I've been playing since the first world, and have watched the game develop into what it is now.
I'm going to write a general summary of what I think of the game, what should change, and what I, as a player, expect from my devs.
When I first started, the game had only one grid, and about 50 active players, with about 1000 signed up.
To me, the game played on everything I loved about sandbox games, minus infinite amounts of content.
Instead, that was replaced by the sense of adventure, and even the sense of duty that we had by testing the game.
Then, it wasn't about power, just doing things.
The second map came along, with villages, water, supergrids, new stats , and MUCH more terrain.
It was all of the players dreams come true. Everything was new, and the sense of adventure and duty increased.
Power started to take over though, because things like mines and quality spots became more important. It gave
the game plenty of meaning though. It let us set goals, like finding a 70+ quality spot, and things like that.
Of course, there were the complaints over drowning, and the occasion bug here and there, because people didn't
seem to get that we were just testing it, but you, Jorb and Loftar, made it feel like a real game.
The third map was exciting as well. With even MORE land to explore, it balanced things out with the chance to have
more mines and resources. The disadvantage was that people could still hoard all the resources they needed for themselves.
Trade rarely happened unless two lesser powers converged to try and get what they needed, which isn't hard.
In world 4, I don't expect anything to change, as the Dev's said.
I'd like to see the following features come about, as the game changes though:
-Further resource separation, to encourage trade.
-More practical ways to have trade, be it easier to build roads, or advanced village communication
-More terrains, that focus on certain resources, but aren't easy to find all in one spot.
-More low and mid game content, other than just grinding to make a village.
~ Be it villages become mid-game, and cities are what people strive for.
~OR, lesser forms of authority come about such as hamlets/etc.
~Ways for people to specialize without having to have such high skills, without it being over-powered. (Possibly relevant to who uses the item/specialization, where say, someone with 20 cooking makes a dish that for someone in his Hamlet. That person would appreciate the dish as if it were HQ, whereas someone from a village/city would dislike it)
-More modes of transportation, so teleportation isn't the end-all solution
Overall, the game is turning out quiet well. I appreciate the time and effort that the devs have put into this 'project' of theirs.
I hope that it has turned out as they wished and expected.