SearyxTZ |
06-14-2012 10:31 AM |
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Don't increase exp, after first increase population plummeted from an average of 80 players to 5 players.
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Yeah just like guard assist and the resist fixes plummeted it too.
No, what drove it down was the shit community (which was already in doomsday THE SKY IS FALLING mode back in January) and Rogean being completely AWOL from the forums.
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I never liked hotzones because its a sympton of game-on-rails.
I dont want a quest log to force me to xp in just one place, and i dont want hotzones to force me to xp in one place , or on a "golden path" either.
I think the ocasional bonus xp weekend, especialy preceeding big releaes like sky , kunark, VP, etc. is more then enough.
The OP of this thread complained that xp was too hard even when the pop was 400+, even when getting PLed in unrest, even when his friends gave him gear.
Either you can handle and accept classic EQ, or you can't. We cant get all crazy and change the foundation of this server, and slow char progression, heavy investment into that character is very fundamental to the early design of Everquest as an entire game.
p.s. the "game begins at 40+ on red servers" is totally false. This is EQ, its about the journy at all levels. Not worried cause devs wont be trolled into making this non-classic EQ.
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"Classic Everquest" meant 80+ people in Greater Faydark. It meant you'd pvp before you even hit the orc hill.
That doesn't happen here, so I don't want to hear your argument about how increasing the grind is going to ruin "the classic experience" (which isn't classic). The VZTZ design was more faithful to old school RZ than this server is, and the majority of reds wanted it that way from the start. This server used Blue99 as the foundation instead of VZTZ. You can draw your own conclusions on whether that was a mistake or not.
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