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  #1  
Old 12-05-2019, 03:37 PM
vossiewulf vossiewulf is offline
Kobold


Join Date: Mar 2011
Location: San Mateo CA
Posts: 189
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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.
  #2  
Old 12-05-2019, 05:49 PM
bum3 bum3 is offline
Sarnak


Join Date: Mar 2015
Location: Fort Smith, AR
Posts: 402
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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.
  #3  
Old 12-05-2019, 07:08 PM
vossiewulf vossiewulf is offline
Kobold


Join Date: Mar 2011
Location: San Mateo CA
Posts: 189
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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).
  #4  
Old 12-05-2019, 07:24 PM
Wooted Wooted is offline
Aviak


Join Date: Dec 2019
Posts: 63
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Rotational ZEMs would be kinda fun. Official progression servers had or maybe still have this(hot zones).
  #5  
Old 12-05-2019, 07:46 PM
Roth Roth is offline
Sarnak


Join Date: May 2012
Posts: 257
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So this server was basically unclassic ZEMS which is why we're all piling into Guk and hhk.
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  #6  
Old 12-05-2019, 07:54 PM
Doktoor Doktoor is offline
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Join Date: Jul 2011
Location: Northwest Alaska
Posts: 160
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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.
  #7  
Old 12-06-2019, 10:53 AM
lordpazuzu lordpazuzu is offline
Kobold


Join Date: Dec 2014
Posts: 107
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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.
  #8  
Old 12-06-2019, 11:07 AM
Rick Sanchez Rick Sanchez is offline
Sarnak

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Join Date: Aug 2015
Location: Portland, ME
Posts: 381
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Enjoy your free game fellas
  #9  
Old 12-06-2019, 11:15 AM
bum3 bum3 is offline
Sarnak


Join Date: Mar 2015
Location: Fort Smith, AR
Posts: 402
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HHK.. the place to be from lvl 20 to 50.
  #10  
Old 12-06-2019, 01:03 PM
uygi uygi is offline
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Join Date: Oct 2010
Posts: 782
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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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