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KFC6855/环球潮鞋: The Secrets of Replica Sneaker Selling
Following a post from u/donjonne about a HUGE Weibo story on how to actually start your own 1:1 repsneaker empire, I figured as a native Mandarin speaker I gave it a shot and translated the entire article, since I myself am pretty damn intrigued what the guy's speaking.Do note this article is written in March 2017, lots of stuff may have been outdated, and I translated word-for-word with some pruned paragraphs that seems like the fella repeating himself. I absolutely hate the weird flowery prose Mandarin always carry when I work on translations, so apologies if the in-jokes or general writing gets a bit dry. This is my personal tl;dr without the author's boastful claims, so if you're short on time, here's the quick rundown.
How do replica sneakers get sold?
Taobao: Long history with the reputation for being the single biggest online BST hub, with Tmall and Xianyu Second-hands integrated. Lots of fake reviews and seller reputation ratings. The rep game there got outta hand, CEO of Alibaba stepped in and cleaned house, thus everyone moved to... WeChat: Lots more convoluted, no proper tracking and confirmation like a real shopping app and build quality can vary greatly between sneaker models from the same seller. But through word-of-mouth, standout resellers get recommended more organically, of course you need connections to start with. Agents: Your best friend if you're overseas, usually ran by freelancers merely collecting orders, reporting back to resellers and have them directly ship your kicks to your doorstep. Agents can be a single person, or a huge operation i.e. Wegobuy and Ytaopal.
How's the quality tho?
Depends. Some will try to bait-and-switch, some will bond genuine friendships for simply being a return customer. Factories often cut corners to save some dough and end up with a worse rep, so like the purpose of this sub, dig into forums and guide yourself to trustworthy sellers. Author also goes on a tangent and revealed the numbers and figures of selling reps, along with the sheer gold rush he's in now. Read below for more info.
Anything of note?
We're getting ripped off. Real hard, if you're a Mainlander chances are you're being sold 1/3 of the prices we see here. Part of the reason is that the multi-level reselling jacks up the price a lot, so unless you're buying in bulk for the purpose of selling them, good luck finding GET-passable OW AJ1's for less than $70. If you get caught selling, it's fines upwards of ¥50,000 and your license revoked, but nothing too serious beyond that. Author promised more novel shoes get made in the future, like Uggs and non-hypebeast dress shoes or sumthin. With that outta the way, here's the translation for the whole article, hope you'll learn something for it and if there's any mistakes, feel free to point it out in DMs or just in the comments. EDIT 17/05/2020: punctuation mistakes and missing formatting, also thanks for the kind words repfam _______________
GOD'S HAND: The Secrets of Replica Sneaker Selling
Having been in the rep game for around 4 to 5 years, it all started out of sheer curiosity. I spent ¥1099 for Air Force 1's some celebrity wore, only to had my buddy show up on me with a fake pair of the same sneaker only costs ¥300. Not everyone is some rich parents' spoiled brat where a pair of shoes costing a couple grand is considered pocket change, yet everyone has that sense of envy, the need to follow the hype to really stand out from the crowd, so do I honestly. But then again you'd only wear that pair of grails for only a good couple months and it'll be out of the wave, why not I find myself a more wallet-friendly way to do so? Ever since dipping my toe into the replica community, I'm making connections, meeting new friends and getting scammed in every step I make, keeping contacts of my favorite sellers (looking back yeah they're not the best and cheapest isn't it huh). I'm deep in the rabbit hole now, buying so many pairs I'm starting to be able to tell batches at a glance, and where to hunt down that very best batch at the cheapest price. At this point it's natural that I'm thinking of selling these reps and becoming a middleman with the best of the batches under one roof (which is what's following below). Anyone who has dealt with middlemen know that actually tracking down the direct factory outlets are nigh impossible, and the multiple stages of middlemen-ception where bigger but more discreet resellers selling to more minor, smaller middlemen can only make one dream of the sheer profit you can make for being on the very top of the pyramid, that idea has only been a mere blip in my mind. There was once in a bar my fam hollered at me with "Yo you remember that John Doe went to Putian for two years? Dude gave up college and has been filthy stinkin' rich by now!" I was like bah it'll never work out for me, but with the summer break I'd worth giving it a shot and have John Doe on the line. And boy howdy, ain't he wildin' right now with his business. Some say every Nike you see there's 1/3 chance it's straight outta Putian, some say Nike's LC works by handling a pair of dumb shoes to an uninformed factory worker and have him say "fuck kinda shoes are these, looks cool I guess so it's legit?" The only way is to really tear down the whole sneaker and see the markings in UV, and once we're on the point where we can fake inside tags and its barcodes, ask yourself can call out fakes on feet? A promotion for \"discount\" NB's on Weibo Ever seen promos like these? It's what I saw on Weibo today, and you've seen one like it yourself did you? They all look good on the images and you'd be right that they're photos of the real deal, just that of course the shoes you actually get were reps, and for each pair profits are never above ¥100; I sell ya an NB for ¥165, I'd only make ¥50.
REPLICA SNEAKERS: HOW DO THEY GET SOLD?
TAOBAO Taobao has always been the single biggest hub for BST. Run by the faceless middlemen, sold by the page visits, and reviewed by the bots. And stores with inflated trust scores were used as a front, once costing hundreds of yuan to buy now go for the tens of thousands. As Taobao is taking action to curb counterfeits to make way for legitimate resellers, these fronts are getting more expensive by the day, since then people took it to WeChat later on. Ask anyone who ran a Taobao store, and they'd tell you "you'll never make a cent unless you're selling fakes". A pair of (fake) shoes take some ¥100 to make, and can be sold as a legit like the thousands of yuan you see on their listings, you'd get away with dozens of fakes sold this way, where you can properly guage and adjust said price to match your profit margins. Once the rep game got popular and the snowball kept rolling, the problem got too big for Ma Yun to not ignore it and he went full banhammer on every rep seller. With every media outlet roasting Taobao's ass, everyone wises up to the knowledge that almost every sneaker you see could be fakes. The stigma lived on, and no one would touch any store where its place of origin writes "Putian". When life gives you lemons, you make a whole damn lemonade stand and just circumvent the whole damn thing by appearing that you're not from Putian. Problem solved. As you check your shipping details, it always seems to travel from Shangai, Shenzen, Quanzhou or even goddamn Xiamen of all places, even overseas. Proxy services are very popular due to China's stringent laws When sneakers are labeled as being shipped from Hong Kong, of course the sellers gonna say "it's from Hong Kong" but in fact it's shipping from Shenzhen, and the seller's excuse is that the sneakers are going through HK's borders from Shenzen then to the buyer's location. Even if you bought fakes in Tmall however, it won't be as bad as the ones sold as legit retails in Taobao. There's just too many of these rip-offs anyway! Had a reseller came to me to buy 10 pairs of sneakers, I make ¥10 each pair, but he sold it as retails and went on to make ¥500 each. Of course I'd panicked a jacked a prices a bit so I could have my own slice of extra profit to ¥20 each pair, said the factories jacked the prices themselves as an excuse. Hoe's mad I guess WECHAT While profit margins are no higher than Taobao, they still range around a dozen yuan on bulk. For all the actual friends I have in WeChat, I'd never believe them not having owned a replica sneaker in their whole life, blah blah blah "factory direct", "wholesale prices" my ass, who really can head to the factories and buy direct these days? Rep resellers buying bulk from those factories are truly the "direct from factory" purchases. Resellers then selling the reps to middlemen and agents, that's another step. Said middlemen then resell these reps to quote-on-quote "middlemen". (NB: may have been the very resellers we see on the sub) And it goes on and on and then, to you, the customer.The so-called A-grade reps you see on WC, let's say we buy it from the factory at ¥200 (for example, the real deal won't be this cheap) and sell to the end-user for ¥400~¥500, it does in fact look decent. Heck, retails may get "called out" in forums and reps may sneak under the radar. Chat and forum opinions aren't good indicatiors for a rep's actual quality. Thus you may wonder why buy retails at this point? No one would really hit the New Balance outlets at their local Wanda mall and ask the teeny-bop promoter lady if their kicks are legit anyway, so wouldn't this been the dream job you've wanted, right? SMALL-TIME AGENTS These sort of agents are mostly handling orders from overseas to cater the westerners, mainly Russian, SE-Asian, North/South American countries etc., and will never be some solo project as they always come in groups of a few dozen staff members. These agent groups can also hire decently well-spoken college students to help converse customers in English and pay them good pocket change, which is eerily similar to how Forex scams work before, but this time they're doing legit businesses for a change. Sort of. FREELANCE AGENTS The most common agent you may come across can be your close friends, they get instant payouts for attracting their local classmates to collect orders for reps, and this wannabe hustler reports them back to the resellers to ship to school dorms directly.
REPLICA BUILD AND QUALITY
Replicas reach far, far and wide. You could see your neighborhood cleaner aunt wearing 990v4s, motorbike taxi riders wearing Duck Camo AM90's, your kind old uncle next door exercising in Flyknit Racers and so on. NB, Nike, Converse, Ascis, Kappa; any brand you wanted they got it. ¥100 to ¥500 is what the factories charge, but after it hits resellers with a ¥200 hike, the illusion what seems to be a shoe that'll last breaks down as it wears out after a few wears. Bad stitching? Poorly-tumbled faux-leather? Off-moulded shape? I'd believe you but you sure you can tell if the EVA is fake by just looking on it? Is the gluing pattern underneath it visible even? A good deal of local boutiques sell ¥120 replicas at official retail prices like ¥599, a good ¥400 profit. Putian factories are split into "heavy" and "light" industries. The heavy industries builds the sneaker as a whole from scratch, while the light industries were like CKD vehicles, where parts are purchased and assembled together instead. and quality of each part of the sneaker depends among factories. Lots of them try to cut corners to save every extra cent, which explains the decreasing quality of recent sneakers you see now. Larger factories has always been delivering consistently decent sneakers, as customers who contacted them are much picker and won't slash prices along with quality out of the blue. The stitching (and Nike Air units/Boost soles even!) is close enough to pass off as retails. Some of the more badass factories can make a batch of 100 brand new replicas for you, just hand in a donor retail pair and they'll get to work.The old dogs in Putian has been around for ages, runs most of the resellers you know and love. They buy reps from the factory direct at ¥140, sell to resellers at ¥160 and have the resellers push ¥180, at these prices the shoes are just not enough to satisfy demand. I've gave it an estimate if the factory got his order to 30 dozen pairs of reps, with each pair a ¥20 profit, we're looking at ¥7,000 a day or ¥20,000 a month in gross profit. Of course, the Sales and Commerce Assoc. will still take a heavy hand on counterfeit sneakers till today, basically a few sellers every month get caught in the counterfeit business. The offenders walk into the office, sit down, had "the talk" yet again and pay a good ¥30k~¥50k fine and had their licenses taken away, for just awhile. Factories themselves get raided very seldom, maybe a every 6 months only a single factory gets caught per year. Putian has become the leading worldwide repsneaker operation for the entire world, and outputs around 50% the actual worldwide sneaker market, an estimated ¥20bn yearly. The Nikes and Adidases you wear now has an "OEM" for that. You may have bought a brand sneaker [in China], but it may very well be a fake regardless, to be fair the quality itself is indistinguishable anyway.
1) The Standard Putian's cheapest offering, pretty much trash tier and a certain Taobao sells them the most often :^) 2) The GET Batch A huge improvement from the Standards, and the so-called 1:1 batch from the mouths of others. It's really not, some of the materials itself is not as fine or accurate as the real deal. Tmall often sells these batches, but often get sold as retails. 3) The 1:1 The absolute tip of the high-end replicas. Take it to HuPu.com and only the eagle-eyed few would call you out. Not everyone can get their hands on them, regardless of price. [eg: similar situation to UABat's Union AJ1's] 4) The Retail Nuff said, just retails. (But really, reps cost just 1/5 of the retail price, why bother lol?) A snapshot of KFC6855's wares
HOW TO TELL FAKES
[The author essentially details how to LC NB998's, so this is best skipped as it adds nothing to the article other than repeating the author's point over and over.]
THE REPSNEAKER FUTURE
If you ever think replica sneakers will only remain within the hypebeast sporty trainer radar, oh you'd be surprised. The replica factories are on full steam, churning out Dr. Martens, UGGS, Tod's and a lot more to come. If you're interested, my WeChat: KFC6855 has them on sale right now, guaranteed to keep ya comfy this winter. With all that said, I hope you learnt something from this, and now that you know if you really wanted a retail pair to sleep well at night, just don't get 'em in online stores. There's no glitz and glamor selling counterfeit sneakers, it's just business after all. If you know, you know.
I'm coming at this with years of RO experience, and the advice of friends who play at the top of WoE, PvM, and PvP. I have also been a GM on 3 servers and an admin on one, and asked for advice from two friends who have been admins on their own successful low rate servers. Additionally, I have some experience with editing the source files and redesigning the game a bit, not that I will get much into that, but I do know what is and isn't possible. I also have experience from other games such as WoW (as a world and arena PvPer at the highest levels), and from political and economic games such as EVE and bloc. Finally, I have some real life knowledge of economics (though I wouldn't call myself an economist) due to being a FOREX trader. All of that and more has lead to my understanding of game design, some of which I can apply here. I realize that this is a long post, but that's because I got the input from several people and put (a little bit of) effort into explaining the reasoning. If any of these things are being discussed in other threads, pardon me and just let me dump all of my opinions into one place, as they are largely interconnected. Most of my suggestions are based on sustainable gameplay, sustainable economy, rewarding players for their decisions, and giving players more freedom. I tried to keep the changes, for the most part, quite vanilla. I have some much better ideas that require customization, but most players recoil at the thought of customization in RO. I'll start with the unquestionable and move to the debatable.
No donor or normally unavailable items with unique stats.
This means there should be no items with dex on mid or lower. No upper headgears with more than 3 dex, etc. Basically, no overpowered donor items or ones that disrupt normal player balance. Adding a single dex to a build can be incredibly imbalanced, which is why I used dex as an example, but this applies to lots of stats. Not only can it be imbalanced, but it causes item inflation as well. When players no longer need to hunt for gear (because they replace it with donor or custom quest items), lots of gear becomes either worthless and thus overupgraded to abnormal degrees or obsoleted. On the same token, this means not allowing BG items to be used outside of BGs, including in WoE or anywhere else. It's devastating to the economy. WoE is a competition between guilds, not just to conquer castles, but to acquire enough resources to do it. IMO the only items players should be able to donate for are cosmetic, and perhaps things like battle manuals and maybe bubble gum, which have no direct impact on gameplay other than to reduce the grind. But really, cosmetic items should be enough if you're clever. There's one suggestion on this down in the zeny sink section.
Set strict rules for GMs to follow, and don't give them more power than they need.
First of all, the rules for the players should be plainly laid out. If a player doesn't break a rule, they can't be punished. I have been on servers with no clear rules and arbitrary punishments.
Exploitation should generally be handled by patching the exploit, not punishing the player. The game is full of accepted exploits. If a player happens to abuse one you don't like, you need to at least warn them to stop before punishing them, and ideally just fix the exploit. My entire 30 man guild has been banned from a server without warning for soil farming. Don't be like that.
Each GM should have specific responsibilities, and not overreach them.
GMs should always give the minimum punishment that might remedy a problem. For example, in the case of player harassment, a player should be asked first, human to human, to stop. Then warned. Then a 1 minute mute. Then a 30 min mute, etc. I have seen GMs on servers skip all the steps and go straight to an hour mute or jail or something retarded like that. If you can defuse a situation by respectfully asking a player to stop, that's the best option.
GMs should never punish players for being disrespectful to them. GMs don't deserve respect. No one who is power tripping should be a GM. Again, I say this as a person who has been a GM on 3 servers and an admin on one. GMs should never do anything to players for something the player did to the GM, period. The GM only exists to solve problems in the game and between other players, not to start trouble by existing.
All GM actions should be logged, and ideally an alert system set so that if certain high level GM actions are taken (stat changes, item creation, etc), the admins are notified.
GMs should report and explain every action they take, in a thread in the secret GM-only section on your forums once you make them. They should also be required to post evidence to support decisions to jail or ban players, if they have to poweresponsibility to do such things. It's not that much work, and this is how it worked on Rapture.
If all of that sounds paranoid to you, then you're going to end up with GM problems. Even if you trust your GMs with your life, you need to set guidelines. You can't read their minds, even if they are your best friends. They are going to use their own discretion, and that might vary widely from your own decisions, unless you give them strict guidelines. Not only will this make the GMs better, but it'll give you more confidence in their decisions when players complain, and allow you to handle the inevitable drama better, thus preserving the playerbase. I have seen a GM go on /vg/ and talk shit to the players there, unbeknownst to the admin.
A PvP room where consumables (with the possible exception of conc/awakening/berserk pots) are disabled, and where all buffs are removed upon entering.
The main interest of many other players, is PvP (not GvG/WoE). Unfortunately, PvP is often woefully underrepresented in server design decisions. PvP is incredibly disinteresting when using dex food and potion spamming, and when getting SL/Assump/etc from outside. Leave the consumable spam and buff stacks to WoE and PvM. Also, please don't use a shitty map for the PvP room. You can, of course, have two PvP rooms, so this shouldn't be a controversy. On RaptureRO, there was also a 3v3 PvP arena tournament, which was incredibly fun. Takes some scripting though and isn't top priority.
A draw range of 18+, preferably around 20 to 24.
I'm referring to /conf/battle/client.conf area_size. The default is 14, which is an antiquated value meant to reduce stress on PCs made back in 2000. There are actually mobs that can aggro from outside of your view range, which is quite dumb. There is no reason to use a lower draw range, except for artificial difficulty. Successful servers like Rapture, ProjectRage, Destina, etc, had an increased the draw range without issue. Newer players won't even notice a difference. If you are afraid of client lag in WoE (there shouldn't be any, but just in case) you can simply script an NPC to automatically change the area_size value before and after WoE. It doesn't require a reset of anything, not even an @reloadscript.
Turn up the party exp bonus.
Simple enough, makes it worth leveling as a party instead of leeching yourself with a hunter (the normal method for leveling most things as fast as possible).
Take proactive steps to limit zeny inflation and promote a player-driven economy.
Zeny inflation is one of the biggest problems for the longevity of any RO server. The game was not designed in a way to have a stable economy. You must tweak a few things to get something workable. I'll talk about item inflation a bit later:
Marginally reduce the sell price of some high value drops, such as Witherless Rose. Don't completely destroy the value of certain farming spots. Balance them with others instead. If you ask, you can get opinions on the best spots to farm zeny.
Do not put SP items (grape juice, blue pots, etc) on a vendor; these items need to be sold by players to promote an economy.
Make the healer and warper charge a moderate amount (say, 5k zeny) at level 79+. Do not make it 99 only or players will be incentivized to stop at level 98 (yes, this happens on some servers). You can also make the price of this scale with level instead.
Put an NPC next to the healer NPCs that gives rank 10 Bless/Agi. This one might sound questionable, but any good player will make an acolyte alt just to buff themselves. If you make an NPC to do it instead, you can charge a reasonable cost to eat up zeny.
The warper NPC should give free warps to towns, a moderate charge for dungeons, and a heavy charge for quest-gated dungeons. Say, 2k zeny for normal dungeons, but 50k or 100k for dungeons that require a quest. Giving players an advantage for bothering to clear quests is a good way to allow players to make choices about how they want to level, rather than simply picking the unquestionably best method to do it. If they have to choose whether or not it's worth doing the quest first, then you get players being rewarded for making choices.
Include a stat/skill reset NPC with a moderate yet flat reset cost (say, 1mil to reset both). This allows players to switch builds regularly for PvP, PvM, and WoE, and will promote use of the feature, which will eat up their zeny. Otherwise they'll just make multiple characters of the same job just for different parts of the game, which is obnoxious. The lower the cost, the more people will use it, to a certain point. Try to strike a balance of maximal zeny-wastage, which I think will be around 1mil.
If you do implement a PvP arena, you can add betting to it. Make the betting negative-sum, and you've got an easy zeny sink.
Sell tradeable costume hat boxes for a high price. Basically a box that has a random costume hat inside. The better looking ones should be rarer. Here's a huge list of hats, some of which aren't even on ratemyserver: http://nn.nachtwolke.com/dev/viewlist/ You can also change the drop table of the boxes periodically, so that the hats in the boxes have a limited time availability. Many players will eat that shit up. You can also sell these hat boxes for IRL money to fund the server. You can also have weaker MVPs drop the hat boxes to promote competition over them, which works with the PvP on MVP map idea which I'll discuss in a minute.
Roll out content in waves
It's a suggestion I heard elsewhere and it's a good one. Start with trans disabled and less dungeons available. Gradually release more as the server grows and people hit higher levels. This is a good idea for a few reasons:
Reduces item inflation (antiquated items become useful if they are the only ones available. No one wants a chain if they have a lunakaligo. That's bad.
Reduces player stratification. With less content available, the better players won't be able to skip the leveling phase as easily. e.g. I won't be able to just leech myself in Thor or nameless if the dungeons are still unavailable. Older dungeons have lower exp per hp ratios.
The previous point has the added benefit of allowing newer players (later into the lifetime server) to catch up faster.
Allows for more competition. RO has an exponential growth of power, and by limiting that growth, it keeps players on a more even playing field, economically and otherwise.
Makes a healthier economy. The items that lower level players acquire are more likely to be useful to the higher level players. (e.g. the chain).
Allows for more server longevity by virtue of the fact that you have content to release over time.
Consider splitting the server into a pure-WoE server and a non-WoE server
This might at first sound unappealing by splitting up the playerbase, but it allows you to more easily design both servers to fit their respective playerbases. Also keep in mind that many of the players from each server will play on both servers. Only a minority will be exclusive to one.
You don't need to make any concessions on white/blue pots for the WoE players on the non-WoE server.
The WoE server can include BGs, leaving the non-WoE server blessedly BG-free to focus on world PvP and PvM.
The WoE server can make consumables and gear either easily obtainable through BGs, or for free from NPCs for pure WoE.
You can rebalance certain cards and abilities to fit each server. For example, Incantation Samurai card isn't quite as overpowered outside of WoE.
You can put a short cool down on potions in the non-WoE server (2-10 seconds).
Potion spamming completely trivializes a large portion of the game's content and reduces the skill ceiling dramatically. It reduces the importance of healing abilities, eliminates the need for mana efficiency, imbalances PvP (asura spam is a lot harder when you can't just mash blue pots, for example. The same goes for SinXs and White Smiths with white pots, and so on). In PvP, abilities that are not 1HKOs become nearly worthless, due to white pot spam. This reduces ordinarily incredibly complex jobs like champ, to nothing more than asura-machines. Additionally, no pot spam means that if a champ wants to spam asura in PvM, he needs a Professor. This concept applies to other classes as well. In WoE, potion spamming is necessary to survive. In the rest of the game, though, potion spam ruins much. No WoE means no need for pot spamming. The rest of my suggestions assume that you aren't going with this suggestion, so bear that in mind.
Reduce the number of dialogue windows that common NPCs have. I shouldn't have to talk to a healer to get healed, nor a buffer. When I click on a warper, I should immediately see the options of Town, Dungeon, PvP, etc, not some stupid introductory box. The Kafra NPC has an unnecessary box or two of dialogue before you can get your bank open as well.
Be careful with nodelay. I have played on servers where their nodelay software prevented snipers from using double strafe above about 185 aspd. Don't break the game in an attempt to prevent exploits.
Make white and blue herbs more abundant. The best WoE players have been playing WoE for years and aren't going to grind for hours every day to be prepared for WoE at the end of the week. You can work this into the PvP on MVP maps idea that I'll discuss in a minute, or you can just make the herbs drop from more high level mobs that players will want to kill for other reasons.
Change or nerf MVP cards, or replace them on the drop table with another item entirely. Don't just reduce their drop rate. Making MVP cards incredibly rare does not make them any less broken. In fact, it makes how broken they are even more apparent when it's the only one on the server. A better solution is to change the card to have heavy drawbacks from using it, or designing a cool new effect from scratch (one time we made Osiris card allow you to cast a spell that summoned a zombie minion to fight for you, it was pretty cool). If you want a server that lasts a long time, you WILL eventually have people running around with Thanatos cards, GTB cards, and Ghostring cards. It happens faster than you might expect.
Reduce the respawn timer on some MVPs. Ifrit spawns once every 12 hours, which is a long time on a high pop server. If you're going to enable PvP on MVP maps, then this is an especially viable change. You can reduce drop rates to compensate of course.
Increase the spawn rate of regular mobs on maps except for a few (bio 3), then reduce drop rates, exp rates, and possibly total mob hp to compensate. I know there's a thread about this but I'm just going to dump my thoughts into here. This will A) Increase the difficulty of clearing dungeons and reliance on parties, and B) reduce the tediousness of trying to find mobs to farm on many, many maps. And IMO, AoE farming isn't overpowered in any case compared to alternative single-target farming strategies, so a blanket spawn rate increase is a good idea imo. I would actually be happy to see more AoE farming options.
Keep drop rates generally higher than exp rates. 5x exp and 20x drops (including cards) is more fun than 10x exp and 10x drops imo. I say this because I think it's more interesting when gear is a tool to facilitate leveling, than when leveling is a tool to facilitate farming gear. I can explain that reasoning in more detail if you ask. Also, gear can break when over-upping it, so the inflation is less of a problem. Leveling is also less tedious than farming gear, and can be done while farming gear for that matter.
Reduce the base def on some of the newer gear (think variants, diabolos, new world stuff, orlean's gloves, etc) so that it needs to be over-upgraded to be unquestionably better than older gear. That, or make the stats on the gear scale with upgrades (if possible depending on item). This will largely remove the problem of old gear being hands-down worse than newer gear, and also help alleviate item inflation. Think of it this way: older gear used to become better linearly with exponential increases in investment (due to over-upping), and that regulated item inflation. I.E. you always had a reason to over-up your gear. Contrarily, newer gear tends to be good by virtue of stats inherent to the item, and so players have no need to risk over-upping, and item inflation occurs more rapidly.
PS: Yeah you can't upgrade Orlean's gloves, but it could at least become a decision between +1 dex vs. +2 dex and -1 vit or -1 def, or something, instead of just "yeah these are better than or equal to regular gloves in every way". There's literally no reason to farm gloves because you don't need gloves to farm Orlean's gloves. That's how it works for a lot of older gear, and it's not a good thing. Ideally, newer gear should scale better than older gear, but not be better inherently. You won't be able to do it with everything, but every bit helps to stave off inflation and inevitable server death.
PvP enabled on MVP maps.
This is controversial, but hear me out. I think this can, by itself, increase the longevity of a server dramatically, while solving a plethora of problems as well. MVPs are a scarce resource, and players often compete for them. Normally this leads to a meta of trying to out-grief other players. Instead, with PvP enabled, you could fight for the MVP. It changes the competition into a meaningful part of the game, rather than a rat race. This will be especially important on a high population server. And remember the costume hat idea? Now people can fight for the boxes that low level MVPs drop, creating competition over the usually worthless MVPs, and reason to go out and play the game. Particularly challenging content, like bio3, will be extremely difficult to clear if players are trying to kill you. This will encourage diplomacy and cooperation between players (as seen in sandbox games like EVE, DayZ, etc). Either you work with the other group, or you become rivals. This is good for the health of a server. The increased difficulty will also increase the longevity of the server by reducing the rate at which players clear the content and collect the gear. There's the other added benefit of making it more of a challenge to reach max level in places like Abbey3. You might want to turn on PvP in Thor1 for the same reason. Again, players can choose to work together or make enemies while leveling in these high level zones. And, again, the increased difficulty increases server longevity by reducing the average rate at which players progress. Finally, you can have mobs on PvP maps drop white and blue herb boxes, and spawn on timers. This way, players can compete for the resources they need in WoE, rather than grind for days. You can use regular white/blue herb boxes, or use WoE-only potion drops and have them drop in somewhat higher quantities. The more generalized the drop is, the fewer should drop, to have a smaller impact on the overall economy. Players who don't WoE can simply sell the WoE pots to WoE players, so they have just as much reason to compete for the mobs. Since the WoE players need these resources to win WoE, they'll fight each other for the resources between WoEs, reducing the boredom. It also gives every high level player a thing to look forward to doing: world PvP. Something that pretty much never gets old. Just make sure that the mobs are scarce enough that you don't make it too easy to collect herbs/pots. It's supposed to be a supplementation to normal farming, to make it easier in a fun/competitive way. This change will have no impact on low level players. I have seen this done and it works beautifully. If you're imagining constant fighting between players on every MVP map, you're forgetting that there are dozens of MVP maps. Most maps are usually empty, especially at certain times of day. You will probably need to turn off teleporting and memo on non-dungeon maps to prevent things like champs from running in with asura in relative impunity. As far as players who are disinterested in PvP go, remember that there are instanced dungeons now. There are also dungeons in which it's highly unlikely that you'll run into other players due to quest requirements: Thanatos, Vesper, Ktullanux, probably a few others I'm forgetting. You could just turn PvP off on those maps for that matter. You also have the option of disabling PvP on some other MVP maps if you feel that's necessary.
If you go with my last suggestion, I'd LOVE it if you simply don't include BGs on the server. In my opinion, BGs are a terrible and trivialized bastardization of RO PvP. They're tedious and unfun, and unnecessary when you have world PvP, a PvP room, and WoE. However, if you're going to include BGs, then:
Allow players to choose which team they join, so players can actually play with their friends.
Don't disable skills like body relocate in the BG.
If you don't make whites/blues easier to obtain on the world map: Allow consumables for WoE to be bought with BG badges. I know this is literally 100% contradictory to what I said in the first suggestion, but you need to understand that there is a community of WoE players who have been going server to server for years, WoEing. If you don't add easy ways for these top WoE players to get white/blue pots, they won't play the server, period. So either you need to use my suggestion of making white/blue herbs easier to obtain on the world map (or from PvP zones), or make it so you can get them from BGs, or something else. But the bottom line is that you need to have an easier way than normal to get whites/blues for WoE. This is a consequence of an aging playerbase and is unavoidable. That said, don't make it trivially easy. That destroys the economy. You have to strike a balance, and especially make the resource TRADEABLE.
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