I still am from time to time
I'm actually starting to consider making some radical changes to a lot of stuff, probably using dev rev 3 as a base since we have a specific client that we know works with it. Quest timers worked ok in that one too.
Basically I want to change spawning methods completely.
Rose is too static so I want to bring in a little bit of player interaction.
My plan is to use spawn centers to produce monsters (kind of like monster generators) then when a spawn gets too crowded a scout will be sent out to find a new place to build a new generator. this way spawns will have the ability to move across a map and even trigger quests when an area gets too crowded. players would be able to completely eradicate a spawn generator by killing it and thereby driving the monsters back toward their original base.
It will require a whole lot of AIP coding and a bunch of new world variables to track. Also a few new quests to be added to chosen NPCs. They would need to be server wide (or at least Map Wide) quests that have tangible benefits to players.
I started doing some of this stuff in KTRose but too many people have problems setting up the pre-evo stuff for some reason.
I would probably bring across a more complete AIP, QSD automated version of my Tower Defense game too
And one last thing. I'm thinking of taking an idea out of Guild Wars 2. Scale down the stats of high level players when they enter a lower level map. that way they can take part in low level events without being too OP
It's a pretty big overhaul but I get bored at work so what the heck