With the F2P, newbies can move to the Mainland and learn more of what the rest of Atys is like, instead of helping them camp an area to dig and craft. Making it easier to camp out in Silan defeats the purpose of the starter area.
Jewels are not necessary for Silan, but will be an integral part of your armor set on the ML. Lots of crafters on the ML are willing to make any equipment for newbies, and most don't charge for the service.
Learning the mechanics of the game is what Silan is focused on. How players dig and craft is a personal preference and should be left on the ML where there are more choices on how one would develop a routine to accomplish this. If you are grinding on Silan, move to the ML, it is easier to level and more and better mats are available. Adding more stuff to Silan that are a lot easier to explain on the ML, would make the starter area a longer stay. Stick to the basics and move to the ML.
I like the idea of activating the teleporters. Gives them an idea of how those work, and helps alleviate the run back to camp. They already have cult missions, once completed, they could freely use the teleporters. I think 10 dappers would be better, help with the learning curve.
Keep Silan as the learning area, there is a lot to learn already. It is harder to explain things like range, mounts, and packers when they are not available to use first hand.
My take for Silan.
Zorvax
Wayfarer
Jewels are not necessary for Silan, but will be an integral part of your armor set on the ML. Lots of crafters on the ML are willing to make any equipment for newbies, and most don't charge for the service.
Learning the mechanics of the game is what Silan is focused on. How players dig and craft is a personal preference and should be left on the ML where there are more choices on how one would develop a routine to accomplish this. If you are grinding on Silan, move to the ML, it is easier to level and more and better mats are available. Adding more stuff to Silan that are a lot easier to explain on the ML, would make the starter area a longer stay. Stick to the basics and move to the ML.
I like the idea of activating the teleporters. Gives them an idea of how those work, and helps alleviate the run back to camp. They already have cult missions, once completed, they could freely use the teleporters. I think 10 dappers would be better, help with the learning curve.
Keep Silan as the learning area, there is a lot to learn already. It is harder to explain things like range, mounts, and packers when they are not available to use first hand.
My take for Silan.
Zorvax
Wayfarer