OldCoaly wrote on Nov 20
th, 2019 at 6:37am:
First time players that aren't being led around by current players could easily have several hours into their characters before they get to Stopping the Sahuagin.
All the things that repeat players do NOT do take non-trivial amounts of time.
Interacting with every NPC to explore options, scrutinizing every chest item BEFORE looting, finding necessary quest givers (for a first time player, yes, this is a thing, even with the floaty signs above their heads), exploring the nooks and crannies of the flagging quests, learning how to talk to other players that are seen in public areas, repeating Cannith Crystal. First time players can take 20 minutes to complete Heyton's Rest, and can be frustrated if you try to rush them through faster.
A first time player won't have a FF item, won't have points into Jump, probably won't have any movement speed enhancement, and won't have perfect foreknowledge of trap locations and behavior. For a first time player without assistance, that trap could easily be insurmountable.
What's truly amazing to me isn't that they're investing resources to improve the new player experience, it's that they're addressing something that's plausibly an issue and not changing the location of quest entrances in Harbor.
Were there a lot of first time players on Hard Core? It was my understanding that given that it was VIP only that the server was really targeted at current and returning players, not as a "new player experience". If "hardcore" is expected to serve as a "new player experience" friendly setting, it isn't going to be "hardcore" those two goals are mutually exclusive. "new player experience" should start on live where death is no big deal.
On live servers, new players learning on their own may well have a bunch of time into the character. But they are probably on norm or hard (if they can't unlock elite first time) so the trap doesn't kill them or if they die, they just release and start the quest over. No big deal, besides running back to the quest.
That said, I like challenges in quests. I want the quests to be tough. However, challenges are not "this trap is not able to be turned off and will kill you unless you get lucky with your timing in a game that has a history of some lag". We have accepted known kill spots in a small number of quests simply because their only negative is -10% xp, 30 seconds to get a raise and get your buffs back and a few laughs among friends. If there is a PD environment, however, these quests aren't minor inconveniences. So I like the focus on it. As long as it doesn't go overboard.