ON SOAPBOX AGAIN
Let me say it a different way (and i wont quote any previous posts - got it)
Thinking of this as a business - If you let EVERYONE level you are more likely to get more players - more players = more likilhood of more paying players. Limiting anything limits potential revenue.
Now that you have a lot of potential customers - you can sell them things. As long as those things keep the playing field fairly level you end up with more interaction. If the "store $ items" are tradable in game you create more interaction. So making a teleport stone, or traveler hat - that can be traded or stolen or lost, and its inexpensive gives you MUCH higher chance of revenue. Teleport stones, teraforming blocks,
Add in lots of other cool items for sale, paintbrush to redesign the colors on a house, or an object like a tailsman that you can wear (in that empty slot) that gives cool but balanced skills like "look like a wolf" or look like a bear, I am betting look like a chicken in a bunch of chickens would be interesting - white dot on the map but which one is the toon? Another idea was a trading elf or trading troll or whatever, a small one can carry 1 LC worth of stuff and a big one can carry 2 LCs and you share the HS of the person you want to trader troll to go to and can run it (warping) but it can ONLY trade - no killing as its a ghost or troll or elf or leprachun or something. You BUY that or the free for play person can TRAVEL to get it. So there is balance but the frequent players and people who have $ spend on the objects tricks tools that speed game play. That results in speeded up LP gain which balances the paid vs free but still allows MORE people to play because they can do pretty much everything just slower.
Another idea is a home that improves LP gain, functioning like a table for FEP. If you are in its range (or inside it) you gain at 3% faster, and if you build a bed it adds % bonus, or tables or chairs it gains % so the home becomes important and you want to spend time there or near it (maybe the house has a range).
In simpler terms:
Let more people play - no limits on stats / skills - effective advertising and more chance for community and overall visibility - (more customers)
More people = more chance for $
More small $ items that are cool and benefit more chance for more $
Alternately
Capping - limits interest of free players - that means they are less likely to talk with friends and invite them to play. BTW that is how i found the game - they wont pay - i did pay. Word of mouth matters
Draining - again I am the hermit and want to play free - my stats drain away - I stop playing cuz I cant compete with the paid players anywhere near even - so then I dont talk with others about the cool game.
Perception
unlimited = good
limited = bad
revenue
Something that can be lost or improves individual toons needs to be bought more times = more $
Something that can be traded means I buy it to get something ELSE i want and it creates community and player interaction which = more $
Cosmetic and bling items create a unique character - if that is inexpensive people are vain and like to be unique - giving options for that personalize the game and give people a tie an individual toon which results in yup you guessed it - more $
Arguably revenue equals FUN -- people play because its fun and will pay if its fun (rewarding).
Personally I play to BUILD to create and others play to fight and kill - others to trade and others to explore and some to do all. So restricting toward a single play type restricts who will play and who will PAY and who will have fun.
OFF SOAPBOX