As was said earlier, “sandbox” style doesn’t always work and people tend to leave those MMO’s since there is basically no guidance or no idea of where to go. RO was somewhat sandbox in that there really wasn’t a “storyline” to follow so you could kind of go anywhere, do anything that you’re capable of. I played on a midrate server which was like 13/13/7 I think so basically you had to save up your junk to buy potions but it wasn’t necessary if you knew where to go, and I had great grind locations for each class and some that I used for every class. You get tired of visiting the same places, but if you do it right you can totally win by putting your ranged people where they belong and your magic people where they belong and your melees where they belong. I rarely took my Swordsman characters to Toyfactory level 2 but my Assassin and Merchants were always there because they have high survivability and can really benefit from selling the extra items (pearls, cake, etc) while collecting the candies means you can regen your hp without having to sit too much.
That’s all I’m really wanting here. Not sandbox, and not so linear like everyone is “the chosen one” and you just all see the same storyline (like FFXIV or FFXIII or even FFX). RO wasn’t just a nostalgia goggles thing really. It had a good system. The only reason I stopped playing is because the playerbase had moved on, and the private servers just weren’t fun anymore…
That being said, I’m really tired of the devs of all games getting together and choosing the same exact method. I like questing, I really do, but the questing grind is not as fun and really takes the idea of being adventurer and makes it more like being an errand runner for random people to make money and gain experience. It’s just not the same! Let us develop our own quests to some degree. Like before when you could create an economy around something that people actually needed, versus having an established economy that wavers so often and is so fragile. The open world concept allows there to be a lot of different types of monsters with varying degrees of difficulty and use, some things you don’t need to fight and others that you do need to fight but that can change based on what class you are. That’s how it was in RO. I collected Skel Bones in Payon 1 to afford a lot of my starter gear when I was a newb and didn’t know anything about anything. Well…that and sticky mucus…
Point is, each new game that has been released on a massive scale has been roughly the same in terms of how you make progress. Go here, go there, do this, do that, follow the prescribed leveling guides. As a Wizard in RO you could find a party at like 15 different dungeons, all dependent on how balanced of a party you could get, and you could find lots of places to solo exp if that’s what you wanted too. That’s what I think a lot of us miss, the options, the customizability of our experiences, and not having to all fight for that 1 good leveling spot for 10-20 levels. This whole idea of “changing channels” really bugs me and I haven’t even seen what it’s like in game yet.

