It is precisely because most MMOs for the last many years have been turning more and more p2w the genre has been kind of dying or only attracts the gamble addicts who barely care about the game in the slightest and simply wait to get their fix by pulling on the next banner.
But at least the gacha-type of live service games tend to be honest from the very start they clearly say what they are. While on the other hand you see typical MMOs starting very f2p friendly and then very firmly change their tune in 2 years or so becoming more and more p2w through similar added mechanics, RNG, and monetization - of course leading to losing most of their player base in the process and then end their service eventually as the gamble addicts in this scenario are not as many to keep the game alive like they are/would be in the gacha-type of MMO scenario.
Besides who would want to play on dead servers? - hence why once server merges start aggressively in MMOs is the very clear first indicator (aside from the dead servers) that the game is in clear decline and shrinking.
I also think the western gamers especially have moved on from the grind type of games that require a lot of time in the same repetitive tasks and you can see how many big MMOs nowdays struggle to balance that and work on fresh new ideas to step in to fill the void, even Final Fantasy 14 with the upcoming expansion are working on ground-breaking ideas reworking their entire battle system, trying to reduce repetitive tasks and come up with new ideas to replace them.
Our time is limited, our money is more limited than ever before as well on the most part, games that don't adapt accordingly will fade out.
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Now about the Nostale classic the story and levels ratio could also be compressed, even if they include future acts as time goes on, 99 be absolute max but you don't have to reach 99 level with act 5, but maybe something like level 50 especially with time spaces tied to story becoming much less in number in later acts you can spread it across much more nicely without ever needing to introduce champion levels.
Besides I am of the opinion there are much more creative ways to introduce and progress-lock new gear even when we reach 99 level without introducing new levels to be able to use them.
Act 6 can easily just be +5 levels, then act 7 the same and so on, assuming with act 5 max is somehow level 50, with all the current acts the max level would be 75 so still room for future building.
I would also cap the levels with the acts, if lets say act 1 is from level 1 to 20, till they release act 2 the max level will be 20.
They could build some backup experience to slightly reward older players who hit max for some time and once the cap increases when you gain normal experience by killing anything you will also be taking something like 10% on top of it from the backup experience giving you a small boost and no experience really ever be lost even when you reach the max level.


