Thing is its an MMO. What do successful MMOS need? A big player base. In order to have dynamic/player driven economies you need big/ mature player base. I shot you and stole your 10mm istol and scorpion tale for da lulz is not my defenition of maturity.
And you see thats the problem with things like full loot drop. It serves only to encourage pvp retard happy trigger pullers while it turns away most of your "carebear" base. Without the "carebears", the game becomes alt city because nobody can trust anyone else. People who enjoy mining/crafting have to deal with endless coooldowns cause the devs would rather FORCE players to earn loot the CS, Rogues, TTTLA way by imposing pvp importance. I don't see any cooldowns for shoot in the eyes and steal BA technique.
Even if someone was on and was willing to trade with you, you have to rely on a car (and have a parkng lot ready) or have high OD, (which most power PVP builds ignore). Otherwise travel in the wasteland is too harsh to risk (another retarded wasteland is harsh for da lulz example). I can see the allure in having a mature MMO with real choice and consequence but having real life players ruins that completely. I mean look at endless suggestions about RP in unguarded towns and the like and everytime its shot down by trigger happy fuckos
What Fonline needs is a balance between WoW and EVE online. You can have PVP/FLD flagged on in certain areas but you need to have safe zones to conduct the day to day actions of civilisation. You need to give ALL guards 9999 HP otherwise trigger happy idiots will slaughter all the NCR/Hub OldTown Guards. The devs need to eliminate exploits like shop shooting and suicide bombings. You need quests that do not require a horrendous amount of travel be it a car, OD, (or the horribly broken train schedule since you can't even move time or have accurate schedules).
Right now the best analogy to Fonline is a wartorn nation where the most psychotic fuckos rule the day through mindless senseless slaughter.