I've played MO1 a long time ago and my experience wasn't great back then. You started right in front of a market as if it was one of those VRMMORPG anime.
Imagine my surprise in realizing that MO2 wants to do the same thing... Immersion? I love that, but that's not the way you should present it.
Sure, the Devs want to let players know that the world of MO is a dangerous place and also give them freedom to do whatever they like, but, why is the new player experience (Haven) so terrible at doing the job?
I want to suggest the implementation of a prelude to Haven and how the NPE is presented:
Why not start the game in a premade character inside of a dungeon, similar to Demon/Dark Souls, explaining basic mechanics such as character progression, combat, gathering, loot and death; In the end, the character dies, sending you to the character creation menu to then transport you to Haven, while also explaining what that place is.
Make it optional so experienced players can skip it.
This addition alone should be enough to not scare potential new players away, like MO1 did.
Imagine my surprise in realizing that MO2 wants to do the same thing... Immersion? I love that, but that's not the way you should present it.
Sure, the Devs want to let players know that the world of MO is a dangerous place and also give them freedom to do whatever they like, but, why is the new player experience (Haven) so terrible at doing the job?
I want to suggest the implementation of a prelude to Haven and how the NPE is presented:
Why not start the game in a premade character inside of a dungeon, similar to Demon/Dark Souls, explaining basic mechanics such as character progression, combat, gathering, loot and death; In the end, the character dies, sending you to the character creation menu to then transport you to Haven, while also explaining what that place is.
Make it optional so experienced players can skip it.
This addition alone should be enough to not scare potential new players away, like MO1 did.