![]() |
|
#11
|
|||
|
There's also a good reason that a lot of less-popular zones are less popular. I've been trying to visit dungeons I've never spent time in while leveling my chanter on red, and ya know what? Most of them are fucking lame. So what if I have a 30-50% ZEM in some place like perma or sola or whatever when everything is SOWed even though it's indoors, shit flees in tight quarters at super speed, mobs heal through walls, few pulls are simple, etc.
| ||
|
|
|||
|
#12
|
||||
|
Quote:
| |||
|
|
||||
|
#13
|
||||
|
Quote:
__________________
Gnawlunzs Phrogphry
Master Angler, Baker, Cadger, Drunk "If you can't eat a frog, then eat two." | |||
|
|
||||
|
#14
|
|||
|
Please don't bring up the other zones! Some of enjoy these quiet out of the way zones for lvling.
| ||
|
|
|||
|
#15
|
|||
|
Thats not the problem. The problem is everyone feels entitled to level in all the most efficient spots in the game learned from 15 yrs of srs science and research.
Rather than just enjoying the damn game and killing a few gnolls per hr untwinked in EK bound in RV or at NK gypsies. Or at arena chillin in the lake hunting KFC. | ||
|
|
|||
|
#16
|
|||
|
While I can respect the Dev desire to make P1999 as "classic" as possible I wouldn't mind a few deviations here and there.
It would be nice if devs were able to scale ZEM and drop rates so as to move players around or force them to explore new content. As was mentioned previously there is very little incentive to deviate from the well worn path to 60 which is a shame because I think a lot of people would argue a large part of the classic eq experience was in exploring the game and its hidden secrets. | ||
|
|
|||
|
#17
|
|||
|
I don't get the reasoning behind changing the ZEM or drop rates. The incentive to deviate from the well worn path to 60 is to explore the game and its hidden secrets. The devs shouldn't have to put a damn carrot in front of you to go and do something different.
| ||
|
|
|||
|
#18
|
|||
|
If the Devs could easily scale up or down ZEM you might see more people out exploring zones.
I tried to do many of these places on my first play through but the fact is even with great duo or tri ( monk shm chanter normally) it was much harder, riskier, less efficient than just going unrest, mm, hhk, com, solb, kc, seb. | ||
|
|
|||
|
#19
|
||||
|
Quote:
I guess I don't understand the idea that getting to 60 the fastest way possible is what this game is about. I did that 14 years ago no sense doing it now. | |||
|
|
||||
|
#20
|
|||
|
I would agree with the statement that the vast majority follow the path of lease resistance.
As much fun as overcoming challenging content is, it's something you do once or twice, not grind for hours on end. In a game where the objective is to gain experience, levels and gear it just not viable to expect people to deal with difficult content for a similar or lesser reward than they would get doing easier content. Simply, the risk vs reward is not there. | ||
|
|
|||
![]() |
|
|