I have been asked a few times, what is the goal of this game? Well, the goal is to enjoy and have a deeper understanding, but given that initial question, I began to ponder it a bit. Although Flux is not really a kind of place where you do x then y then z in some particular order, as there are so many things to do, that I did create a mission list of some basics. These dont pay, they just prove that you did some specific action somewhere.
Some people do want to specialize in some aspect: mark in transportation, for example. I think he means transporting others, not materials, kind of a guide around the areas. lillia has expressed interest in selling things to others, and some want to get into energy production.
Since I fully support an open commerce model, you have to ask yourself this one question: what can I either make or buy at wholesale, something that other people want or need? This can include such things as weapons, armor, clothing, jewelry, a custom food shop, or information.
The social aspect has barely been explored so far, and with that, people talking and finding out what others might want. It could be something like, show me the cool places to visit, or, how do I complete this quest (though it might cost you part of your reward for hints).
This business aspect is in addition to the normal easy ways to make money directly, finding cash pouches, catching one of the catchme's, completing one of the scavenger hunts or Rune Gathering, or the Game of the day (GOTD).
I guess the point I am making is you have plenty of things you can do, although a decent understanding of Flux is needed first, before you try more advanced things, to understand the flow of things, and thats usually half the fun, learning how things work, and why.
I'm sure people will come up with things that I havent considered, either because they have seen it on another MUD, or its just something they like to do. I do listen, and some features have been added as a direct result. Crafting was one of these.
Final Note: it seems that once a player has seen about 500 to 600 unique rooms, they have seen enough (although still only 33 percent), to really have a feel for things. At this point, a player begins to understand Flux at some level. It is at this point, that people really seem to enjoy the deeper aspects of it all. I do still ponder ways to keeps things interesting for brand new players, in addition to keeping the intermediate and more advanced people guessing.
Dont be intimidated by the size of the place. If it was small and easy, you'd be bored in a few days and wander off. Flux was designed to keep you busy for years, a little bit at a time.