I rarely make commentary on this forum, but given that this thread resonates with some of my own views and for the simple fact that leadership is acknowledging their own mistakes and willing to take appropriate action to redirect themselves for the betterment of the community, I want to interject with my own opinion and hopefully you will make of it what you will.
Since 2016, I have continually monitored the state of factions/survival on this server with each new map, new event, and new update that has unfolded since. I did so with full intent and hope to eventually relocate my own factions/gaming group to this server. Albeit, I never did.
The sole reason being due to the passive, rather sleepy factions climate and weak raiding system that this server has implemented for years. The raiding component of gameplay here, in all honesty, is a joke that quite frankly needs substantial restructuring. I can attribute my underlying reason for not moving my team here to the raiding system that is currently implemented, in which pvp is practically the only combative aspect of gameplay, while looting, limited insiding, direct warfare, and true raiding by means of destroying enemy land would rather be set aside and fully banned as a whole. Perhaps, the concept of raiding has been misunderstood by game staff for some time, which in my opinion has made for a very controlling demeanor and rule-demanding environment by game staff with little self-determination for the Survivalists and factions, especially in terms of combat and warfare. To put my observations mildly, it's as if Survival has shifted from a battlefield in its own right to become a cushy playground for children screaming the game isn't fair, leaving behind little room for excitement and incentive for new factions-oriented players to join the community.
Regarding the concept of peaceful factions, I believe it has potential with room for adjustment. There must be some form of gameplay interaction between peaceful factions and hostile factions that draws the two together in some way. If the two remain as independent, with little to no interaction, that can lead to more of the same unhealthy, sleepy factions demeanor we've seen in the past. Survival gameplay is meant to be a continuum of player to player interaction, whether it be peaceful or hostile. That is the quality that attributes the 'alive' factor that the community very much needs. With the current size of the playerbase, I've also noticed each map that has been released is simply too large. Maps, especially those involving combative interaction, should be kept intimate to allow for that interaction between neighboring factions. For a very long time, most factions have chosen their own roomy and independent space, nestled away never to be touched again. There is really no competitiveness whatsoever when it comes to claiming land. There are no special landmarks or resources in the map that give factions a reason to vie against each other for a specific spot. And with factions spread so far from each other throughout the map, interaction rarely occurs unless its between rivalry factions that have a long history. Most wars are attributed to rivalry and history, and although that is interesting to a certain extent, wars should also be attributed to everyday interaction that occurs between hostile factions during present gameplay to make way for new wars and new rivalries, not the same old same old.
If peaceful factions are going to be made a key component in the future gameplay of Survival, then what's to prevent all factions from becoming peaceful, thus putting an end to the combative element of gameplay that has been depleted in recent years and factions experience overall. Players must be given some incentive to remain as a hostile faction, a balance must be found between the two in order to keep it interesting. Since the underlying motivation to bring back peaceful factions is to draw in players to Survival, particularly, those who are roleplayers or may not otherwise find interest in Survival, I believe that hostile factions should have an incentive towards drawing in the more combative, pvp, and factions-oriented part of the playerbase. This is where the rules and gameplay system for hostile factions can be reworked and a balance between peaceful and hostile can be found to provide a more enticing atmosphere, if you're wanting to draw in new players. The way in which raiding, wars, hostile events, and combat operates can be revamped and reapplied to hostile factions, in a way that provides a unique experience more accommodating for the factions-oriented and pvp community, but also in a way that does not directly impact peaceful factions, for those who want to remain as such.
Personally, I feel as though if we're going to have a factions type that is more hostile and competitive in nature to spice things up in Survival, we need to empower them with the ability to do so. Chest looting during wartime should be more permissible for hostile factions, as that is a key component of raiding itself. Also, the ability for enemies to partially destroy one another's property through TNT and fire when a war declaration has been declared should be considered, in part to make gameplay on the combative side more interesting, especially if MassiveCraft is wanting to compete with modern servers at all. The bottomline is, raiding must be reworked and improved to better serve the factions-oriented community. In my opinion, that is what makes it interesting and alive again, or at least gives my team incentive to start playing. Drawing in new players seems to be a focal point here and whether you agree or disagree with my assertion, I'm providing you with what that takes and a perspective that many potential new players share, so agree or disagree, I hope it can be made of use when it comes to determining what may draw in new players.
With all that being said, I'm very optimistic that the gameplay staff have been given incentive to adequately change aspects Survival, I find that very reassuring and healthy for the future state of the server. I know this particular perspective may not be the most like-minded, but I do believe it is a true and honest outsider point of view, and especially one that may need to be taken note of at such a critical moment in the gameplay development of this community.