Revreign If you slow the XP gain even more you... just push people away who don't have the time to commit to the game.
I keep hearing this factoid, but it isn't true at all. First, if the gameplay is fun and engaging, people will play regardless of leveling speed. And if you're playing for the constant dopamine hit of leveling, then when that stops at 60, you're going to quit regardless.
Kriven flip side is that if you make leveling too long it deters new players that might want to try out the game
There are plenty of games people play where you don't level. New players try those continually, and some get hooked on them. Why is that, if new players won't play a game if they can't make a couple levels every day?
Kriven people move through the ranks or leave it becomes harder for new players to join. Which isn't overall healthy for the game either
150% agree. That's an argument in favor of level bell curve suppression, however and/or "rubberbanding" mechanics for leveling, such as a daily 1-hour bonus to exp, to keep people closer together. An even better tactic for making groups easier to find is to increase the reward for grouping. Not the EXP reward necessarily (though EQ did this), but by placing pretty much all the nice items in dungeons, where solo players couldn't reach and groups were required.