It is still in alpha (although 7 years already). Meaning, some core mechanics are not yet finalized.
We see progress on that which is good.
No marketing and PR This is understandable due to beforementioned.
At some point game should be finalized and core updates should come once per 6 month and without wipe.
There is progress on that too.
Steep learning curve It is ok, when you can learn inside of game (Messages, popups, journals). It is not ok, when you have to go to wikis and forums to understand basic things. A bit arguable because some people receive lots of pleasure from discovering new things in game. Personally I would go for big red message "READ ALL INGAME TEXTS" and then put all detailed descriptions in those ingame texts.
Also changed to better.
Unobvious controls Reading forums on how to
viewtopic.php?f=42&t=42999#p533705 is a big NO-NO in gamedev. All that MUST be inside of game.
Obstacles avoiding. It is pain. Everything smaller than a wagon should be walked around automatically. No excuses.
Lots of 'monkey work' All mechanics which are dull, repetitive and long should be possibly avoided by ingame means. I mean - farm, silk, walls, flour, animal feeding, milking, shearing, smelter refueling are really fun, nice and ok. First 10 times. Maybe first 20 times. After that you puke of them. Give player a goal. An ultra-expensive long-lasting goal:"You build this super building from steel, gold and troll skull and now no more manual farming". and the player knows that chores can be ended, he just has to play a bit more.
Lack of endgame content This is questionable to me (go and raid someone if you have nothing else to do), but pleople complain that a lot.
Daily quests may help.
Ingame events like architecture contest, fishing contest with hats awards.
Colosseum/Hero/Olypmics system stolen from L2 or any other ladder-based competition.
'Raid bosses'/'epic quests'
Achievements (yeah, buzzword, but that gives people a goal
Niche game with scary teaser.By teaser I mean 4-6 words to describe the game. For Hafen it is "Perma-death, full-loot, crafting, sandbox MMORPG".
While the features themselves I consider perfect (not playing any other MMOS because they are boring cartoons), explanation of them to new user could be done in a less scary way.
After seeing the home page, download page, character creation sequence a new player must have the following thoughuts:
"I can be safe. Even my items can. But I have to be smart and provident to minimize my losses."
"I can pass up to 60% of my progress to my next chars if I die. And death is really rare if played carefully. But yes, my character dies permanently."
"This game is a challenge, a survival challenge, so I have to be careful about everything - caves, water, monsters and _especially_ other people"