One of my biggest frustrations with Metin2, especially official servers and old-school style servers, is how progression works.
A lot of the time, it feels like the only realistic way to reach new content is either to pay-to-win or grind an unreasonable amount. I don’t mind grinding in an MMO, but there is a difference between grinding as part of progression and grinding because the game has put you behind an artificial wall.
You sometimes reach a point where your missions require you to kill certain monsters or enter certain areas, but your character simply isn’t strong enough to do it. So instead of naturally continuing through the game, you have to stop everything and spend hours farming money, upgrade materials, equipment, or levels just so you can continue the content that the game itself told you to do.
The upgrading system makes this even worse. Progression is heavily tied to RNG. You can spend hours getting the materials and money needed for an upgrade, only for it to fail, downgrade your item, or even destroy it depending on the system. To me, that isn’t satisfying progression. It feels more like gambling with the time you already invested.
I would much rather see a system where the challenge is obtaining the materials. If I need certain ores, boss materials, quest rewards, or rare resources to upgrade an item, then make me go out into the world and earn those things. Once I have everything required, the upgrade should happen. The grind should move me forward instead of giving me a chance to lose progress.
The economy is another major problem. Metin2’s economy is largely decided by the player base, which is not necessarily a bad thing by itself, but it creates a huge disadvantage for new players and for people who simply cannot play for many hours every day.
Older players already have money, upgraded equipment, resources, and knowledge of the market. Prices then naturally start being based around what established players can afford, rather than what a normal progressing player can reasonably obtain. A new player can end up looking at basic progression items being sold for amounts that would require an absurd amount of farming.
In my opinion, everything that affects gameplay and progression should be achievable properly inside the game itself. The economy between players should be useful and interesting, but it should not be the only realistic way of obtaining important progression items.
The item shop should also not solve these progression problems. Ideally, it should be cosmetic: costumes, skins, visual effects, mounts, and similar things. It shouldn’t feel like the game's frustrating progression systems exist partly to push you toward spending money.
I wouldn't even necessarily be against a server being paid-to-play from the beginning. If the server has a subscription or entry cost and uses that money to support development, infrastructure, updates, and good game design, that could be completely reasonable. But then the server needs to prove that the experience is worth paying for. I would much rather pay for a genuinely good game than play for free and constantly feel pushed toward a cash shop.
For me, the two things that really need to be redesigned are progression and the economy.
Progression should make you feel that every hour you spend playing moves your character forward. Farming should have a clear purpose, upgrading should reward preparation instead of gambling, and the game should avoid progression walls where your only choices are extreme grinding or paying money.
And the economy should complement progression, not control it. Trading with other players should make the game more interesting and convenient, but a player who wants to earn their equipment and upgrades through actually playing the game should always have a reasonable path to do so.