1. One of my main issues isn't so much EM Events as it is all Events, including Quests. First of all, when they do some kind of work to the game, it should stay in and continue to be a part of the game even if it needs to be changed into other directions and components need to be switched around. For example: The Candle of Love. Why remove the Quest? The Candle is rare with your name. It could have a date on it, the colors could change. Some could be bigger than others, where the candles are not as high.
Take for example: The Halloween Event that dropped very important books and talismen that also made graveyards active and gave people something to do. They are now gone. What about The Threads Of Life? The Cloaks that have swing speed? Why is it so important that people miss out on these things and would it not add to the game if they were planned to be an addition rather than a one time thing? Some things could be made extremely rare but you could still have the chance to receive them. For example: At The Event, 4 or 5 could drop or maybe 20 but then after that, only 1 a year and they would have dates on them and names of who found them, similar to the way the talisman work where they become owned.
So, that each event that is designed along with The Dev Team is not just removed but becomes a new addition and items don't disappear that are necessities for people to have or even more importantly, people are not disappointed that people have not received something special or have lost their chance forever. Shouldn't Events not be for hope for the future and fun rather than disappointment that never goes away.
EM should hold Events on a regular basis. Players should be willing to take up the reigns if The EM is not able to do it. For example: Every day at 8:00 or 9:00, they could do something simple that the game already has to offer, like a fishing trip but with The EMs power a new fish could be caught that is added to the game or they could do a Champ Spawn where a new Champion could be found so that The EMs are always bringing together people. They could do a Lady Mel run and you knowing that it's an EM Event, know their will be a Cincture dropping or they could do the Spider, Night Eyes with a guaranteed drop for somebody. So, hundreds of people will turn out in the hope they will be the one to receive the drop and if they're not they can keep trying.
2. Looting and Artifacts. Alot of the loot in Shame is still not useable. The most important thing in the game is, loot drops. They could add items that work off of timers. For example: Temporary Stat Scrolls or Power Scrolls that will give your character the ability to add more skill. Imagine a 130 Bard Scroll. For example: Discord or Peace where you could put some jewelry on and get some use out of it but would only work on your character for a few days, where when the power scroll would wear off, your skill would drop to whatever it was before. Cloak of Invisibility that allows you to become invisible and move around except for when attacking but the item only lasts for so long and its' power fades leaving you with a Cloak of Invisibility that may just have a cool color. If you look at your magic book and your shield, you can see how some items need to be able to compare and combine both. For example: A staff that has spell channeling and faster cast 2 or possibly 3. Artifacts that do something not just what their face value is. For example: The Axe of the Heavens could have a chance of killing someone or even all enemy targets making its' possible power much more than its' face value, like the Staff of Pyros that is supposed to shoot a large fire field and perhaps could rain fire from the sky so that its' face value might be as good but its' abilities are much more powerful, especially in PvM. We already have the categories so it would not be hard to add something that would help the person that was using the item not only for face value, such as Bards holding instruments to receive a percentage bonus as well as automatically raising the power of whatever The Bard does.
3. I think the evolution of the game as far as clicking is to actually create an intelligent character function rather than one that needs to be guided each step. Knowing this macros could be improved as well as game mechanics where your character will have more of a free will or ability simply by suggesting to your character what it should be doing rather than having to guide them through each step of the process. For example: If you break some task down into 4 steps and then allow for that character to do those 4 steps rather than having to do each step. For example: With the fires in the cities, you would give more of a command to your character to put out the fires and the character would continue to put out fires until all the fires were out or a new suggestion was made. For example: Chop wood and then clicking on a tree would allow the character to continually chop at that tree where he would be more intelligent depending, for example, on intelligence and skill or even the ability to teach a specific way of doing something. It would still be the same except rather than clicking, you would do more watching to make sure the character would keep moving from one tree to the next tree or from one fishing spot to the next fishing spot.
4. I just wanted to add, scalable monster. To be honest, I would rather have another 100,000 hit points added than come up against a creature that continually heals itself and has no weakness to over come that, such as Rikktor and The Mage. You know The Giant Dragon, he some how is able to regenerate his hit points which I could understand if there was an increased number of people but when one person is trying to fight them, it can make it impossible to beat him. It should be based more on the time that damage occurs that he heals. You can find the same thing happening, for example, on The Piper where once his hit points are low enough he will begin to heal but during the whole fight before that, he does not heal once. It would make more sense for this ability to come on sooner depending on the number of attackers rather than to come on at the end only fighting one person and making it take more than 2 hours to complete the spawn. So, essentially we're saying, Make it fun for 30 people, same challenge as for 1 person. Even the dynamics of the spawn could change depending on how quickly its' numbers drop. So, the more spawn it produces, within a time period, the more ability those spawns will have and the higher the chance for rewards.