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#1
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#2
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get rid of ZEMs entirely or put negative ZEMs in places with loot so that people only go there for loots and not groups. That would severly limit the number of exp mobs so maybe just flatten out all ZEMs period.
i'm a big proponent of invisibly slow non existant EXP with no exp meter and forced /rol so u have to actually talk to someone to find out how powerful they are and test your abilities vs npcs. Hide that stuff, we don't need ppl thinking about exp while they roleplay. | ||
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#3
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I cant believe this game doesn't have a base exp bonus to make pugging categorically better than soloing or at least equal to it.
It's like the entire point of this game haha | ||
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#4
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__________________
Loramin Frostseer <Anonymous>, Hetch<Anonymous>, Tecla <Kingdom>, ... Check out the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | |||
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#5
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#6
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I rather like the way EQ mostly let the players run with emergent gameplay rather than bust out the nerfstick anytime someone figured out a way to do things that the designers didn't envision (hello, Warcraft). I know a lot about this game that I didn't know twenty years ago and I enjoy using that knowledge. I'm not interested in trying to re-live the past. I've enjoyed P99 for a lot longer and got much fuller usage out of it than I ever did the original.
There are a number of additional factors beyond experience rate that encourage solo on P1999. Part of it is the very helpfulness of the community--when it's trivial to almost always find a port and rez, death isn't so scary anymore. Part of it is the low population that makes pick-up grouping flat-out difficult at some level ranges, so sometimes people solo out of necessity and if they didn't, they'd quit. Part of it is the culture of a player base that has been influenced by solo-centric games that have come out in the past twenty years. Part of it is the reality that we're twenty years older and it's rude to join a group if I'm going to be AFK every little while to do various tasks around the house. That P1999 EQ supports different modes of gameplay is a strength, not a weakness. Danth | ||
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#7
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I would be supportive of P99 adding a solid group experience bonus. Would make things much more fun. Az acts like nerfing channeling is going to somehow make soloing impossible. It really won’t as long as you’re attentive and give yourself enough space from the mob for root or charm breaks lol. | |||
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#8
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I would like a bump in group experience. When grouping, the exp seems super slow compared to solo.
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#9
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Best XP I ever had solo or group wise (outside of PL/chardok AOE) was a bard using singing steel helm to chain pull while still twisting & meleeing with the group.
__________________
Real Money Trading = Perma Ban
Boxing = Perma Ban | |||
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#10
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I think the pieces some of miss from the game is the feeling that grouping is the best option. For a lot of reasons group composition might not be “maximized” and as a result many are pushed to solo more than seems classic. On green server in particular it’s fairly common to come across a guy soloing an area that might be frequented by groups and you’d ask “hey wanna get something going?” To be met with “naw, I’m good.” It doesn’t feel like classic and is off from what most of us think was the original vision for the game. Just thinking of ways that could jump start the culture and drive more pick up groups and a thirst for adventuring with new people.
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- monstra sunt vera, nos sunt
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