As someone who played for several worlds and brought a few newbies to the game, here are my observations from 16.1:
Pros:
1) Faster roasting.
Why:
Being able to catch a full inventory of fish and roast it here is a huge plus, as it opens up more possibilities. Getting energy for landscaping, sharing extra fish, raising your stats - i.e. actively playing the game instead of waiting for 10 minutes — is always a huge plus.
Suggestion:
Not sure if priority, but cooking a full inventory of fish is still a micro-management chore. Good thing Hurricane client has a roasting bot. Maybe introduce it on an official level or make a button in UI such as "cook all"?
2) Better (higher) random nodes.
Why:
Seeing how you can find up to q21 wild trees makes early game exploration more meaningful. It also stimulates trade, cooperation, and gives a "sense of pride and accomplishment".
It feels much better to be able to get a "quick" result even in early game, before the huge number spiral is going up.
Suggestion:
Not sure if the in-game client explains anything at all about quality/caps. Add something to UI/UX to show that better Q = better stuff; implement a short goal in the tutorial: "Craft a q11 axe".
3) Faster world
Although I didn't measure it explictly, less time gating = more active gameplay = good.
Cons:
1) Tutorial quests for skills are a burden. You need to learn 10+ skills in the very first hours of the game, and seeing how ~10 quests with 5+ subtasks quickly change each other can frighten new players.
2) Lack of full-PvP-permadeath tutorial or signs. Basically nothing in the tutorial says that approx ~24h after the world starts you should treat walking outside of your pali+claim as null-sec, black zone, or a FULL PVP zone. Your typical newbie will probably be gathering herbs/digging dirt when his first PvP encounter happens, and he'll be KO'd/dead.
3) Which opens next, the most serious issue. I'm well aware of "devs thoughts on PvP", but the contrast between people who want to play "Boar hunting sim" and "RUST Online" is too obvious to ignore. We all are aware of that cycle: a new world brings new (PvE) players, PvE players serve as "food" for PvP players. But after 2–4 weeks, when PvP feeds on "farmville", the playerbase shrinks. You know, rushing your stats and tech while using alts, bots, and exploits to rush to the next continent to kill a 20-stat newbie who was gathering q15 roots near his base is nowhere near "defending your rights" as per "Devs thoughts" - that's pure PvP. Somebody would even call that griefing (i.e. the main fun comes from ruining the fun of other ppl).
Suggestion:
Implement cloud-based private servers with a whitelist and/or limited admin interface for the cloud server owner. Make it available via subscription only, plus extra cost for server rent. No need to share server code or backend, just a simple web admin panel. I would personally gladly pay for playing in a moderated safe environment, as I love to hunt rabbits and moose, but don't like getting killed, robbed, and sieged for no reason.
Conclusion:
I'm happy for this game, community, and devs to move forward. As for my support - I regret using x2 tokens this world, because PvP/griefers prevented me from playing and enjoying the game. I will not spend more money in the store unless private servers are implemented.
Feel free to share your thoughts on W16.1 feedback if I missed something, but please - do not derail this thread. Thanks, and stay safe, hearthlings.