My point was, that, in general, catch-up mechanics effectively shut down entire parts of game, which is why I see them bad. This is just beginning. Now admins got convinced by "cryers", that game starts upon level 40. So they started to shut down pre-40 part of game for newcomers and twinks of existing players (exp fast through low locations, don't struggle for equip at low locations for too long....) What will this attitudes lead to? Pre-40 part of game dies altogether. Useless mobs, with useless drops and spoils, useless parts of map. Because players will do 15mins Q and they're equipped until c-grade... But this is not the end, another "cryers" will come and convince admins that game starts upon lvl 52..., ....upon lvl 61 ....upon lvl 76 ...upon lvl 85 ...upon lvl 90 ...upon lvl 100+ ...got it? Classic was about re-opening died parts of game and now admins tend to let them die again because of hordes of kids who want everything now&easy to start to play here. That's why I proposed - if Administration considers new server - what about create one "now&easy-fashioned" for those lines of newcomer catch-uppers and second one "blood-sweat-and-tears-hardcore-oldfashioned" without catch-ups, super-low-rate with all (mid-high-top since no-grade) equip only dropped or crafted for hardliners? Edit: I don't want to be only negative... I see admins doing lot of work, implementing lots of good ideas (game drops auction, intelligent way managed offline trades, COLs for ppl to be able to purchace premium window for in-game money, etc.), Kse is awsome bot hunter with completely different attitude towards reported bots than I've met on NC-west, CS streaming, attitude towards solving lag issues. That's why it's so painful to me seeing this project going bad way.