http://forums.ddo.com/showthread.php?t=203008
While reading the thread above, it occurred to me that we have a pretty significant problem on our hands as a community... New players struggle to learn the quests and how to play their characters.
Think about it. In a traditional open world MMO, players can test and try different things with their characters in order to get a feel for what they can and cannot do. In DDO, we have some of the (if not -the-) most incredible instances and amazing depth and diversity of character builds, but we have no chance to learn how to test things and optimize our gameplay without significantly impacting the performance of groups that we join.
This is especially true after level 8 or so when the solo setting on quests begins to disappear.
How are new players supposed to learn the quests without impacting other players? Most players I know will agree that knowledge of the quests is more important than builds, party composition, etc., but suddenly, at the midpoint of the game, new players lose a very useful setting in DDO that allows them to experiment and learn the instances. It would also provide them an opportunity to learn the instances which might lead to more people willing to start groups in the LFG interface--providing everyone with more grouping opportunities. (And isn't it strikingly coincidental that the group listings get significantly fewer as people begin to hit level 8 and beyond?)
This could also be used as a teaser setting, if you will, to allow new players or f2p players a chance to experience a quest or quest line before purchasing it in the store. Marketing shows us that samples work.
So why not open up the quests and allow all players, f2p/premium/vip, to have a solo setting available in all non-raid quests?