Indeed new players are disadvantaged now...I remember when I started on crpg ( not so long ago compared to some of you) and it was already the steepest learning curve I had ever endured in all the online games I had ever played.To be honest, I would have had stopped playing after a month of constant deaths if it wasnt for an IRL friend who rocks at this game and convinced me to carry on.
So if this community wants some fresh blood, we are gonna have to lure the new players into thinking that they are having a great time dying all the time
So I guess extra xp for the first two gens, or temporary heirlooms, etc.
For example, a newbie in his first gen would start directly at level 30 and have access to a special menu granting 'special' items (loomed or not, depends).
Anyway, the whole point is to avoid that the newbie starts as a pure peasant as he would die all the time, wouldnt feel rewarded for hitting someone ( as he would have like 4-5 ps and a bastard sword) and so would probably RQ after a few hours of gameplay.
Look at most MMO games, they give new players advantages to draf them in the game and enslave them into this system of constant grinding !
We could do the same