i posted this as feedback on the beta forum might give you a view on how it is now
ok long post sorry i will try to put it in sections
general remarks
This new update was there to made the game more attractive for newcomers, and to be a bit more challenging for high ranks, as well as fixing some unbalance and bugs. And lastly making the game more rewarding for most active players. Since its still in testing and stuff can change, i can't give a final judgement but so far i think it failed its goal and will make the playerbase decline further instead of growing it. basically because the core of the game got removed(in my opinion, logging in a few times 5 mins a day and still be able to do the quests, tasks and be competible)
new job system I length of jobs
The new update on beta made every job 1 minute or more(except those 4 tutorial jobs). which is better then the old system, however many jobs are sitll between 1 and 10 minutes, and basically the only way to do them is to be online and keep clicking them to start again, even with automation, where in the past you could just schedule your entire energy easily, now even with automation you can only schedule a small part of it.
You can say well do long jobs then, however thats usually not an option since quests will demand you do certain jobs 20-30-40-50 times easily. so you are forced to do those jobs a lot, and its more common then uncommon that you need to do those jobs en masse, so like pointed out in the introduction this will make those not able to be online all the time(a vast majority) and who enjoy the game for their low pace simply can't complete quests anymore, or really compete with the ''click monkeys''
I think if jobs have a minimum time of 10 minutes this can be somewhat adjusted(as well as a minimum of 4-5 energy per job).
Job system II droprates
Ok the link below shows the # of products you get per 24 energy spend on a job on average, first column shows the old situation, and the 2nd column shows the situation atm in tw.2(new jobs all got 100% drops so aren't enlisted) these figures are for non premium income, colours quickly show if it declined or risen
https://docs.google.com/spreadsheet/ccc?key=0AgsVg2WqQXEzdFY3dFd0b0xvU2g4c0QwQk1ORmxoUUE&pli=1#gid=0
As you can see is that easy, low level jobs yield many many more products now, which is not weird, since they wanted to make this game easier for newbies\ low ranks, and that higher level jobs generally aren't easier or even harder to find products on is not a bad thing either since it makes it more challenging, and building windmills gets even more frustrating then it is so thats good.
The problem is that droprates simply went over the top, remember these are figures for non premium users, and even high levels need many low level products, since they are so darn easy(and quick to get in low level jobs) low ranks can't earn money on em again since people will rather get em themselves. so i think atm these rates are to high, and for most jobs should be closer to the old rates, though some jobs like rafting wood could really use better droprates.
The last problem you get is that some jobs got a high level equivelant, for instance coal mining has dig rare gemstones as equivelant, as you can see its now much more rewarding to just do coal mining, so you are stupid to still dig rare gemstones, the job might give more money and xp, but products are the best source of money so i doubt many will do dig for rare gemstones(also you can get tons of coal in 1 hour(12 times coal mining) why spend 2 hours on getting 1-2 coal? same applies for breaking in horses and stealing horses. or for building palisades(the 4 products they drop all got a huge improvement in droprate so easier and faster to get from those jobs)
Job system III new danger system
The new danger system no longer gives a fixed amount of damage, but does a percentage ranging from what i saw from 1 to 30% (green jobs are safer then red jobs). the though behind it i like, the problem behind it is that ''newbies'' will experience greater trouble with it then experienced players, and that the damage rates are to high even on jobs i got +100 lp i still got easily +20% red damage range, and thats quite a pain if you need to do it 30 times for a quest, cos you will be knocked out before you reach half.
Most newbies don't got towns, or banks etc, so getting knocked out on jobs will make them lose all their money, also townless people will have that problem. This is extremely discouraging certainly cos as newbie you really won't know that. see jobs like transport ammunition ofcourse its dangerous, but i think the max percentage should be 20% of health being lost(heck i even lost 10% on green jobs) but also that the probability of getting damaged on jobs should be much lower, max 20% or so on any jobs, and that is lowers faster with more lp in a job(which it barely does now). since this danger system is a huge nuisance atm that will not make anyone happy.
Job system IV and motivation
The new update makes motivation drop slower now which is an improvement, however with the insane quests demands of doing jobs 20- or even 120 or 240 times, it still drops really fast relatively, for the simply reason you need to spam such jobs. and will end up at 0% fast enough! this should either be fixed by dropping motivation on those low level jobs even slower, or by maybe adjusting quests.
Quests
Like mentioned a few times before above, those new quests are insane, its mainly due to the new job system i guess. but doing this job 20 times that job 40 times or that job 60 times are just insane demands that a regular not clickmonkey player will struggle with a lot and will simply give up since they keep on coming and aren't exactly getting less clickmonkey style. like mentioned above if the fastest jobs are like 10 minutes instead of 1 minutes, also the demands for these quests can be lowered with a factor 10, which eventually will increase the playability for all, and still is rewarding for active players!
crafting
ok i haven't seen how much the higher crafts cost now, but i noticed as low level saddler on enewetak that some crafts are a tiny wee easier, which is a good thing. however in combination with this new job system keeping in mind the old requirements for crafting is completely disbalanced. To put it more bluntly a blacksmith can be level 600 in a month where others will be struggling to maybe reach level 150. Smith was already by far the easiest craft to get high levelled in, but now its insanely easy. let me explain. Though most low level crafts -50 got easier for all crafts, blacksmith is the only craft that actually also got easier up higher up.
basically a smith needs, coal, granite, iron, barbed wire, wood, hammers, saws, sledgehammers. basically all except iron mining yield much higher droprates atm, not to mention that all atm can be obtained into 1-30 minute jobs, and all are easy for every low level to do. the outside crafts blacksmith need are just the few crafts that actually got easier on other crafts, like resin(jugs got much much easier) and charcoal.
Now look at the other crafts, for a cook who needs easily 700 steaks to get to level 600, that product is a 1 hour job with a lower droprate per 24 energy then before, not to mention the vasts amount of rum(high level job with much lower droprate now) crabmeat etc. The only positive thing for cooks is that they if premium energy and income activated have acces to unlimited energy(reported as bug yet with the update today the drop chances for tomatoes and beans even got high). Just to explain invest 72 energy in getting tomatoes and beans, and you will get enough of em with current droprates to get easily 90+ energy back(given your prem income and energy).
and despite easy hams cooking got much harder
Now look at saddler, on first glance it got a bit easier, but no way you will get to level 450, with digging for rare gemstones gotten useless and the already low droprates for uncut ruby's and uncut emerald on that job, good luck with 25 of both to get passed there. not to mention saddlers really need many outside crafts that aren't the easiest to obtain
Lastly the craft thats already insanely hard. Tonic peddler, to be a high level peddler you need to do already about all of the hardest jobs in the game, with low droprates, for instance to get really high you need atleast 50 peaceflowers, with the new job system to get those, you need 500 hours of freeing slaves, thats prolly more time then getting all your products to get to level 0 to 600 on blacksmith, not to mention peddlers need, rum, roses, lotus flower, spikes(ok those got a bit easier but also a 2 hour job) so besides already having to do the most hardest jobs in the games, most of those products will take more time to get then now already.
I hope its clear why this new job system totally distorts crafting which wasn't balanced in the first place already (you need to spend a fortune on products on peddler for a level 550 craft thats basically a baked beans+pipe brush, hurray).
final conclusion
i like the new map and the effort of getting activity rewards as well as making it easier for lower ranks, and heck i actually like this new job system with clusters. but these really short times, and weird droprates totally mess up the core of the game and in my opinion will actually scare many away instead of getting more players.
Sorry for the long post but just my feedback so far, with a few suggestions