Seeing that more and more threads are starting to appear from people asking for a new world (and that 6 months have already passed
First, I think the next world should be smaller. The current world is simply too large for the game's current player population. Many times, you can spend hours without seeing a single active player, which gives the impression that the world is empty or that the game has been abandoned. Along with this, I would generate a maximum of 2–3 continents to make traveling around the world easier.
Second, I would change the "Challenge Thingwall" system required to attack a base. Right now, only large factions or big bases can realistically carry out a siege. Everyone else can only wait for players to quit and then wait another month for their claim to expire. For bases owned by 1–3 players, the current system is far too tedious.
For example, if a small base wants to attack another small base, they have to go to the Thingwall, make a Thingwall Challenge, protect it for several hours, and then, if successful, set up a battering ram and protect it for another 24 hours. In my opinion, waiting 24 hours for the battering ram to dry is already a sufficient delay. Having to declare war through the Thingwall, defend it, and then work within a limited time window to build siege equipment only makes the whole system tedious and practically impossible for most players, unless they can spend hours in front of their PC and happen to live in a completely unpopulated province.
Related to this, I would also like to see a bigger difference between palisades and brick walls. Right now, 95% of players build a palisade and never bother upgrading to a brick wall because there is little difference in defensive value while the brick wall is significantly more expensive.
My suggestion would be to slightly reduce the cost of brick walls (while still requiring steel, so there remains a progression barrier before they can be built) and bring back the wrecking ball as a siege engine, but make it work only against palisades. In other words, brick walls could only be breached with a battering ram. This would create a meaningful distinction between the two wall types and give players a stronger reason to invest in brick walls.
Finally, considering that most people play heavily during the first 2–3 months of a new world (which is also when the game is at its most enjoyable: finding a location, building a base, improving your character and equipment, and interacting with other players), it seems clear that the game would work very well with the seasonal system that was previously discussed, with new worlds launching every 6 months.
For example, at the end of each world, you could award a seasonal hat or cosmetic item to players who achieve certain achievements during that world, such as reaching a specific stat threshold, killing a Troll, completing a certain dungeon, etc etc . This would also give players additional reasons to keep playing and pursuing goals.
I hope at least some of these ideas are useful.