Split them apart and the never learn to work together.
Anyway back to topic.
Give meaning to the fame with civs and tribes, besides the slight change of trade with vendors. For instance, more information about them when certain (positive) fame points are reached (in ency. or when selected on the fame window).
Make goo "real", we can drive it back by harvesting or by other means. Goo creatures for those tasks that have them as target. Other effects from goo than goo damage, so we have some risks in fighting it.
More dangers in kitin invasion (or any event). If they attack Jen-Lai again, it could be lost and would have to be retaken (long campaign).
Yes I know, we could loose "toys" and that can make homins very unhappy, but it makes it more worth it in the long run if there is depth to it (and the saga of reclaiming what have been lost).
Remove the civ/faction requirement on guilds. It makes no sense at all, and is purely disruptive.
Quests, yup you heard me, quests. These are for people (like me
) who likes to explore and/or find out as much information as possibly.
I mean quests as in the "classic" sense, no information but the "goal" is given. One have to find all the clues/information by exploring, talking with others (NPCs, players and maybe even special event chars (dreaming I know)). Sorting out info given (there must be misinformation or none related info), deciding what to do to progress. No easy, click here to progress options.
Rewards should be something one can take pride in, and related to the quests (and if you make a quest for the Sword of Uberness, make it unique (as in only one sword can exist per shard)).
Roleplay/playstyle flag (title based?). Maybe with a field added where we can write some info.
And of course any of the other good suggestions in this thread.