Due to comments and other people's suggestions, I've editted my own. I decided to take out my suggestions that push higher level players away from the outskirts, and instead focused on ways to close the level gap. I can't think of any solution for higher level players and lower level players(anything 12 and below, I'd say) to simultaneously work against Monstrous Players whom are focused/geared toward lower leveled players. The level gap usually makes it a difficult task for the lower level players to fight the antagonist, but doable in numbers, and far too easy for the higher leveled players.
Suggestions:
1) Remove the XP cap until X level. I put this first because I believe it is the most important.
Pushing high level players away from the hub is not the answer, and people have voiced that in the comments, understandably so. I do think the XP cap is a necessity, especially around the level 12 area. I'd say 8 should be the lowest, as most builds start to feel useful at that level, but 10 would be a happy medium. At level 10, you're formidable. This suggestion has the clear outcome of increasing the overall average level of the playerbase, and so AMPCs will have to be adjusted accordingly. Strong enough to pose a threat to level 10's should be enough to not be fly on the wall for level 15-19's with some enchanted gear. If you're level 20 with full enchants, try be considerate.
The purpose of this suggestion is not entirely for faster leveling. I've just returned to the server and I've found it is faster than before, and not a bad pace at all. I, personally, think that the effects of a level gap weren't taken into account when the XP cap was designed. Due to the major differences, a lot of lower tier antagonism is weak in respects to the strongest of characters. Higher levels on average=stronger antagonists=everyone involved. I'm sure some will say not to focus on levels, and I hear ya, at level 6 which is easily hit, you can usually engage in some fun interaction with Barovian AMPCs. I just find these interactions to be sparse, and I think reducing the level gap will make them less so. Imagine, for instance, everyone were level 20., not that I want them all to be. I'm sure the Dms would have no trouble messing with people in the outskirts, nor would Monstrous Players. Things like that would happen commonly, as they should in this setting.
2) Higher level plot lines in certain Barovian areas.
I still like this idea, because if I ever get around to level a character past 12, Barovia is my favorite setting that is in game. I'd hate to forced to run off to Dementlieu to get tied into some cool plot lines.
3) My third suggestion, and it has been suggested before by aprogressivist is RP hub zones where RP XP is increased.
I don't imagine this would be very hard to code, seeing as they have already made areas give reduced XP to higher levels. This particular suggestion has A LOT of potential good to come out of it. Whether it be encouraging RP in other zones to encouraging players to stay indoors at night for a more immersive feel. Krofburg, Watcher territory, Vallaki's various taverns and inns, perhaps even the tavern in the outskirts are good, potential locations.
Other potential locations, taken from aprogressivist's post:
- The Broken Bell
- The Drain
- The slums Morninglord Church
- The Ezrite Refuge of Fifth Light
- The Great Library in Port
- The Golden Fig and a few other cafes and eateries in Port
- The Halan Hospices in Port
- The Ezrite Cathedral in Port
4) A way to transfer a % of XP between characters, once one is closured by choice- not killed by other players and corpse hidden. Only characters that have reached X (for the staff to decide) level should qualify.
I'll leave it up to the staff to determine what is a reasonable % of XP to transfer, if this is even implemented. Once you've reached level XX and have all that great enchanted gear, and the story line you've been trying to push isn't working, maybe you want to try a new concept, but don't want to lose potential years of dedication to the server. The above suggestion can fix this. Not something that I imagine is very hard, just somewhat time-consuming for DMs. Could be application based, but I don't really think someone needs that great of a reason to quit a character they've played for years- they want to move on, so be it.
Thanks to all who have and who will participate in the comments, or read the post. Not sure if it is my excellent marketing skills, but this got a lot more views in a day than some do in a month. Please keep the suggestions flowing, and if you agree with any, drop a quote and some reasons. It'll let the staff know if the community actually wants to see things change.