Trinkets is unironically one of the best updates they ever made.
No they aren't. haha. Dammit, fartbox.
Trinkets are content outside of the full loot hardcore pvp 'loop' and provide a progression that is outside of the spectrum of normal character growth. This isn't diablo. I believe trinkets are keeping the pop up, but it is because the demographic changed, and in the end, once you get your 'ideal trinkets,' it's done. There should be a constant engagement. It's not gonna bring people to the game; it's something to keep people hanging on.
Think about tasks and how they 'improved the experience.' Now, think about the economy per city. Realize that a task is a closed loop and ideally, you'd want players going out to do things that benefit the city. That is poor game design. Those are the sort of limiting factors that make MO fail. Trinkets are just like mmo lootz boost in dopamine. OOO A TRINKET. Instead of being like yea I gotta pound out 6 stacks of granum. Soft.
The reason that all content is large group is because it's all based on shit like that, farming trinkets. TC has moved people away from cities even more, as it was a poorly implemented system. Cities and brokers are very important. There needs to be intake and outtake.
The world needs to have things happening. IF things are happening, you can get involved in them, even as a solo. You are faced with constant choices to go with the grain or go against it. That is solo content in a nutshell heh. Unfortunately. You will never be a big mover and shaker, but you can influence things and enjoy the world. Crafting is another thing, but there isn't good crafting in MO, either.
People need to be able to gank. A little in cities, and especially outside of cities. It keeps the economy 'right.' Calcal said nobody wants to play a game where you are in a heightened state all of the time, but I dunno.
(colored text) in the end, it's all energy. Energy is what drives action. Sandbox requires action. Positive energy, negative energy, you want people to have a lot of choice in the action they take, and you want their actions to possibly have a large ripple. You want their time investment to be able to ripple enough to affect even a larger group. Because even a small group can cause a big war...
Lastly, if I understand correctly, outlaws drop pretty good trinkets. The game is kinda dead, so you can go around and farm outlaws for your ideal trinkets. SOLO. That's gg solo content for one of the best additions in the game. Oh wait, but it's not. Once you get your trinkets, the game is still ass! haha. Gains are predicated on the idea that you wanna use them. Trinkets are cool, but unnecessary, and they are a short term high / distraction at best.
I'm with you on a lot of things, but you're still not coming up with the idea that is gonna make MO more fun and solo friendly. My PoV is open it up. Griefers are solos. They annoyed people because they could mess with them and they couldn't fight back. It seemed like no matter how strong your group was, you could get griefed. That needs to be balanced in some way, but the idea that you can just group and group and then you have to face to adversity is trash. If someone wants to dedicate their life to being a nuisance, they should be able to. That was way more important for the MO world than people think, and most people who are left were on the receiving end of such stuff. Instead of learning how to avoid or how to diplo / fight back, they were just like IT SHOULDN'T HAPPEN. NOT TO ME.
Think about that. Start there. It might sound condescending, but I dunno how else to say it. Think about what one person can do in regards to pvp, and how limited it is. Then think about what one could do if it wasn't limited, and look at how it branches out and how it begins to affect everything. You are gonna end up getting zerged most times if you grief / pvp small scale outside of towns. But there is content for awhile. In MO1, people would walk from Kran to Bakti to pvp, stay there for hours and kill everyone as they filtered in. Not even like "ganking nubs in the gy" but actually pvp until they lost. It would be a short walk from town, but far enough that guards weren't there. That is soo important for overall game trajectory. It's not gonna get better with the way the game is. That + making town life more important are the only two things they can do to fix the game imo.