Decided to work this into a full-blown suggestion.
New players try out Istaria from time to time, but many of them move on. People focus on what's wrong - the stuff that drives new players away, like the loading screen. While that's important, new players don't experience much of the best parts of the game. Give them good reasons to stay around, a taste of what will come when they play.
There are a few things that really set this game apart:
1) Dragons! You can be one, and fly! Woohooo!
2) The flexible crafting, especially customization of gear and spells in useful ways, using techs.
3) Crafting community structures, or your own home plot.
4) The multischooling available to Naka (bi-peds). Most MMO games have very rigid classes, and not a lot of options for meaningful (non-cosmetic) customization.
(I originally put community in, as well, but good community is not unique to Istaria. )
5) A dynamic world, where the story events change the world.
How much of these things do new players really experience? These are the things that keep us here, or get us to come back. If new players get a good taste of these things, rather than just learning that they will come after many levels, they will be more likely to stay.
Here are some thoughts on each:
Dragons:
Every new subscriber can try out a Dragon, but hatchlings can only glide. Gliding is not terribly satisfying, unless you get a good long glide by finding a nice cliff, or a tower. How many new hatchlings get to the top of a tower and glide off before they quit trying the game?
I've played many MMOs, including Aion (flight is a big draw for that one). Istaria's flying stacks up well against Aion's. Here, flying is unrestricted, there, limited to the PvP zone and a few towns. Here, we encounter no borders, there people hit zone walls. Aion does have flying monsters, and flying resource nodes. That doesn't make up for the restriction, IMO.
Hatchlings don't get much experience at flight. Give new players the thrill of floating over the landscape! Put a tower on New Trismus, Genevia, or near Kion -- somewhere new players will get to. If it's useful to climb the tower to glide somewhere, all the better (Kion or NT).
Flexible Crafting:
New players learn a bit about the crafting system, enough to give a hint, but its beauty stays hidden. New players do not immediately get how great teching is, and perhaps don't understand for a long while (like maybe when they ask the question "why am I having such a hard time leveling in my 30s?"). New players struggle to do effective tech crafting, even if they sense something great, because techs are rare and getting the right tech bits as drops is very hard for them.
The crafting boons make it easier for crafters, because you don't need the tech bit drops. Can we get something like those for adventuring?!? (lesser, broader bonuses that do not require an ooky bit from some creature).
When I returned, finding that my obsolete ooky bits became 'wild cards' delighted me! Please make 'wild card' tech resources a permanent part of the game (but not as drops!). Put in a beginner crafting quest that gives a reward (say, eight tier 1 wild card tech resources) that the new crafter can exchange at Nadia in Bristugo (or better yet some new NPC like her in New Trismus or Kion). ( Putting them in as drops will just create a new kind of money, not a good thing).
Crafting structures
Players don't get to this 'till their 30s or so, and it's one of the most distinctive parts of the game. Please, please do something to make this wonderful activity something new players can participate in, at least a little!
Add a small 'town council' plot to each of the newbie towns (NT, Kion, Sslanis) with structures that new players can improve. Add a new structure to the plot from time to time as the old ones get built. Put in one (maybe two) journeyman crafting stations, to a)help with the levelling grind and b) give a hint of what players can find if they explore the Istarian player towns. For Dragons, make the hatchling gliding tower (see above) a player-buildable structure.
Multischooling
Playing an Istaria biped feels so free compared to the straight-jackets that most MMOs impose. However, it's complex and poorly documented. New players get baffled by it before they can figure out what will work well, or they wander down a path that bogs down their character. It's easy to make mistakes, like abandoning the Cleric school while planning to keep Druid, or adding so many classes that you grow at a snail's pace.
Some people enjoy a daunting challenge, but many will just avoid it or worse, quit in frustration. Provide more guidance.
1) A quest that requires new players to briefly multiclass. This should show new players that:
a) Magic and weapon skills can carry over from an old class. One of the Gift spells might be perfect for this, or Swift Feet.
b) More classes raise Adventure level, and slow down XP gain.
c) Mastered abilities stick around even after you switch schools.
2) Clear signposts to the quest in Dalimond bay that drops an adventuring class.
3) When players start their first intermediate or prestige school, the school trainer shows them the range of skills (weapons, spells) that its followers can use even though the school does not train them (e.g., Rangers and Storm Disciples can use Life, Blight and Spirit magic, not just Nature and Augmentation).
Dynamic World
How dynamic a world do new players get to see? Not much, and they're probably not aware the game provides (provided?) this kind of thing.
Dynamic world stuff seems a one-shot thing, which makes it hard to justify effort on it. A cycle of events might be justifiable - something that unfolds over a year. Something like an annual invasion (migration?) of Oastics or Ruxus that destroy some player-buildable structure(s), and the aftermath of dealing with it? A cyclic series of dynamic events could be tweaked and re-used, so that developers don't have to spend much extra time if any. And older players would anticipate and plan for it!
Dynamic world events thrilled me in Asheron's Call, and I still look for it in every new MMO. I know the resources for this kind of thing are small to nil, but please consider it.
Coda So much of the unique and interesting side of Istaria can only be experienced after a big time investment. New players will be more willing to stay if they get a bit of that experience. Those experiences foster the fun of the game, and chase away the feelings of old-school MMO grind.
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Thorncloud Moonskimmer, Dragon, Order
Tamlis Askereth, Saris dabbler, Order