Someone stated before about UI problems.
-- Perhaps adding a new default UI setting (defaults.ini) via the patcher and have an npc in the tutorial explain how to copy/ paste others into their current character UI file? Perhaps even add in some of the more popular UI themes (with UI_creator's name.ini as the copy/ paste file) created by folks on here with examples of each. *one more contest for folks to win fame with?*
I am sorry, but having an NPC in the game explain how to copy/paste UI files is a horrible idea. I understand the need for a tutorial but that should belong in a ReadMe file or something out of the game itself.
Things explained earlier in-game.
Have an npc/ multiple npcs in the Tutorial that:
-- gives hints that there might be foes you wish to try that are protected from higher players. (Adepts, of course)
-- talks to you about adventure bands and their limits/ advantages.
-- details specializations and how they relate to different classes. (perhaps allow players to advance to level 2 within tutorial for the first 10 points to practice)
Definitely a good idea to have some explanation of these features in game. The challenge is that you don't want the Dream to be long and filled with an overwhelming amount of information for a new player. I mean this is the first thing a player sees when they log in, the last thing we want is for a new player is to be bored walking through the Dream.
--Expand town criers to check player's levels and recommend zones to hunt in accordingly. ("You look like you would be of great assistance to Soandso in Somezone!")
Not a bad idea and probably an easy thing to implement. May want to restrict the zones that a Town Crier recommends by zones that are near or semi-near the town.
--Yeah, MoP makes it super easy to get to places. It's also just damned annoying to most everyone. It lost it's fun flavor after the second or third time you run through it. I know it shouldn't be super easy to get everywhere, but honestly it shouldn't be so dang annoying. One good way to lose newer players is to get them frustrated, especially on corpse runs.
I am not a fan of the new MoP but I understand the intent is to not make travel a trivial aspect of the game. I would honestly prefer it if the MoP had NPC's at each of the "zone ins" that charge a certain amount of money to travel that is based on your level (much like clearing exp debt as a healer). This would be similar to your other idea about translocator npc's in each town. This makes travel fairly easy for newer characters since they won't be charged much, and it would also provide a small plat sink for the level 65 characters.
--Remove the tradeskill checks (the /cm passcolor ones: not even sure if you still use them, because I just came back) until the levels you start making very useful items. At least then you are so addicted, you will force yourself to keep going.
I think this would just encourage unattended macroing while levelling up your skill. Unfortunately, it is a necessary precaution.
--Increase the factions gained for city quests (factions for neck gates) at/below certain levels for each quest line. (Rewards those who do it when they should, and not go back and mass farm when it is trivial). Of course, no reward bonus for 65s.
100% agree. The faction boost for the lower level Athica and Newport faction quests are so trivial that they might as well not exist. Why not just restrict the level that the quest can be done at and restrict the maximum you can raise your faction through that quest? Even if someone wanted to stay at a certain level to farm faction, they could only increase it so much. They would still be required to farm some Athica amulets at 60+ but then the time spent factioning at lower levels would not be meaningless.
--Create quest lines that assist newer players with obtaining gear (both through quest reward and areas/ npcs hunted) based upon class type (plate, chain etc..) or even specific for classes or roles. This could be tied in with the Town Crier above; as an early version of the Thurg bounty hunter quest lines.
I posted about the need for a LOT more low to mid-level quests. The current challenge is the lack of resources to write and implement these quests.
-- Create an npc (perhaps a Seeker in Erimal) that has discovered a new way to retrieve older memories we have have forgotten. This would allow a player to be set back to certain levels previous (to play with 'younger' players). Require the player to unequip all items/current tomes and have exp set to 100% non-AA to have these memories recalled.(To prevent using items before their allowed level). This npc can be spoken to again to regain previous level.
I think this idea is a little too game-changing. If you want to play with newer characters, just roll a new toon. It just does not make sense from a lore-perspective to allow players to "de-level".