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I don't disagree with you that they are a heterogenous mix. While I think we can agree to disagree on the fact that it's 'not a solid foundation', I hope you realize that what I really am trying to get across here is that the new player and casual players experience of content leveling up to max is going to be effected by much of the same design principles, not that they will 'be after the same things and therefore have the same over all experience'.
Can we at least agree that a new person who let's say 'get's up to speed' of the first 120 hours in one month is going to face similar challenges that gear disparity brings than the casual player who took 2 months to get to the same place? They both must come to terms with the hardcore person who plays 6-8 hours a day for that same 2 months.
(I tried really hard to make this point without imaginary numbers but I'll admit it was a task beyond my skill, please forgive me.)
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We agree on this. However they also seem to be preparing for such players to show up in large numbers given their intentions for the player economy and scale of activities. Their play experience needs to be of some level of consideration to the challenges they face as a result of the rest of the design.
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PvP directly effects all parts of the game. If they are not able to compete in PvP, they are going to be relegated to the bottom rung of 'society'. You can't turn PvP off after all (and it should stay that way.)
Now, where I think we agree here is that 'it's kind of inevitable that there is going to be a bottom rung.' My original 'appeal' here was that 'there are many ways the bottom rung can look like and a 'feudal system'' may be particularly unappealing. People want the ability to fight back and have a chance to win. It's part of the fun right?
I'm of the camp that 'skill can be acquired and 'imported' from elsewhere' much more quickly than one can grind gear'. So to me the more gear matters, the less broadly you can appeal to that. I don't know if Ashes current design will make such an appeal possible or not. I simply lack enough data to tell.
I do have enough information to tell, though, that PvP is going to massively impact things that are usually places that casuals benefit from and can be competitive in (crafting and some forms of economic activity.) So 'I worry' a bit for their sake.
You are free to tell me that I shouldn't worry or it's wrong to worry about it, but that'd be where our conversation ends in that case. Not because I'd be offend, it's just an impasse. And I know dwarves with arrows can beat me in a rocky impasse like that so I'll just 'forfeit' in advance ;p
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Fair, I do not retract it, but that is valid criticism with my argument. I'll make an effort to minimize my using it in my discussions with you.
As a side question, you said 'Ashes is going to make a product that leans hardcore, and provides an environment where casual players can do quite a bit.' What if anything do you think casuals who have a lot of natural and practiced skill from other games are going to be 'competitive' in a game with this level of importance in PvP?