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#1
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I'd make a few higher-ZEM zones, and change them every day, putting as much distance as possible between yesterday's and today's, and also maximize the distance from porting locations. That way we'll at least get to laugh at the people obsessed by this as they run daily from one end of Norrath to the other.
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#2
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IMHO... get rid of current ZEM system. Instead, put all dungeons at base 90 and increase to 150 if full group. 90 if solo + 10 per additional group member with final slot giving +20 to make 150. Make all outside zones 85 and give +5 zem bonuses per additional group members with 6th slotting giving +10 for a total of 115. It's a group incentive game that was intended to reward grouping for harder content. I'm sure my method has been mentioned 10000x before.
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#3
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While we're thinking up stuff that won't happen, on My EQEmu Server(TM), for ZEM I would use it as a relatively gentle tide to move players about to various zones, tweaking it every two weeks so no one gets stuck with just one zone and one set of mobs being their best choice.
And while I was at it, I would make it entirely safe for players to combat mobs of light blue and above, but as the level separation increases there is an ever-increasing chance that a booming voice would suddenly say "THE GODS ARE DISGUSTED BY YOUR DISHONORABLE COMBAT, <PLAYER>" and a single lightning bolt would insta-kill said player. If it's a second offense, maybe the gods take an equipped item also. The trigger test only occurs on offensive action of any kind against the low level mob, so if the high level player gets trained by low green mobs, they can safely get away if needed. Voila, only appropriate-level players can farm anything, and there are already controls on number of accounts allowed. And so, as usual, all problems vanish in My Universe(TM). | ||
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#4
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Rotational ZEMs would be kinda fun. Official progression servers had or maybe still have this(hot zones).
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#5
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So this server was basically unclassic ZEMS which is why we're all piling into Guk and hhk.
__________________
Shenethax - Iksar Shaman
Xerrick - Iksar Necromancer Numdiar - High Elf Mage Zekdos - Troll SK | ||
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#6
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That bump to HHK was way way late into the game. I’m pretty sure I was 60 on live. It’s not classic. It was to get lowbies to group.
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#7
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Since we're armchair game dev'ing this, I'l just put all outdoor zones at 100 and all dungeons at 120 and call it a day.
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#8
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Enjoy your free game fellas
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#9
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HHK.. the place to be from lvl 20 to 50.
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#10
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Even in Live beta it was commonly known that dungeons had a bonus. It could have easily been a myth, though. Most things commonly known then were myths: You have to loot the old corpses to spawn more mobs; early invis breaks are caused by being out of food/water; Pristine Scarab Carapaces only drop if you kill with non-melee, otherwise it will crack; INT governs tradeskill skillups while WIS reduces failures, etc etc.
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Last edited by uygi; 12-06-2019 at 01:07 PM..
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