Now that I've poked around a bit in beta, I'm ready to offer some constructive criticism (as well as some praise. You're welcome to read the positive bits, too)
1. Talk about 2.0 'killing the game' is silly. Experienced players were leaving ALL worlds much faster than new players were replacing them. Small fixes might have slowed that trend, but they never reversed it. Will 2.0 rejuvenate the game? Dunno, but doing nothing would have killed it.
2. Chat. Nice to have rooms separated. Also nice that each player can choose where to place the chatbox. Those who like it at the bottom of the screen can do that. Now that it is 'three dimensional' (you can see chat while fort fighting), I see no downside to this feature.
3. Job times. Jobs have always been farming operations. Nothing new with that. Different job times give players something more to consider when planning their day. That is fine, too.
4. Job danger. Let's face it, all kinds of work in the old west were dangerous. Making new guesses about how dangerous an activity adds a new level of guess-work. It makes the game more than just 'statistics.' That's fine. However, I fear that innogames will not get as many people paying premium if the risk of dying in the middle of an 8-job queue is 'too high.' And I think it is too high now. My little 370 hp guy died in just 4 lumberjack jobs. Twice. That guy's gonna think five times before paying for premium.
5. Lumpy danger / drops. Despite my concern about danger just above, I think it is great that drops and danger are 'lumpy.' If a job posts '25% drop rate' this does not and should not mean a player has a one-in-four chance of getting that product. It does (and should) mean that the player has a 100% chance of getting 250 products after doing the job 1000 times. There is a difference, and the devs got it right.
6. Item/gear drops. Devs and mods have posted that they want to keep the game interesting by having surprises. Item/gear drops are one kind of surprise. The almost universal response from players (as well as my own experience) is that these drops happen much to rarely to affect my gameplay. I don't have the sense of anticipation when I'm about to read a job report in 2.0 that I have in 1.36, where drops happen 'often enough,' for me, to be interested in seeing if I've gotten something. Losing that excitement is, for me, a big loss. It turns the game uncomfortably close to pure farming plus fort battles. If there are other elements of 'wonder,' I have not come across them yet.
7. Daily quests. I am still too small (level 18) to see the daily quests, but I understand that they have gotten more complicated. I would understand this if the goal was to make bonds 'more valuable' (harder to get), but since fort fighting bonds seem to be easier to get, I don't quite see the point. This is a personal frustration for me because I have been working patiently (aka farming) for the last four months to get that darned ostrich. I WAS on track to ride my new ostrich in the Easter Parade, 2013. Now I worry that it might be closer to next Halloween. In addition, more-difficult daily quests (which give xp) seem counter to your goal of making leveling-up more easy (more xp given for fort battles and jobs). New rules will surely shift player strategies. I don't see the point of the daily quest tweak. It seems to go against the other incentive changes that have been made.
8. Crafting. Many recipes have gotten more complicated, requiring more ingredients. For example, 'before' I would need one fools gold to make a pyrite disc, but now I need four. For players who have not started, this particular (fools gold --> pyrite) change is irrelevant, because fools gold is FIVE times easier to get in 2.0. But for current players, the change will nerf the value of their inventories. My fools gold just lost 75% of its value. (I have not checked this carefully; it MIGHT be that things average out. Some items are harder to find in 2.0. Whichever of these I happen to have in my inventory will become more valuable...).
9. Fort building. In other ways, 2.0 makes the game 'faster.' Why are the new fort building requirements so completely different? If an alliance starts gathering materials on the day 2.0 is released, it will take 12,600 HOURS for them to get everything required for a big fort. Fifty motivated players could do this if they worked 2½ hours EVERY DAY for 100 days. If an alliance started gathering the items that are easier to find in 1.36 (confed. flag, iron rods, maps, nails, oil, planers, post horns, rounds, ships bells, toolbox, union flag) when the announcement first came out, they could have saved themselves 3850 hours of work, all told. For ONE big fort. Here's a suggestion it's not too late to impliment: devs-mods have suggested that fort-owning towns will get 'something' as recognition of their fort-owning status. Make that 'something' fort-building supplies, and lots of them. There is no guarantee that these towns will be able to build their own fort if other towns beat them to it. And there is every guarantee that whomever builds a fort will, once in a while, lose it in a battle. And that's exactly the point. Get the materials 'out there' in circulation, so that there will be some forts worth attacking. Heck, make it fun and provide a chunk of barracks materials. That would give the fort owners extra incentive to go out and find materials to build their own defenses.
10. Fort Battles. I am very excited about fort battles in 2.0. The new battlefield on its own offers the chance for new and fun attack (and defense) strategies. And this battlefield--at least for the first year--will be 'dynamic.' Every time a new level of defense is built, both attack and defense strategies ought to change. Somewhat. And, frankly, I am skeptical that, as a group, the players in this game are capable of keeping up with and adjusting to the changes. Very-old timers--who were here when the current forts were built--would know. But I, for one, am looking forward to new battle dynamics.
11. Game rules. This is not a part of the 2.0 update, but one source of frustration for some players is that the rules, as written, diverge sometimes dramatically from the rules as interpreted by the moderators. This can and has led to some unfortunate outcomes. Developers or other wise people would do the game a great service by looking once again and ensuring that they say exactly what they are intended to say.
Will 2.0 Fly? I don't know. If I'm still here in January, trying quixotically to breed an ostrich, you'll know that the changes were 'good enough' to keep me interested in the game.
chot.