Quote Originally Posted by Garlyle View Post
The trick is that incentives can backfire. To really make a 'valueable' enough incentive to push people to make that difference, it needs to be an incomparable, exclusive incentive. Things like "extra tokens" or "added drop rates" aren't really going to do the trick, because the fact is you can (usually) farm far faster and effectively with experienced players. But giving, say, "hey you can get this exclusive mount for being in x parties getting a new player bonus on [content here]" sounds great until the part where it A. rewards clear selling groups for amping up their activity, and B. can open players up to a lot more frustration they would otherwise do their best to avoid, which can translate into them venting that frustration on new players.

This isn't to say it's bad. I would not mind some stronger incentive than a bit more soldiery (something experienced players are already probably sick of having capped out). Although, keep the soldiery bonus - it's actually great for the new players. But curious that the intended incentive for helping new players actually helps those new players more than the veterans.
It just needs to be more specific. eg

1) DF only ever places one player in need of a clear in the party, instead of sometimes half the players needing a clear
2) DF places players who do NOT abandon parties in higher priority than players who have abandoned parties in the last 30 days.
3) Rare drop is only awarded if the player needing the clear is pulled from DF, not PF. So in a sense, pre-form a 6 or 7 player party and leave one or two slots open, and then pick Extreme Primal or Coil turn that you want the reward from. Thereby selling groups can not "sell" a clear and get the reward because the player who "needs" the clear can't be part of the preformed party.