also you will be able to meet all sorts of players of different levels walking around in that dungeon instead of just people of your level doing quest. You will find yourself returning to the same dungeon but grinding in a more difficult area. This actually makes developers life easy, a dungeon developed once but players can play it over and over, and when developers create even more new dungeons players will have even more choices to play with but they wont forget old areas, instead of the current TOS, nobody goes back to maps that quests are completed, you make the map for nothing soon they will be obsolete and empty. New players will not even want to join due to lack of social aspect in newbie areas once majority of players have passed that stage.
Also, maps in RO have various themes to it, if you are feeling like christmas, you can go to lutie, if you feel like talking to people or shopping, you can go to a big city like prontera, etc etc, however, after playing kTos, i felt that the theme of maps and town do not really have variance. (i really cannot recount how many times i have decided to revisit a place based on my mood)
I am not trying to bash TOS by comparing to RO and i know that TOS is not RO, however, i just want to list out some of the points that made RO really successful, and it does not hurt learning from successful points that made a game great. This is because kTos for me so far was a very linear gameplay which can easily be compared to many generic mmos where you will never revisit a map once you passed the quest, since there is no merit in doing so. Monsters will not drop something awesome irregardless of level, valuable gears or cards.
Conclude:
Players must not be dictated by quests. They should have the freedom to choose where they want to go, base on merit and feel.
Drop system needs an overhaul. Equips and gears.
Maps need to be replayable, even if there is just a handful of replayable ones people will visit over and over again meeting friends inside. And instance dungeons are not what im talking about.
Please correct me if i am wrong, and feel free to disagree. I merely stated my personal opinions and feel free to share yours, and i may not have much experience playing TOS, so you guys may share whats good or whats bad.

