This is not a flame (and apologies for its length), but a summary of my view which others may like or dislike. To explain my background, I first played this game over 6 years ago, dropping by on occasions to see it’s progress, and have played numerous (free) other games with varying levels of rp, some with some without game mechanics.
Since I’ve been playing this game the player base has always seen a small minority of hardcore rp’ers frustrated by the game mechanics or who don’t use it, some have left

, some remain

. There are others who balance their rp with the mechanics as far as is possible adjusting to the mechanics at the time. The remaining are casual rp’ers power levelling, questing, chasing mounts etc. While it could be argued some of the latter should be on ezpcusa, I have seen many progress from their interest in the game mechanics to become very good rp’ers. My view is that the game mechanics should not be dismissed too lightly as it has and can attract a good source of new rp’ers while maintaining the interest of many existing rp’ers in trying the new features as they are added. The big weakness for rp here at the moment is the acutely small player base hence why I think any newcomers should be encouraged as long as they have some interest in rp.
However we should also remember that the game is still in development (and we are testers). The team is not large, nor paid, and is unlikely to increase significantly to match other games where revenue is earned either by upfront fees or purchases in game. Thus comparative development will be slow and limited with more enthusiasm in developing and trialling new features (e.g. in recent times – mounts, shields, leather/armour working, moving npc’s etc.), rather than ‘minor’ bug fixing and constant rebalancing as each new feature adds further imbalance. For me the main imbalance is the level of skills some players have through years of levelling (or exploiting imbalances). However this is currently useful for the developers as it provides a more varied base of testers from weak to the uber strong, but unfortunately gives a distorted view of capabilities than if the players were reset (or rebalanced) allowing other parameters better balanced. While not suggesting a review or reset until the developers are happy they have reached an appropriate point I think many forget the weakness and difficulties faced during the 1st few weeks or months.
Considering the points from this view, and developments I have observed:-
Combat: Many of my alts, though partially levelled adequate to their rp needs, are easily killed by most creatures so avoid them. Regarding being randomly attacked for being too close I’ve seen Ulbernauts and other creatures randomly attacking miners or other unsuspecting victims in the past (maybe as it often added to lag and the npc server crashing this has been put on hold recently?). In terms of spawning and moving mobs etc. perhaps the moving npc’s experiment currently underway will yield coding to enable this development in the future? The other features you suggest , I think, may require diverting development but, personally, as I can disable the messages or ignore them from an rp view I don’t think it to be too important.
Magic: Personally I think standing on a rock is an exploit and should be frowned upon as is standing on the wall of the arena, and perhaps one day mobs will learn to climb

. Again most of my alts are unable to perform magic as powerfully as you describe struggling with mana and fear of death when spells fail. For years many complained about the weakness of magic and and I think a couple of uber powerful spells have again distorted people’s views of it. These I think needs correcting. Also the current development trend seems to be to limit higher levels to one magic way, which may not make mana regeneration, as an example, so easy for most. Balancing magic progress to match weapon fighting progress may be another possibility to add to the list.
Death: Yes, I recall the intent was for a larger realm with shifting exits. I also remember being randomly attacked and being killed again as I tried to escape or wandered into the library? areas there though clearly this was more detrimental to the weaker players who could take hours to escape. As regards perma death it’s always been easy to play this for rp’ers. I’ve done it many times. It’s before you go in game – simply delete character. Most of my alts avoid the DR as if it were real death from an rp point of view.
My own ideal for the rp world here is better balance all around so rp’ers can use the mechanics sensibly without being upset by the uber strong. Some making goods, other selling, some begging, some telling yarns or entertaining in the tavern after a long day’s work, others sharing jokes and gossip as they toil etc. intermingled with the deeper rp’s. I’ve seen all this here in the past and hope it flourishes again along with a growing player base.