I agree.
Something planned from the start it's better.
But multiplayer is in place, this is not a new feature altogether. The whole sentence above is strong when you think:
"this is a single player game, we are 3 months away from launch, lets try to implement multiplayer"
That is not the case for this particular suggestion. But lets see how things go.
Ah right. That multiplayer part was more of an example. I think multiplayer is currently implemented very exceptionally. I've never played a turn-based tactical RPG where you can just go separate ways and not be forced onto the same screen. That fact alone blew me away in the first game, haha. It's a stark contrast to games like Magica/Helldivers/BroForce, where you're constantly dealing with the edges of play getting in the way of freedom of movement.
My main point was that this may be a system (character transfer between different host worlds) that could have possibly been implemented had it been planned from the start, but may now be unreasonable to pursue this close to release.
We can only guess of course. I make my assumption based on how characters and save data seem to work in both this game and the previous one. Player characters being locked into your party is one of the bigger indicators.
An
easy solution I can see is to make new player characters
hirelings, and just have the hireling inherit the main character's quest progression and current xp. The character would have to be restricted to custom-only (as hirelings don't have origin stories), you'd have to pick your attributes/ability points/talents again, and your equipment would be whatever the host is willing to give to you, or what you can find. Skills would have to be re-learned. Then if this player leaves, the host can continue to use the character, or place them back into the hireling pool.
Basically, new players would just be creating a new character as a hireling in an ongoing save, or picking one they had already made previously. My hope is that we can save our appearance settings at least, and that the host doesn't have to make the hireling for us (as was the case in the first game).
That seems like it would be the best solution to avoid most of the problems I listed in my last post.
Also, I probably just reiterated what other people have said in this thread.