I guess whether it's a good idea or not depends on what the goal is. FOnline IS more harsh, but that's why I like it. I understand that's why some DON'T like it.
If it's just a new player area where someone can learn the ropes in safety, I personally don't see a problem with it. Some new players would find it helpful, I think. The basics of resource gathering, crafting, and controls could easily be learned in such an area, and might prove helpful once a new player enters the big bad world outside. At this point it really wouldn't help me much, so I'm indifferent. It's not my game, either.
On the other hand, if the goal is to increase player population I don't think it would help in any noticeable way (and I very well could be wrong about this). Whatever a players motivation for quitting, they will still encounter it in the rest of the game once they leave their padded safety room. Be it PK's, thieves, or dying in encounters at low levels, all of these things will still be present. Also the fact remains, that some people simply won't like the game. It happens.
If (BIG if) it was my server and someone convinced me to implement a noob area, I would probably do it along these lines:
- Small map, about 5x5 in size that contains all the features in the game world. Have it include ruins, desert, and mountainous regions. This way you could learn to navigate the map, gather resources, and also have encounters with low level critters for XP and resources.
- A normal size town, maybe the size of Hub (not including Old Town, The Heights, etc). It could be pretty basic with a few traders, a workbench and still, and maybe a few small quests.
- A small cave location that you can exit the noob area from permanently, and would spawn you near one of the normal starting towns in the game.
- You can take with you when you leave whatever you can carry, or some other type of weight/item count limit. Be it hides, basic weapons/armor, or other resources. This would be your starting items instead of meat jerky, cigarettes, a magazine and a flower.
- At exit you can modify your build (but not the name/gender). Specials, tags, and traits. Helpful for anyone who has ever botched a build and didn't notice until an hour later, and had to remake.
- Cap it at level 3, so you can have one perk before you leave. Any other XP gained in the noob area doesn't accrue, and to continue leveling you must exit. This would prevent people from leveling to 21 in safety, and ensure that the only people still sticking around after level 3 are either trying to be helpful, or are not ready to leave yet.
- Instead of dying, respawning with an empty inventory, and having to walk back to wherever, I would consider having a 60 second "time out" where you are knocked out, and then teleported in a weakened state back to the main town with your full inventory. FA and DOC cooldowns apply, you just don't lose your items. Players cannot loot other players when they are unconscious, and you cannot use "steal" to take items. At worst, you could get 60 seconds down time and *shits in mouth*. Maybe an insulting comment about your mother.
- NPC's near workbenches, and some mini-quests where you get dialog tutorials (or "ask for help") about certain things like using the fixboy, cutting fibers, using the still, chopping wood, mining, etc. This was all confusing to me my first week.
The most important part is that it's optional. If you don't want to play in that area you can skip it by simply exiting the map. You can get a warning message asking if you're "Sure", a yes/no, and that's that. Off to the big bad world where you can lose all the stuff you've worked for with a single bullet (ragequit optional).