I doubt there would be any points of contention for this suggestion and it's of value to consider for the broad future of the game as a whole, considering the lack of fresh players being introduced to the game. I think statistically the greatest aspect of interest any player focuses on when determining whether they would enjoy the game would firstly be class mechanics/play style, and secondly players would determine the enjoyment/speed/difficulty of leveling and the options given to you in order to advance to the highest level.
When I first joined Fiesta in 2008/2009, most players had a cluster of quests available to them that rewarded you with negligible experience points per turn in, and more-often-than-not they would take up the task of just grinding higher level mobs in a group together at the same levels and that happened up until the release of Tower of Izyel. When Tower of Izyel was released at the end of 2009, and players were introduced to this exciting instance, it lead to a much smoother leveling experience for a large range, and it was available from level 20 onward. So you could choose to begin them, or save them for when the leveling became a bit more tedious.
You could level from 30 to 40 effectively off of the Tower of Izyel quests alone, this was a game changer. It gave rise to players completing Tower of Izyel in groups and paved the way for end-game content by introducing the idea of forming parties and cooperating outside of Kingdom Quests. It also gave rise to farming 45 sets through the boss at the end of the instance, which at one point created a very popular term in Fiesta called "perms" which prompted other players to create alternate characters to pause at a low level range in-order to farm gears that were beneficial to the eventual instances, kingdom quests, raids, etc. by allowing them to have sets which were important to debuffing the mobs they targeted through skill effects that were underestimated for a long time (2008-2011 range).
TL;DR: A compressed backstory into the release of Tower of Izyel and the importance of an easier leveling experience. Also, the importance it caused indirectly through creating a separate content range not arranged by Ons Ons Soft/Outspark (Perms). And the importance granted to low level sets such as Mighty, Slash, Dim, Defect, Sun, Korin, or any set for that matter outside of the very small amount that aren't efficient.
I wanted to zero in on the significance of introductory level zones because the perm community as a whole is overlooked and it's not wrong or right to do so, but the overreaching fact that you have to accept is that instilling goals at an early point in the game is important to holding onto someone's attraction to make them enjoy gradually expanding to end-game content.
Tower of Izyel is the center of my attention for this suggestion, it had a very important role in the early days of Fiesta and has since been tossed under the bus for a majority of players due to the lack of benefits you receive by completing it. In my humble opinion, the biggest disaster a game faces is when they become indulgent towards one particular area of content and neglect what triggers you to aspire for that content in the first place.
Tower of Izyel is due for a revitalization not only for the current player base but also for aspiring new players who will want to actually enjoy playing the game without being forced to skip ALL the low-level content in favour of efficiency, having the ability to rely on an instance to get you through the tough levels (30-45) without relying on a friend who has a main account to carry you through questing while you AFK outside of quests requiring drops to be picked up.
It would advocate actually playing the game in order to advance instead of laziness, and as another form of enticement the rewards of course would have to be increased to meet the value of actually completing the instance. Why is it that from Crystal Castle and onward all instances give Chests that allow you to have over 15+ chances at receiving a particular production item or gear piece, but Tower of Izyel which is arguably more tasking for a non-existent benefit to the players completing it, only drops gear through the boss alone without any chests for going through more trouble in comparison to future instances?
- Increased experience reward through completion of Tower of Izyel quests.
- A potential buff on all Tower of Izyel mobs by 20% (In terms of HP/DEF/DMG all-around)
- Changes to level restrictions to prevent ridiculously easy clears. (Level 1-60 again, and remove level 61-70)
- Completion of the instance results in Chests just like every instance does, same 45 sets as a reward. (This could benefit the level 40-50 & 51-60 Devildom instances also)
Gamigo's priorities should be first and foremost on stabilizing servers, albeit with difficulty considering all the roadblocks that prevent this from being done properly. Secondly, focusing on earlier content to facilitate fresh players into registering and playing the game. Thirdly, re-balance. What's the point of re-balancing a game with no new players joining it...?
I specifically mentioned Tower of Izyel due to the importance it has on fresh players who have never ever played the game before and all the beneficial aspects an instance at this stage represents as a whole to the game at large. This doesn't mean that other instances and content at lower level ranges do not require attention or that cap content is not important, but I think cap content is stable enough to allow focus on lower level content so that the players at end-game actually have new players to enjoy raids with in the future, instead of only playing with faces you have long memorized.
New blood is more important to all parties associated with this game, and should be the most vital focus in 2020 onward if you don't want the game to crumble.
I've been playing Fiesta so long, and although I do not nearly play as much as I did as a young kid living with my parents, I really don't want the game to die yet please.