@Ansel: This is true. However, we cannot mechanically, programmatically differentiate people that played in good faith or played 0 RP characters to amass awards. In the spirit of fairness, there are only two options: Do no conversion at all, or convert them all (with the 3 million cap, which is huge). We chose the latter.
There may have been third options we didn't think about. There may have been fourth and fifths. Would they have been more fair? Feasible? Doable? Systematically achievable, bug-free? Would they cover all sorts of players in our server? We made the choice we had with the data we had at our disposal. It's not perfect, no option would have been perfect, but it's as close as we could get.
#Cnaym: One of the things that most new players do not realize is how fast our current leveling experience is. You can get to the epic range within a couple of days - it took less than a week in my last character. In the old days when the award system was originally envisioned, it took months-to-years to get up to epic range, let alone hit level 30. And that wasn't just entering a dungeon, killing the boss up, writ complete, move on to the next - it required an immense amount of time of pure, mind-numbingly boring circle-grinding.
When the award system was originally designed, sacrificing a character was a true sacrifice. It wasn't something you'd do willy nilly. You had poured blood, sweat and tears over that character, a character that was now one of the few in the server to be in the epic range (back in the days, I remember people calling them demi-gods, lmao). And you were going to kill that character, at the height of their power. That was a sacrifice.
With the modernization of the server, and the less jurassic approach to leveling, circle grinding (or choose your favorite geometric shape) became mostly a thing of the past. You can still do it... but you don't have to; a few writs a day, and you'll be 30 within a few weeks. Earlier depending how you play. As a result of this, the award system had completely lost its foundation - it never stipulated that people should roll characters weekly; we had the cooldown implemented to control this, but it was pretty much a bandaid.
That said, the new system does not penalize people from trying new characters. You can just go make that spellsword, play it for however long you want, and stick with it or roll it. Either way, all the time you played with that character will go to your account one way or another.
I apologize if I came out as arrogant or out of touch, but I do mean what I said.
The new system has an intended way to be approached, expecting to earn awards as if it was the old system will be cause for distress and disappointment.
We want awards to be a thing that are mostly obtained passively. Not something you can actively grind for.
As Xerah said, you can probably earn more AP by playing a new character and going around the server, exploring, crafting, and finding as many secrets as there are hidden, but there's a considerable effort to doing all that that necessitates an active engagement with many aspects of the game that are healthy for our world, and for varied forms of gameplay, so I don't think it's likely it's going to be exploited, but we'll keep an eye on it.
@Grumps: A) You are correct. All your historic points in that character are already converted. You will only get the points for what you accrue playing now.
This was a last second decision to control the influx of points - as we had many players with very, very long standing characters that would have immediately qualified into a major, or more (I'd have to check our database, but Backlands told me that we had a player hit the million historic threshold within the hour). If we had not converted these points, we would have seen mass rolling day 1 - I would have been okay with that, but the admins felt it was better to not cause drastic IG changes with the sudden disappearance of hundreds of characters, vaulted or not.