Since this was brought up, I think I will bring up my two cents. I feel I'm probably a bit of a fence-sitter where it comes to this.
Overall, I like progression being slowed down, and I like for there to be a requirement to either stick around and RP or to participate in more involved content (quests, events, etc.) in order to progress. Those premises I am thoroughly behind. I will also be the first to acknowledge that this system has the merits of being largely automated and fair, which is very important for long-term community RP.
I do have things I didn't really love, though, so here goes:
1. Initial progression to level 11 is just a bit too fast. I may be the only one who feels that way, but my character went from level 3 "I'm just a farmgirl with a sharp stick" to level 11 "I take on entire warbands of trolls without breaking a sweat, I could have saved Nesmé by myself" in a couple weeks. I may actually prefer lowering the level at which RPXP becomes required back down to 8, or to add some kinda soft-cap mechanic that penalizes combat XP after you've had a ton of it in a single level.
Of note, I am aware that there is low-level content I've never even seen, and probably never will because you just blast through those levels so quickly by going to the familiar places.
2. More long-term progression past 16 is a bit too slow. With very few quests and the required RPXP per level continuing to increase, you go from having a level every week or so (which is a neat pace) to going quite a few weeks without. If I got under the hood here, I'd experiment with fine-tuning the RPXP requirements to make a slightly more even increase (as this is the lower-effort alternative to making more quests), and aim for making the average total time to level 20 about the same as it is right now, just more front-loaded.
3. Incentivized idleness. I don't know a fix for this one, but the current system creates a nefarious incentive for parking your characters and doing an emote every few minutes, while tabbed out of the game. I know most people fight this instinct successfully, but incentivizing undesirable behavior isn't awesome. The only thing I can think of that would reduce this effect is if the faerie front-loaded more of her XP. The first half of the XP ticks being bigger than the second half or so. That should reduce the incentive for prolonged loitering, maybe? This is a tricky one.
Overall, I like progression being slowed down, and I like for there to be a requirement to either stick around and RP or to participate in more involved content (quests, events, etc.) in order to progress. Those premises I am thoroughly behind. I will also be the first to acknowledge that this system has the merits of being largely automated and fair, which is very important for long-term community RP.
I do have things I didn't really love, though, so here goes:
1. Initial progression to level 11 is just a bit too fast. I may be the only one who feels that way, but my character went from level 3 "I'm just a farmgirl with a sharp stick" to level 11 "I take on entire warbands of trolls without breaking a sweat, I could have saved Nesmé by myself" in a couple weeks. I may actually prefer lowering the level at which RPXP becomes required back down to 8, or to add some kinda soft-cap mechanic that penalizes combat XP after you've had a ton of it in a single level.
Of note, I am aware that there is low-level content I've never even seen, and probably never will because you just blast through those levels so quickly by going to the familiar places.
2. More long-term progression past 16 is a bit too slow. With very few quests and the required RPXP per level continuing to increase, you go from having a level every week or so (which is a neat pace) to going quite a few weeks without. If I got under the hood here, I'd experiment with fine-tuning the RPXP requirements to make a slightly more even increase (as this is the lower-effort alternative to making more quests), and aim for making the average total time to level 20 about the same as it is right now, just more front-loaded.
3. Incentivized idleness. I don't know a fix for this one, but the current system creates a nefarious incentive for parking your characters and doing an emote every few minutes, while tabbed out of the game. I know most people fight this instinct successfully, but incentivizing undesirable behavior isn't awesome. The only thing I can think of that would reduce this effect is if the faerie front-loaded more of her XP. The first half of the XP ticks being bigger than the second half or so. That should reduce the incentive for prolonged loitering, maybe? This is a tricky one.