I didnt know where to put this and since I feel its very much bugging my gameplay up. I placed it here in the end.

This games crafting system has an insatiable demand for materials. For example, getting 10 sheets of Velveteen cloth, you need 2x Diremite Webs, and given that most clothes takes at least 1 yarn and 1 roll of cloth, thats 3x Diremite Webs per clothes. This requires you to hunt an incredible amount of mobs to get that, or pay a ridiculous amount of gold in the market ward, which does not nearly amount to the amount of exp gained or the amount of gold acquired for selling the end product.
This problem is mainly due to the fact that the Diremite Webs is used for level 25 crafting, and there is like 10 spawn points for level 25 Banemite.
There is ALLWAYS at least one 30+ character farming webs there and a level 25 character have no chance in hell to get nearly enough webs to level with.

You SERIOUSLY need to consider adding more mobs or adding channels so you can change channel whenever there are too much people in your area. This problem was present in 1.x too, only 1 place in game where the mobs spawn and 10 people in queue for killing them.

With 2000+ players, 10 spawn point is not even close to covering the demand for material, given the retardedly low drop rate of the items in question. I've found it nearly impossible to level any crafting class above 20 that requires items not available from regular NPC vendors.

Please Solve this issue, which very well relates to your congestion problems.
The small areas this game offers might be enough to support 1/10 of the players currently online.

This issue holds for any crafting class requiring mob-loot.

//Angry regards

PS. A single level 25 gladiator can easily keep active with 5 spawn points at their current rate. (Level 25 Diremites)