Warning: long post! If you want to skip the preamble, jump to the "new mechanics" part below.
First of all, the two concept that I always considered foundational for Arctic:
1) Social interaction. The more the people solo, the more the game becomes a single-player PvE, which means we have to compete on a different market: there are many more high quality single player games around.
Thus, anything that encourages grouping is good; anything that discourages grouping is bad.
2) Diversity. Be it limited eq, forcing every player to choose their own optimal eq set or some clever preps, allowing alternative ways to win a certain difficult fight - it is good to offer the players an unobvious choice whenever possible, because it allows them to be creative and have fun.
On the other hand, any features that enforce some fixed, "optimal" playing style are bad, because any fixed behaviour begs for automation and may the game play itself.
With this in mind, I find (and I'm not the first one who mentions it) that the current implementation of reincarnation violates both principles.
First, powerleveling is much different from zoning for ranks or eq. In case of ranks, I do some zone, trying to choose the least-visited one, and then proceed elsewhere, not returning to the same place for a couple of days. Also, I'm likely to skip all the courtyard guards whenever possible and proceed directly to the king.
On the other hand, the key to efficient powerleveling is choosing a zone with lots of easy mobs (e.g. those same coutryard guards) and doing it again and again and again until I get maxxed on them. At the same time it makes perfect sense to skip the king because the xp for it is not worth the time required for the fight, especially when my reincarnated char is still somewhat low.
As the result a regular group and a leveling group are only efficient if they do different parts of the zone or rather if they just do different zones, choosing the ones with more kings or more guards, respectively. In other words, the current mechanics urges the players preparing for yet another reincarnation to NOT group with the players who do regular zoning.
Second, there seems to be not many different strategies for reincarnation. Generally, at the beginning a player keeps leveling and reincarnates a few times without buying expensive ranks or doing any end-game content. Then they buy legendary and other nice ranks and become a "real" char. However, it's a big investment and they are very unlikely to reincarnate again after that.
Certainly, some elite players could afford to buy all the legendary ranks, then reincarnate and buy all the ranks again. But then, they are just as likely to finish all their reincarnations reasonably fast and do not bother with the ranks before getting to reinc 6.
Now, here is the idea how to fix all that: change the cost of the ranks. Once again, I'm not the first one who comes up with this suggestion, the big question being how exactly to change the cost (the devil is in the details, you know). My criteria were:
- simple (easy to understand for the playerbase)
- robust (easy for Vuddy to code)
- working (solving the issues mentioned above).