I agree, very well put. It's a challenge for an aged game, no question about it. We're kicking around some ideas, because we really like new players.
It's a tricky balancing act, though, but anyone who has input like this and realistic ideas, by all means let's discuss.
My three pronged realistic idea trident for reducing the grind, making the game more appealing to new players, fixing the low level desert, and other things:
1. Change 'group experience' to reward filling groups
What is happening:
from the wiki "Group experience bonuses are 50% for 3, 100% for 4, 150% for 5, 200% for 6 meaning that you always get the same amount exp in a group of 2-6 people."
What could by happening:
Exact numbers are entirely up for debate, but something along the lines of a 5% boost per member and an extra 5% for full. That would change the wiki to "Group experience bonuses are 65% for 3, 140% for 4, 225% for 5, 350% for 6 meaning that you get more experience for being social and even dragging a newb to work." Thought of the other way around players would receive:
Solo = 100%
Duo = 50%
Trio = 55%
Foursome = 60%
Fivesome = 65%
Full = 75%
Why?
This creates a strong incentive to invite people to group and be social. SoD can be a very lonely place if you don't know people or if the people you know aren't around. Now each new group member is something to be celebrated by all regardless of who they are. That poor [insert class] who has been saying "LFG" in ooc for the last 3 hours now becomes that awesome dude who doesn't really do much for us but damn I love this xp boost he brings and maybe he says funny things.
2. Make shrouds, or some shroud like system, the official #1 goal once 2.5 hits or a part of 2.5 depending on how much delay that would involve.
Why?
It is just a good idea. Then all content is worth exploring and life is awesome.
A nice bonus would be having some quest tied to shrouding that is run out of Erimal/Erudin (lore: the researchers need to do research and you are their lab monkey so here's a banana) that would encourage people to shroud. Basically shroud for X time/xp in this zone for xp and plat reward, repeat many times, and eventually get an Odus gate neck.
3. Create a permanent server wide experience bonus based on server funds
What is happening:
Experience rate on SoD is what many would consider pretty damn slow which makes the slogfest of leveling and the mountain of tomes that much more unappealing to new people.
What could be happening:
A scaled server wide experience bonus based on server funds- each little light on the mainpage. Scale is to something like 0, 5, 10, 25, 50 bonus xp. This has the added bonus of creating a generalized incentive to donate.
Each of these suggestions and the number associated is given under the assumption that anywhere between zero and one of these suggestions will be given any consideration whatsoever. More importantly, these are just numbers for the sake of example and ballpark. I guess what I am trying to say is that for once I would really like to make a post and not have the only responses be completely fixated on some small detail. This is probably asking a lot, sorry.