Over the years, the game has made a lot of changes, most for the better, but some have been for the worse. There are more people sitting around afk-ing, more people hiding (in havens or behind cloaks) and a lot less chance for spontaneous RP to happen. At least that's the feeling I've gotten. So, I'd like to propose a few changes and see what people think about them.
Problems: As it is, Havens are used by people to escape interaction, to afk in private or to have private interaction that can't be interrupted by others walking in. There are probably other uses for them, but these (I think) are the main ones. They don't promote interaction, rather the opposite. They allow undisturbed afk-ing for hours and hours when people should perhaps log out instead.
Suggested solution: Change Havens to an area connected to the Material plane so that people can actually utilize it/reach it to interact with people inside, and not an unreachable retreat from which people can shout at the masses without fear of retribution. Make -one- room into a "True-Haven" to which you can retreat for shorter periods of time (need to use the bathroom, have to walk the dog/run to the store real quick). Put a timer on the True-Haven entrance and have people automatically log off after x minutes (independent on activity) so that you can't hide away indefinitely. This will minimize people's afk time, or at least be a potential risk to the one afk-ing.
Problem: People use hoods to avoid interaction, hide from potential danger or as a "surprise, I'm here!" element when it comes to fighting. It doesn't promote interaction, rather the opposite. They don't show up as online, making it seem like less people actually playing the game than there really are, which doesn't promote it to new players.
Related problem: People have invested money in these things and don't like the idea of losing them.
Suggested solution: Remove the hood and leave hiding to the skills of various classes instead of hiding even more people in the game. Either reimburse those who had them or find something else that they might be interested in owning that doesn't prevent interaction and visibility in the game.
Problems: As it is there are few consequences for anyone's actions. Dying basically means nothing. Just one more round grinding through an area and you're back up to where you were before. I also know that not everyone enjoys the grinding. This means that if you do something to get yourself into trouble, it won't really mean a whole lot. You can "get away" with just about anything.
Suggested solution: Add more of a penalty to PK-deaths. There's already a safety net when it comes to ylem-auras not draining any xp on death, meaning those who are casual participants on the PK arena can still assist in certain ways. Those who enjoy hunting can still go on with their thing. However, this would mean that your actions (pissing someone else off enough to want to PK you) has a consequence. It will hurt. This could be loss of XP or temporary loss of health when returning from the death sequence or a weakening of stats for a short period. It could even be a delayed function, perhaps, meaning that if you are killed, you have a penalty to inflict on yourself at later time, so that you can return to fighting in case it's not ended after one death.
Player A gets killed and receives a penalty point. Once the fighting is over, the player can redeem the penalty and receive something negative for a certain time frame (won't count down when logged off)
In addition to these things, I would like to propose that the Admin take a firmer stance against people afking. Having a lot of people simply stand around doing nothing and not responding to questions/tells/what-have-you is not helpful. I know it's not fair to put even more work on the volunteer's shoulders (they're a hard-working bunch as it is!) but I think it would do good.
Perhaps not all of the ideas are to your liking, but I'd still be interested in hearing what people think. Feel free to send messages if you don't want to make a public post.