Thanks for your feedback, Chris. I appreciate every word people say to me about my game - good or bad, as long as it's constructive.
I really like the installer that I have set up. It's smooth, fast and easy to use for the end user (though it takes about an hour for me to create each time I release a build!). I am a fan of little polish touches like that. There's no account registration yet, though obviously in the final version you'll have to create an account to keep track of your characters and stats. It's not time for that yet, though.
All players do have the same name at the moment, because due to the absence of accounts and character tracking, there's just one character saved, and its name is SolodorPlayer

You can, in the released build, use "/name <whatever>" to change your character's name and that will show up on other clients.
It's very hard to get a community set up so that you can always log in to a common server and there will be people there. In the beginning, the number of interested people is very small (so small that you'd practically never see a single other person online with you at any random point in time). I'd really love to get even a small group of people who play semi-regularly. Communities build from those grounds. Still, we're not at that stage yet - I'm still merely demonstrating my engine.
I'm glad you like my main menu. It was a surprising amount of work to get the various menu transitions working as well as the animated backdrop (which I also think looks awesome). I like the end effect very much.
The music is all free stuff from around the internet. From memory, I actually don't think I placed appropriate credits in the current release, which I really should have done. Thanks for reminding me. Most of the music comes from Incompetech and Jamendo with a few random cues from other locations. Some of the music I have put together (that isn't in the current release) is of my own creation (I make a lot of my own music in my spare time as another hobby besides coding). We'll hear some of this stuff in the next release. I am still thinking of a system to use to prevent music repetition. World of Warcraft uses a system that I like, I just haven't got around to coding it yet: play a cue once, all the way through, starting when you first enter an area, then wait a couple of minutes before playing it again. It results in periods of no music, but that's ok because when it starts up again it feels like a brand new cue.
I'm pleased you like the event logging and hint system (which I call the Quest Log). I wasn't altogether sure my implementation was the best way, but it's great to know that someone from outside the genre fanbase liked it.
As to the action, most RPG's work this way - walk up to the enemy and then you stand in front of one another while you hit the appropriate strategic combination of abilities to win. However, in Solodor the whole movement system was designed with the idea of ducking and weaving in mind. It's not implemented yet, but I always intended from the get-go that battle would involve movement. As the game stands now, evident in PvP battles, you can dodge incoming spells fired at you from an enemy player. If you're quick, you can also duck back out of the way of his sword swing, too. I intend for fights with NPC's to work the same way. Right now they just run at you and stand there swinging their weapon like most RPG's, but in the future they'll move around and make themselves hard to hit with spells or swords, and you'll have to "enter the melee", so to speak, instead of just standing there, if you want to win. The movements during battle will be kind of akin to FPS, with strafing and dodging and perhaps frantic motion around the area while doing battle. I, too, think it'll be more exciting this way!
The Chat key is just Enter. If you type a slash it'll open up the chatbox with the slash ready to go for your system command. If you press Enter, the chatbox comes up without the slash, ready for a chat message.
I also wish I had a team of artists. I want to replace almost every piece of art in the game - it's
all placeholder art at the moment. Tilesets, characters, icons, interface, the whole lot. It's all borrowed from other places (as you picked, all the icons are borrowed from World of Warcraft. Everything else is similarly pilfered for the time being). I am expecting to have to pay an artist or two for this work to be completed, but I don't have a budget for this game (it's just a hobby project at this stage) so until it approaches completion and I have a community of followers to guarantee the games' launch, I can't justify allocating mortgage money to a hobby just yet.
Thanks for the stylistic advice. I think I'd like to add shadowing, but I haven't decided yet in what manner to implement them. Perhaps having the artist draw them directly into the sprites, or I could procedurally generate them if my engine remains efficient and I can spare the mainloop cycles at a minimum of CPU cost. The "Solodor" logo is my own creation. I really don't have any artistic expertise; the logo is merely a stylised font with a metallic photoshop filter and perspective skew, but I kinda like it!
The engine is not quite as efficient as I'd like it to be. One mainloop cycle requires about 33ms on my modest machine, which allows for my target of 30 frames per second. I'd like to get that down to around 25ms so that I have some spare processing time for visual effects like particles and various animations. Optimisation is difficult work sometimes, but an optimised engine allows for lesser machines to run the game and a wider target audience!
I am working on the story at the moment. I have a couple of ideas but I'm not entirely happy with any of them and still need a bit of work. We'll probably be seeing the quest chain demonstrated in the current release appear not quite at the start of the final game, but somewhat later, still close to the beginning of the game. The path I take storywise will determine what the opening quests will be like.
You mentioned scheduled events and villain spawns - I have plans for a feature I call simply the Events System, which I described fairly in depth in an earlier post. The whole idea of the Events System would be to create common goals for everyone in a region to do at the same time, to create an atmosphere of everyone being in it together instead of each player being sequestered in their own individual quest log and doing their own thing at different times, not caring whether or not there are other people online or not. I haven't seen anything like this in other RPG's and I hope this system will motivate people to play together and promote social activity ingame.
The client/server system is very complicated, as you've noted, and really difficult to get working correctly. I surprised myself - I was winging it for a long time, without a plan for my C/S structure, and when it became sufficiently complex and developed I knew that at some point I was going to have to go through the entire system and make sure everything was correct without overlap or redundancy. When I eventually forced myself to perform this tedious task (it took several entire days to get through the entire gamut of netcode) I set out expecting to find dozens of errors and overlaps. When I was finished combing through the sum entirety of all the netcode, the grand total of errors I found was zero. I hereby claim a brag point from the programming gods - I successfully created a full fledged client server netcode model on the fly without a plan of any kind, that turned out efficient, clean and correct, without bug or error - and for a fully developed MMORPG, no less. I think I get to take a bow for that
As an aside: The client/server model isn't local at all, as I think I'm reading your comment. It is fully functional over a network or the internet, as long as you enter the appropriate IP.
The chat bubbles are not variable in size, and they do stay up for too long

They are both items on the to-do list.
Thanks again for your comments, I always enjoy hearing them!