Okay, so some of it is stuff I just really, really want, but I'd just like to start out by saying that I am a huge fan of this game, probably having spent significantly more time researching it than many of the people who play on the beta. I'm barely able to stem my excitement enough to keep from jumping on the beta... Even if I really want to experience it for the first time in it's official release, preferably with some friends. (And with any luck with the Blader class.) In the time I was unable to post, I spent a lot of time learning the more crucial elements of the game through tutorials, and compiling what from my perspective seemed the most reasonable, and yet most crucial changes that people suggested. (With more than a little input of my own) Now, bear with me here, as this is going to be long.
Quests - Most complaints about the leveling system seem to fall into the same category; it's too fast, too easy, and doesn't inspire exploration. I've also noticed a lot of people who have difficulty grasping the more complicated skills in the game. Now, the most effective method to deal with both is to increase the incentive to do quests, and therefore more incentive to acquire all the information the game has to offer. You could do this by increasing the experience gained through quests, while decreasing the experience gained through mobs. Perhaps you could even add experience for discovering a zone, or a little buff to gain additional experience when first playing in a new zone.
Parties - Another thing I've come across is that parties don't gain enough experience to be worthwhile, which would at least be less noticeable with the new method, but the addition of another factor, such as a 10% buff to mob experience (Per each additional member of a party.)
Monsters/Knowledge - I saw this one pop up a few times in other threads, and found myself agreeing with it. I think the current knowledge system could us a bit of an overhaul, changing the RNG-based spam reseting until it works out into one where killing a certain mob will slowly build up the knowledge level on it. Something like 25-50 kills for C - Rank, 100-250 kills for B - Rank, 500-1000 kills for A - rank, and 1000-2500 kills for S - Rank.
Field Bosses - I saw one person post about the possibility of stronger guilds gaining an early edge by controlling the spawns of major field bosses and steadily building a lead. Their suggestion was to implement a more RNG based respawn timer. Instead of a boss respawning at x hours, it could spawn at n - y hours, keeping an element of randomness to it.
Guild ranks - Guild ranks seem a little lacking, with only 3 categories. If we can't get fully customizable ranks, then perhaps adding at least 1-2 more with something along the lines of "Veteran" or "Newb/Probationary member."
Guild Invites - The idea of being able to invite people to your guild without being face to face at the time was expressed a few times (If it was in hopes of avoiding invite spamming, you could always throw in a safe guard like only being able to guild invite people who have you on your friends list in that manner)
Chat system/energy - I find this complaint a lot, and find the whole concept a little silly, it doesn't really stop people who are going to be spamming while afk, or botting, it stops people from being able to communicate freely while playing the game. A simple chat timer, or spam restrictions would be more effective imo.
Emotes - I think the current restrictions on animated emotes should be altered or removed, because as somebody so brilliantly put "Why the hell do I need to be level 45 to cry?" Another addition that would be nice would be custom chat emotes for roleplaying, because with a game as beautiful as this one we all know it's going to happen. A lot. To that end a simple /e or /em would be good.
Player Trade - This ties a bit more into my next category, commerce. I find it silly to disable player trading on anything but enchanted gear for a multitude of reasons. Sure, there will always be players trying to make a quick buck by selling ingame currency, but they'll also offer to play somebody's account for them, or sell them an account. These people exist, and yes, they suck, but I don't think normal players should have to go without in a feeble attempt to stop that. It also helps with immersion (Which I adore this game for) it seems stupid that I couldn't hand somebody standing in front of me a sack of flour, or some mining materials. Maybe their pickaxe broke and I have an extra one. Regardless of the reason, I think trading should be an option.
Auction Houses - The big one, Auction Houses. This one cropped up a lot, and I have to agree with the majority on this, get rid of the Worldwide auction house and bring back one that is tied to a single city (I mean, how else are guilds who control that territory supposed to get their taxes?) Another popular demand was better bot detection, and anti-bot system, because bots will control the market like nothing else. Now toward that (As well as toward a little more financial liberty) I propose removing the limiter on AH prices. I hate the thought of being told to sell at a specific price, making some items impossible to sell, and others impossible to procure past a wall of bots. What would removing the limiter do? Well bots wouldn't be able to just instantly buy whatever showed up, since I'm sure the person running it doesn't want to pay 10x market value for an item. It would also stimulate a popular element of other MMO's I've seen; people being undercut.... And well, people being conned. It ain't pretty, but it's reality. Now you're probably thinking "That's ridiculous, everything will cost a bajillion silver!" or some such but fear not, there is method to my madness. You simply have to add a fee to placing an item on the AH, you pay the tax upfront, and if a player buys your item, the tax is transferred to them and you get your gold back... If not, well tough shit, sell for a better price.
Taxes - Now, let's pick continue on that little tax tid-bit I mentioned earlier. I'd heard mention that the taxes on the AH were some ridiculous amount like 35% which to my eyes is pure lunacy. I think something more along the lines of 5% base tax, with a 5-10% guild tax rate makes much more sense. (And that way it makes less sense to try and find player trades just to avoid it.)
Economy - As you've probably noticed by now, I'm very for a more "hands off" approach to the economy. Sure, it might fail, but at least it will be our failure. In the worst case scenario a more forceful approach could be taken later, but until such a time, I think you should just let us dirty capitalist consumerist pieces of shit do what we love most, throw our money at people.
Player vs Player: A lot of these tie together, making most of it just this concept that I've always had dancing around in my head for what in my eyes would be the perfect MMORPG.
World PvP - Alright, I know I said that AH was the big one, but my heart will always be on the battlefield. To that end, I have quite a few things I'd absolutely love to see, and have seen a few people mention several of them, and a few more that are more original. To start with, I'd like to see world PvP offer a few more rewards, (For a multitude of reasons that I'll tie into later) but with greater reward comes greater risk. I'd like to see more items drop from dead players, as well as from their mounts, carts or wagons. According to a majority of players, virtually nobody on KR servers PvP's because it's just not worth the risk. I know that you're already working on that, but I think that additional drops would be cool in a few ways. 1: You wouldn't need any bandits, players would be more than willing to fill that role, and much more effectively at that. It would also open the path to something like people who either A) Hunt the criminals B) offer to protect players transporting goods for a fee.
Karma - As it is, Karma isn't going to work for world PvP, and though you've changed it, I think we could do a little more with it. As I mentioned earlier, player bandits would be a very possible outcome of increasing the drops, but then if they didn't stand to lose a little more, then what would be the point? I think players should lose karma for A) Killing mounts/wagons. B) Looting players, and C) Looting mounts/wagons. Along with this, you could increase the punishment for negative karma, restricting, and even increasing the loss of experience, sockets, enchants and item durability on death to those with negative karma.
Karma modifier(s) - I think that a blanket amount of negative karma for attacking and/or killing a player just doesn't account for the real world. If you just reduce it evenly, then you will have people hunt down new players, or players they don't like just for fun, effectively harassing them, and likely ruining the gaming experience for them while they do. I think that a level modifier should be the first thing added, killing somebody who's stronger than you is quite the feat, and even if it is 'murder' it's also impressive.... And on the other end of the spectrum, killing somebody who is so much weaker than you they couldn't even begin to stand a chance is despicable. This should be reflected in karma loss. Anybody 10 levels or more lower than you should deplete your karma completely if you kill them. (Though that might be a little too harsh)
New Karma systems - A) "Anti-Bully" System - Now the first part of this would be the modifier for killing lower levels, and the other part would be a second modifier for killing somebody repeatedly. I've seen this play out on other games, and admittedly been a part of it.. Being on the receiving end is anything but fun. Karma lost should double, or increase by at least 50% for every time you kill the same player. B) Self-Defence system - The previous system would have one flaw... That somebody who had nothing to lose could keep charging you until your karma was well into the negative in hopes of finally killing you, or that somebody else would finish you off for him... Unless of course, you didn't lose karma for killing somebody who attacked you first. I mean, it seems silly to begin with, what happens to the people who are attacked for no reason? Do they have to meekly run from their attacker? I think that if somebody attacks you, then they should be completely ready to face the consequences of their actions, which just might be finding themselves on the point of a sword.
Flagging - Flagging is another feature I find important, as a sort of fail safe. To avoid being manipulated into accidentally attacking another player to trigger the 'self-defence' a player should only be able to attack another player if the player has engaged their own PvP, or the enemy player has engaged them in combat.
Marking - Given all the changes that you guys have already been making to world PvP, and the ones I propose something like this might make sense. Players with negative karma should be regarded as 'criminals' and perhaps have an icon by their name, like a jolly roger or some such. Maybe in extreme cases appearing on the minimap, or even the full map. Bounties - Sort of a subcategory for 'marking' it could be cool to be able to place a bounty on a criminal player. Somebody been hounding your favourite trade route or farming location? Put a price on his head, and wait for somebody to collect. I'm not sure how viable this actually is, but it would certainly be fun. (It could even be the reason that a player appears on the map as a 'bandit') To avoid people abusing it, or skimping out on the bill, I think there should be a system in place, such as a bounty board that players can interact with to either check or issue bounties, as well as a minimum price, but no maximum. How much would your head be worth? The player pays up front and the duration of 'marking' and possible payout is determined by the amount issued. Could add to the realism by allowing the player to add a description or reason for the bounty. (Though maybe from a predetermined list of texts to avoid colourful word choices) In the case of a bounty board, I'd also suggest that rather than losing karma, players who collect on a bounty gain some instead.
Lanterns - The darker nights feature that roleplayers fought for isn't wrong, in fact I think it's pretty awesome, and could even bring the possibility of 'ambushes.' But what is a problem is the current lantern, which simply doesn't work as intended. Increasing it's range would be a good start, and many people have called for being able to see it on your belt. Now I know that that would probably be quite a bit of extra graphical work, so maybe if that's not possible either making the lantern an 'orb of light' and having it float alongside you casting its light in a wider range. I guess it could just be called 'spell of light' and given a scroll item icon.
Accuracy and evasion - I've heard quite a few complaints about this one, and frankly I agree with what I've heard so far. It's just another RNG effect... And RNG is pretty much never a good thing. It's also one of the major issues with the warrior and giant classes, so I'd like to see it either removed, or significantly reduced. We can already dodge and block through our own ability as a player, we got dis.
Potions - While they're not killing anybody (heh) the potions could use a little more work. I do like the addition of a cd to them, but it doesn't quite get rid of the problem, making people very capable of turtling up. I would propose adding a stacking debuff, called something like 'Metabolic strain', 'Toxicity', 'Rejection', or 'Immunity', etc. That reduced the amount of health returned by a potion by 15% per stack (up to 75-90%) and lasting 2-3mins. In that way you wouldn't even need to worry about a cd on them, it would just sort itself out.
Worker Autonomy - Somebody mentioned the addition of a queue (even if it was only of 1 additional task) for individual workers to carry out after they'd completed the first. While I don't think this is game-breaking, I did think it was worth the mention.
Work Points/Energy - I almost forgot about this one, as a few other people have pointed out, the system seems a little slow, more so without the addition of pay2win items on the cash shop, so maybe increasing the rate that it regenerates from 1 every 3 minutes to 1 a minute would be appropriate.
Afterthoughts: These are the things that sorta came to mind, but didn't really merit too much attention.
'Protection' or 'Territory' System - I thought something along the lines of guild owned territories being under their 'protection' or 'jurisdiction' and so maybe the guild owning a territory would get a notification whenever somebody was attacked or PK'd in the area surrounding their town.
Costumes - I don't think it's surprising, but we want more! Let men's underwear rain down from the heavens!
More customization - Even if it's only in the form of a few more hairstyles or tattoos. No such thing as too many options.
Community contests - In particular Player art contests. These always boom from what I've seen on other games (In particular Tera, which frankly you're going to be taking most of the players from) You offer small vanity rewards, maybe a title or mount and people will be drooling at the chance to give you their artistic talent... Some of which is good enough to warrant a second look. (Another example being the Tera fanarts that were later turned into costumes.) And yeah, you didn't pay anything for them to come up with it, but the fact that it was implemented into a game they love will make their world. Any form of player projects are free advertising and promote a good community.
Negatory Ghost-Rider: Another suggestion I saw bumping around that seemed to have a bit of support was the idea for a "PvE only channel" which IMO would ruin the market and the whole PvP concept of the game. I get it, some people don't like PvP, but if something is PvE specific it should be an entire server... And in the case of Black Desert that just doesn't seem realistic. The game has a strong PvP system that I think should be enjoyed (Well okay, I think it could also be enriched, but honestly can't wait for the real deal)
That's about all I've compiled so far (Or come up with) I would love to see some of it make its way into the game, but in my opinion the game is pretty fantastic as is. So don't let people convince you it's too complex!
P.S. - I would really like to see the rest of the classes make it into the NA release.. Or at least the Blader. I know a lot of people are just as interested in the Blader as I am, and I just really don't see any reason to artificially reduce the content in your version of the game. Especially when it forces men to play female characters in order to avoid being either a tank, a titan, or Gandalf. You've got so much content to work with, and pacing the release stand to be able to keep the game feeling fresh and new for months, or even years to come. I support the current level cap, but I would really love to see the Blader available on release, so much so that if it is added I'll be upgrading to conquerer's package to get my 'main' up ASAP. Anyway, I've ranted quite enough for one night.