That's something we've been working on lately. A month or two ago, the only hostile animal around was the Rar. In the coming updates we'll be adding not only a few things for players to do around town (cards to play with, balls for sports, etc), but we're trying to devise something that not only gives people things to do away from home, but gives them an incentive to do so, while still keeping the open ended RP as part of the game. Replay value in Haz has been the hardest thing for us to improve, and any ideas are more than welcome.
Well, it depends on what the players themselves want.
First of all, there's the builders. There's a range of these. You probably have all those people building simple homes all over Newlands. You might've lost them with the totem removal. Up the scale, you'd have those people who built the cities on water. And then you'd have the people who love building a big structure that everyone can see, like Sappho's maze or that Mainland-Hazion bridge. If you want to please them, a bigger variety of things to build would be nice. Furniture, different wall types, etc. Things like making them harder to destroy (easier maintenance) helps greatly.
On the other hand, there are the builders who like to build things
because they like seeing them destroyed. B12 has a lot of these players.. after all, the philosophy around here is "
Losing is fun". It was why we didn't split off from Mainland when we realized that we couldn't build totems. Some of us enjoyed the idea of being besieged in hostile territory. The wipe (-totems, +wall HP) was pretty much the best thing you could've done for players who wanted this as it allowed some grander sieges.
You have the griefers/destroyer type. These are the people who get bored when not being able to find something to kill after logging on. At first thought, you might not even want them, but they are the standard RPG adventurers who look to break into a dungeon and loot it. But while they would be fun to fight off, there's generally nothing for them to loot and no nearby forts or dungeons for them to venture into. But it would make for some interesting gameplay to cater for them.
You have the people who join to RP, but they'll stick in as long as the RP is strictly moderated and as long as things are happening. Keep the political climate rolling, make sure people aren't being ganked for no reason, and they should be relatively happy.
And finally, there's the explorer/adventurer type. These people want something to find. They want a dungeon to crawl into, or somewhere far to explore to, and treasure at the end of it. It could be just some ornamental ring, or it could be a rare armor/weapon that does 10% more damage or something. I haven't actually found any, and there's no motivation to look for it, since many of the caves don't really lead to anything except more monsters.
So, in short, I think the best improvement from this point is if you could have is something valuable to search for or something valuable to craft. Or give some RP reason for someone to build a fort in a place that would be ransacked.