Kalzin
And that is offensively ableist. If you think that ailments that you yourself do not suffer are absurd enough to warrant insulting people, then you probably laugh at people in wheelchairs, mock diabetics, and think senior citizens are ridiculous. Motion sickness? from a Sprint? That's absurd...
If that's not how you want to be thought of, if you want to be taken seriously, then don't insult those who are not exactly like you or who don't agree with you 100%. I also want to help Ryzom and make it more enjoyable for new players, but it's hard to work with those who ridicule those who are not exactly like them. We're on the same side, but that may not last if you attack your allies like that again.
Kalzin
You had no way of knowing this, but I use Super Speed often enough that it's almost a trademark move of mine. The thing is, it lasts for a known and specific duration that's entirely predictable. That means no disorientation since there's no jarring randomness. ...and suggests you would have the super speed ability removed as well.
However, given that mobs move, different mobs have different agro radii, server lag is a thing that exists, and other variables, the net effect is that running speed would be disorientatingly random. Even if you have to turn it back on every time after the fight is over, the random kicking out would be problematic, especially if you do anything involving teams. If some people "drop out of warp" while others continue on, team cohesion is tricky. If the whole team drops when one member gets agro, then people are simply less likely to team with players of lesser skill/experience or who have different styles; agro magnets are not terribly popular.
It's not that I don't like the intent behind your idea. I simply see enough potential problems with it that I cannot help but have some reservations and concerns that I feel need to be addressed. And the biggest ones boil down to the unpredictable deactivation.
Kalzin
Hitting 20+ in at least one of the four branches of the skill tree is not that onerous a task. The XP rewards alone from the Fight missions in Silan will put you past 15, and that's not counting any XP you earn while doing the missions. And a couple Chiang missions require 25+ before you can take them. A new player might take a few days for that, but isn't really a high hurdle in light of how much XP the mission-givers hand out.you can't expect new players to have completed X,Y,Z events.
That said, I think that Silan could be a bit more educational. For instance, when I see someone around Fight 15 wondering why those baby Yubos just outside the Ranger Camp are not giving as much XP as they used to, I can't help but think that the devs should've done a little more to teach new players instead of relying on having experienced players be the tutors. Also, I think a lower price for the Silan TPs (Ranger Camp, Shattered Ruins, and Kami of the Lake) would be good, along with a bit more instruction about what TPs even are.
Kalzin
Would it be relevant if I agreed with you 120% though? I suspect it would. Watch the friendly fire there. -- as for your personal experience, it seems irrelevant.
I recognize that new players, by definition, cannot work around certain things the way older players can. My point is simply that there are ways around certain limitations that are a bit more accessible than you think.
Kalzin
You forget that I was new myself once. We all were. Part of the reason us more experienced players are so helpful to new players is precisely because we remember how tough it was starting out. you have found an area that you can settle into, your most-likely established with a litany of port scrolls.
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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.