Originally Posted by
Hawklaser
It is equally not a smart business move to rely on your new players having to have veteran assistance to be able to enjoy the game early on, when most decide if they will keep playing or not. The key is not designing content for either new or old players, but for all players. If you only keep designing new end game content regardless of how accessible it is, it does nothing to ensure new players reach said endgame content.
Something that would work well for an expansion that would appeal to both new and old players, would be an expansion with a couple new jobs introduced, maybe even basic jobs instead of advanced, with an engaging story line and rewards that improve with level that are also tied to the story. Say for example something like Rajas ring, but the level cap for its improvements are tied to how far in the story you have progressed. Using Rajas and CoP mile stones as an example. Say lv 30 Rajas after beat the first 3 promys, lv 40 after Ouryu, lv 50 after Vazhl, and lv 65 upon gaining Sea access, and level 75 when completed. Keeping the variable stats and level 30 equip requirment for all stages, but having an initial reward being available early on instead of only at the very end.
Or even taking stuff introduced in SoA for end game, but also having some smaller and lower level ones scattered around elsewhere that newer players could do to start earning bayld and plasm without having to be rushed up to 99 to participate.
The overall point is, new players need more than just leveling to do in that crucial newbie stage where they decide if they want to keep playing or not. As remember they only get 30 RL days of free play time, not 30 days of actual playtime, so depending on their schedules and other commitments, you could be looking at less than 3 days of play time to actually hook them.