It's great that you're doing this. Something I would totally participate in but my character isn't high enough level on this server yet.
I wish the zone exp modifiers would be looked at and further altered to promote the entire game space being worthwhile. In classic EQ they started trying to shift the bonuses to make zones more worthwhile but they weren't aggressive enough about it. The outdoor monster-packed zones of Kunark are a wonderful thing but they shouldn't be "better" than the Karanas / Commonlands / Desert of Ro in Antonica. Different playstyles should be rewarded. You can have a place like OT, where at almost any given second there is a monster with in pull range, or you can have the Karanas where you have to work harder to find the monsters or at least put yourself in a more dangerous situation if you want to be in an area where you can constantly pull without having to move around too much.
For the zones line OT where it is easier, the exp per kill should be far less than in other zones because you are able to gain many more kills in the same space of time for ultimately less amount of risk. That kind of playstyle can still be fun, the constant pulls are very active, but the playstyle of spending more time wandering around and actively hunting should be just as viable; the latter requires more time involvement and is riskier because you're not totally sure what you'll run into and you don't get to just sit on a wall and pull. Then of course there is dungeon playing, of which many dungeons are vastly underwhelming in terms of the reward they produce for the amount of work put in.
When a player logs into the game they shouldn't be thinking "Where can I go to grind the most exp." They should instead be thinking "What do I want to experience in the game today?" You should gone to a zone because you like the atmosphere and/or playstyle it offers, not because it is one of the select zones on the Golden Path to leveling as fast as possible.
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