How do we feel about how the players treat our creations? Nice question. When I make areas, I tend to try and spy on the first few explorers and to me the reward for building the area is the reactions I see in those players. The occasional "wow" or messages to other players to come and look, or the laughing are what make the weeks of design, describing and coding worthwhile.
The downside is when people walk all over it, treating areas like a sequence labelled A, B, C rather than something with an atmosphere. It is bound to happen after a while -- people get familiar with an area or a "run" or a quest and they shove their character through the motions without feeling. I tend to get emotionally involved when I create areas and all the creatures have characters
I was particularly fond of my cave trolls. In my imagination they are trolls, and when players treat them like ***xp -- like numbers, that is a downer.
That's about it really -- atmosphere *is* very much dependent on the players, however hard we try. We try to set up an alternate, consistent world rather than a game, but it's always possible for players to ruin that and simply focus on the numbers that are necessarily in the code supporting it all.
I'm sorry I've not been around much at all. A few things happened that put me off communicating with players for a while and I don't have any spare time to complete my building work. This wil change in the summer.