To clarify, what the game needs is busier worlds and more social interaction (including pvp). It needs NEW PLAYERS. More precisily the ability to retain new players.
I am giving my critique as someone who loves the game. And as someone on a rotating door with new players, watching them come and go never to return.
I think pvp is dumb. I wouldn't engage with it even if the combat was good in the game. I don't pick the mean choice with NPCs let alone stand to ruin days of effort of actual people. But I can't deny PVP and raiding is crucial to the game experience, to PVEers even if they deny it. Raider dread should stay, even encouraged. But in-game social interaction can't all be negative. We are 16 worlds in now, I think we can conclude that we can't depend on the players alone to make the positive interactions.
IMO 2 things must happen:
A) Better tutorials
B) PVP incentives
A-1) An always-on PVP game shouldn't demand external research for PVP elements
External research games are games that teach bare minimum basic functions (if any at all) and then leaves "exploring" the mechanics and content to the player. Games like minecraft and Elden ring share that aspect with haven and that's fine, I like researching and those who don't, like to stumble around in to their own pace. It's not ok when you don't explain a mechanic that is demanded to progress or punish the player for unexplained community "common knowledge". You are demanding too much from new players because you need to master way more than combat to pvp. You need absolute knowledge of every aspect of pve just to know where and how to get equipment and moves. Mandatory botting to keep up with cheaters stats. Understanding of the game culture and politics just to avoid any pvp at all. I personally think think combat should be re-hauled so even new players can meaningfully retaliate from the get go but I know that's too much to ask.
However the minimum you could do is have info boxes explaining your divergent game culture to the mainstream audience, at least until they are behind a "complete" palisade. Not asking for hand holding but maybe an aggressive pointer. Fill it with all the "play smart" tips the grief defenders smugly regurgitate when anyone criticizes their precious exclusive club system. Such as: Don't build near raider highways (water), rush palisades, set up study tables, set claim..etc. Coat them with in-game larp language. Yes there are quests to help players understand the game mechanically, but not culturally. Players don't leave for dying, they know they signed for a perma-death game. What player loathe is being blindsided by murder hobos and having nothing they could do about it.
Choices should be my undoing, not knowledge gaps.
Also ban bots. I am bewildered how this is still a thing.
A-2) In-game in-depth combat and stats tutorial
I get it, make a deck of cards, set up colored defenses, attack weaknesses. Sounds easy and it is. But it's so poorly explained that it terrifies noobs from trying because they can only experiment with the fear of losing all their progress hanging over their head. Don't demand players learn basic game mechanics from trial and error from a game that has "perma-death" slapped on every thing that promotes it. Also, please explain stats and how they integrate with the food and leveling up system. It's so unique, unintuitive and integral to the game.
B-1) Give PVP a point besides stealing and community (forced) drama
I am no coder, I can't imagine what goes in to things like this and on this scale. So this is where I will be speaking out of my ass a little and spit balling.
The game already have kings, factions and realms. So how about an endorsement system? PVPers can keep doing what they are doing but also could present villages (or hermits) they meet with an in-game contract for support instead of just raiding them. Like a credo, the PVEs will be presented with constant quests that on completion would reward the PVPs with bonuses that helps them claim the realms vs other PVPs. Sort of like a tax. How they communicate and settle things are up to the 2 parties. The PVPs can offer protection from other PVPs and griefers with a teleport feature (allowing pvpers to actually engage each other on common bases). PVP factions war with each other to conquer while having an incentive to be nice to other players, they could always just ransack them if it's a preferable option.