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View Poll Results: Is EXP lame compared to what you remember?
Yes 27 25.23%
No 55 51.40%
I don't care 25 23.36%
Voters: 107. You may not vote on this poll

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  #1  
Old 10-24-2009, 12:47 PM
Wenai Wenai is offline
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In my opinion. Experience is far too fast currently. It is way faster than I ever remember on live. We are 22 days into launch. We have a few level 50s and countless people into their 30s. There is nothing wrong with the experience rate.
  #2  
Old 10-24-2009, 12:52 PM
Goobles Goobles is offline
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I find it rediculous that solo, I get less than .5 blue per yellow con, and when I die I lose 3.5blue
  #3  
Old 10-24-2009, 01:07 PM
Harazzer Harazzer is offline
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Its slow or even to original from 1 to 15 or so, then it is faster than live by a lot.
  #4  
Old 10-24-2009, 01:08 PM
emubird emubird is offline
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Default xp is great

In my opinion, experience earning rate is a bit faster than it was in 1999. I remember spending several days at each level, not just hours.

It certainly is not difficult to level on Project 1999, as proven by those of us who have already moved into the 40's and above.

I prefer that things be as classic as possible, so I, for one, would support making experience earning slower.
  #5  
Old 10-24-2009, 01:34 PM
Danth Danth is offline
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The question is why experience seems faster. I doubt its due to incorrect experience tables. Those are known. Rather, I suspect it has to do with what we fight. For my part, practically every group I join chain-pulls yellow- and red-con mobs, which I cannot recall happening with any regularity ten years ago. Add in a greater understanding of mechanics and knowledge of where to go for optimal leveling speed, and its understandable--even inevitable--that people will level much more quickly now than in days past.

I believe Goobles is mistaken with regards to experience gains on live. I recollect that experience gains have indeed been tweaked on several occasions.

I suspect there's something funky going on with blue-con experience at low levels on P1999. However, this thread doesn't seem concerned about that specific sub-issue. Rather, I get an impression that Goobles' memory of 'classic' Everquest may have grown hazy over the passage of years. Losing more experience to a death than a single yellow-con mob would grant is most definitely correct, for instance.

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  #6  
Old 10-24-2009, 02:18 PM
KilyenaMage KilyenaMage is offline
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Quote:
Originally Posted by emubird [You must be logged in to view images. Log in or Register.]
I prefer that things be as classic as possible, so I, for one, would support making experience earning slower.
Sure that's great for you, you're already in the mid-40s.
  #7  
Old 10-24-2009, 02:25 PM
Reiker Reiker is offline
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It's about right early on if not even a bit too slow for the first few, but yeah later on its faster than normal.
  #8  
Old 10-24-2009, 01:45 PM
Zithax Zithax is offline
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Quote:
Originally Posted by Wenai [You must be logged in to view images. Log in or Register.]
In my opinion. Experience is far too fast currently. It is way faster than I ever remember on live. We are 22 days into launch. We have a few level 50s and countless people into their 30s. There is nothing wrong with the experience rate.
Seems more like to me everyone knows where to go and what to do and has already explored the game, so they don't have the same tally of "oh where does this lead to!" time in between straight exping.
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  #9  
Old 10-24-2009, 05:23 PM
aloronis aloronis is offline
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the big change in exp is the lack of player's making a lot of room for a group in a zone. I remember in 99 on my server anyway. if you went into black burrow a group got to kill about 4 mob's a spawn. each little area of mob's was a camp.
Elite ledge,water room, Snake pit, Commander room, the area below the bridge, etc etc. on this server group's run around most the time and just fight evey thing they can. i know some servers may have done things another way.
But i know it's just people knowing where to go what to kill. Also where to get gear. i know i was nude at level 9 in live lol. in 99 i made patchwork at level 4ish and then got a set of leather at 5-6 then made my self a set of banded just a few levels later. then at level 10 on my war i was making plate and he has half a set of fine plate. It's because i know how to solo or duo with my wife even at these low level's and get cash.
  #10  
Old 10-24-2009, 06:28 PM
Slayn Slayn is offline
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Quote:
Originally Posted by aloronis [You must be logged in to view images. Log in or Register.]
the big change in exp is the lack of player's making a lot of room for a group in a zone. I remember in 99 on my server anyway. if you went into black burrow a group got to kill about 4 mob's a spawn. each little area of mob's was a camp.
Elite ledge,water room, Snake pit, Commander room, the area below the bridge, etc etc. on this server group's run around most the time and just fight evey thing they can. i know some servers may have done things another way.
But i know it's just people knowing where to go what to kill. Also where to get gear. i know i was nude at level 9 in live lol. in 99 i made patchwork at level 4ish and then got a set of leather at 5-6 then made my self a set of banded just a few levels later. then at level 10 on my war i was making plate and he has half a set of fine plate. It's because i know how to solo or duo with my wife even at these low level's and get cash.
I agree with this. On live, there was way more downtime and competition for NPC's primarily due to a much larger population rather than actual experience gained. On live, for example, most of the popular leveling areas normally had several groups that claimed a named camp and would compete for blue trash mobs. This created larger downtimes for groups because experience-hungry players would get more desperate and careless with their pulls and attempt to pull more difficult and higher level mobs which often resulted in trains and wipes.

Furthermore, in classic, it was rare to find yourself free to pull whatever you want and set up a stable kill rotation. Personally, I have found it much more difficult in P1999 for a few reasons. For one, many spells do not work as they used to because of the amount of threat caused by them. Second, mobs seem to have either higher hit boxes or increased run speed across the board which makes kiting very difficult. And finally, and probably the most significant factor of my experience, is that there is a lack of high level players who sell twink weapons and gear for cheap, offer high level buffs for free or small donations (clarity, sow, SLN, etc.), or just power level friends and guildmates.

In many ways this game may seem easier than live because players have been playing MMO's for years now. For many, Everquest was their first MMO and may have appeared to be much more difficult. Although there are several differences and discrepancies on P1999, I think, after a few weeks of P1999, that the difficulty is close to par with live and that the experience gain is fine where it is at.

- Slayn
Last edited by Slayn; 10-24-2009 at 06:31 PM..
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