Eh, I'm big on RP and am all for seeing more of it, but I'm not a fan of RP points:
I don't like the idea of rewarding RP in the sense you've outlined. What do you count as RP for the purposes of gaining experience? Does me saying "Meat for your pack" on Ithaqua's CT get me points? Does me having a nice RP chat just using says get me anything? Does me taming pets because Zerin's one desire in life is to be a Pokemon master get me anything? Too hard to manage.
Rewards based on custom emotes would be pretty easy to game as well, defeating the purpose. What's stopping me from getting my buddies to just spend an hour spamming emotes at me? What's stopping me from just walking into random rooms, spamming some emotes at people I don't know and then leaving? I can't see this working at all.
I think "rewards" (if they are needed) should be done in the way they used to be: "Gods" (admin now) can offer rewards when they see interesting things happening, e.g. random cosmetic items given out if someone hosts a culture event, or a drinking competition, or Ithaquan story-time, or whatever. I have memories of the Gods (Shallah or Epiphany? I forget) popping up in Antioch, and doing stuff like "bring me an item and tell me what it means to you, most interesting thing wins.". I remember RPing around that smelly orange cat in Antioch - Now I have a perfumed orange cat in my kennel because I sprayed it with something to make it smell better. I really liked stuff like this. It was personal, it was fun, it was different and it was optional since it was only cosmetic items that did nothing - I'd much prefer more of this than yet another mechanism to easily gain experience that I don't need.
On the flip side, I'd like to see people being warned and punished for obviously violating RP. If this can't be monitored by admin, then some sort of system to flag people - not issuing though, something more... minor? If you talk about LoL at the Spring, that's a paddlin'. Etc, etc, etc.
I run my shop just for funsies. I never expected to make money which is why I chose to invest 200k gold in a city shop, rather than like... 400 credits (or however much tokens are now) into a token-shop. On that note, what I wouldn't give to have things easier to organise, and easier to price. I would love a pre-set price thing. Maybe this exists now... I don't know (If it exists now, please tell me how!). But when I run out of say, leathergreaves, I want to just be able to put them back on the shelf and have it remember the last price I sold them at, instead of me having to manually price them with price all leathergreaves 2500.
I don't think anybody took anything out of context, it was a legitimate question I had! And now my question has been answered, so that's all I really have to say on it. I think this is a good thread, to clarify some common issues. I don't think anybody really needs to get defensive about things said on here.
Maybe we could try introducing more of the "fun" things into the newbie tutorial. Liiiike, pets/Taming, even if it's just a dog that follows them around and does nothing.
Maybe they can sample some of the classes before having to pick one - I know they can sort of do this already, but I was thinking more like the Elder Scrolls intros.
I agree with the others who are saying that there isn't much introduction to lore. That said, I hardly even know what the lore is, anymore. So I'm not sure how to fix this.
Also, making sure the HELPs are all up to date. I made a newbie once in Achaea (I think), and half the commands in the HELPs I was directed to didn't even exist anymore. I dunno if ours are as bad as that, but I'm sure we're a bit of date too.