Quote:
Originally Posted by Daldaen
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But, this is the thing that pisses me off. Build up before you branch out. Check out East Commonlands these days...the number of alts there begging for buffs off high levels. From all races, Iksars, Erudites, Wood elves etc. Races that don't even start remotely close to EC.
So they get a port, bind and SoW in 10 minutes and that fear is lost and they all just congregate to the fast exping of "buff me with all your druid buffs thanx"
It was pretty rare to see a non-barbarian/erudite/half-elf/human in Blackburrow. So too was it pretty rare to see a non-gnome/dwarf/high-elf/wood elf in Crushbone. But it happens all the time in P99 cause people know that if they just get a SoW/Bind/Port from a friendly druid they can go wherever they want and not fear travel at all. And thats what most resort to. Sending people like myself tells for ports, binds, and sows.
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Yeah, these issues need to be addressed if the original quality of Everquest is ever to be recreated and maintained. Don't allow characters to get a teleport until they reach a certain level. Don't allow buffs to have an effect on a player that is vastly level inappropriate. Don't allow equipment to give players stats that are vastly level inappropriate.
Quote:
Originally Posted by Daldaen
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As for the go to where people exp argument, if you add more zones, there is no way the existing zones + new zones will hold a population and sustain it unless more people join the game to fill those new zones.
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Quote:
Originally Posted by ArumTP
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Id like to point out that server population dictates where it is viable to hunt. The world needs to be "small" for a small server population.
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I don't agree with this, however. I mean to a certain extent, yes, there needs to be a high enough base line amount of people in the area of the game you start out in for it to be viable to hunt there (if your class can not solo very well). Otherwise, though, there is no reason for zones to go extinct or for everyone to flock to a couple choice zones. It comes down to (1.) The zones being balanced properly in terms of risk vs. reward, (2.) The player profession and content design of the game being balanced properly such that a wide variety of class combinations form into strong parties, without any specific class ever being absolutely essential outside of epic encounters (3.) Content not being static and every single character needing to go to different places in order to fulfill their "quests".