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#1
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Also, people play in these zones because they're easy.
Hot zones in places like najena, ct or paw is only going to encourage power levelling sessions.
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Yumyums Inmahtumtums - 59 Shaman Lemonspoon Icebeaner - 52 Enchanter Yumyums Inmahtumtums - 60 Enchanter | ||
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#2
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I think you're right about hotzones.
But we do know that its infancy started in velious, with the same patch that removed exp penalties. It seems they did this manually until the point they decided to make it random automation. "Zone Experience The first and perhaps easiest to explain change that we are making to the experience system is the modification of what we call the "Zone Experience Multiplier", or 'ZEM'. Currently, every creature in game of a given level yields a fixed amount of "Base Experience" (experience before it is allocated to group members). That base experience is then multiplied by the ZEM which is set to a value in correlation with the risk in a particular zone compared with the reward; at least, that is the goal. Recently we evaluated many underutilized dungeons and considered reasons why they might be underutilized. Some people suggested that proximity of bind locations plays a part, and as such we are considering adding more binding locations to the game. We of course will not allow everyone to bind on the doorstep of a dungeon, but these changes should hopefully reduce the potential run for a melee class. While additional binding locations probably will not be in the next patch, we did want to discuss our thoughts on the matter. Another suggestion, one that probably has the most merit, is that some dungeons are too risky given everything concerned. The natural conclusion is that we should increase the reward in order to offset the added risk. Our contention is that most people would rather be grouping and fighting their way through a dungeon because it's more fun, but feel "forced" to sit outdoors and camp zero-risk single spawns because it is safer and thus more efficient. While that statement might be true in an ideal world, it usually results in crowding in these popular outdoor zones (for example, Lake of Ill Omen or Oasis). The crowding in these zones really results in less efficient progress than one could make in a dungeon given a good group, but is still SAFE, at least ensuring that one will not have to tolerate "going backwards". We can increase the reward of a particular dungeon in two fashions: We can either put in good loot, or we can change the ZEM. The problem with increasing the quality or quantity of loot is that if the loot is good enough, it's more likely to draw people far above the desired level range for the dungeon, making it some place that appropriately leveled folk choose to avoid. The second problem with the ever-increasing quality of loot is inflation: as good loot becomes more widely available, its value and the prestige value from owning it declines. In this case, we decided that the most appropriate action for several underutilized dungeons would be to increase the ZEM; that is, increase the amount of experience that everyone gets when adventuring in the zone. As of the next patch, you will receive additional experience (per kill) in the following zones: Droga increased by 12% Nurga increased by 12% Solusek's Eye (SolA) increased by 13% Najena increased by 13% Befallen increased by 13% Paw increased by 13% Permafrost increased by 13% Kaesora increased by 18% Qeynos Catacombs increased by 20% Runnyeye increased by 20% Kerra Ridge increased by 20% The Hole increased by 25% " | ||
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#3
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Quote:
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#4
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There are zones in EQ that originally had the modifier. They then added more zones that had mods in that patch. Took them 5 years before they started adding hotzones thats rotated. Can see the list here:
http://everquest.allakhazam.com/wiki/eq:hotzones Also need to check and make sure those zones dont have that xp mod on p99 cause it wasnt patched in til after velious release. Will get Dald on that.
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Last edited by Thulack; 09-13-2014 at 05:40 PM..
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#5
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I support this idea, but hope they wouldn't tell us which zones get the bonus xp.
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<Aftermath> Oleris- 60 epic necro, Olerris- 60 epic monk. Songerino 60 epic Bard
Halloween 2015 event: https://www.twitch.tv/videos/23440971 PL service https://www.project1999.com/forums/s...d.php?t=313502 | ||
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#6
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Bring back original kedge zem
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#7
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Sounds like a great idea, and it wouldn't be the first perk on this server being "out of time and place," I think it'd have a really positive effect on this server's booming population.
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I've been retired from P99-EQ & Uthgard-DAOC for quite a long while now, but if you ever seek advice with either one, don't hesitate to ask.
DAOC: Uthgard Revamp v2.0 (P99 thread for Hibernia) Uthgard v2.0 Getting Started DAOC Class Descriptions by Crith (for all 3 realms, with some comparisons to EQ classes) DAOC: Uthgard Revamp (old thread with some useful info) "Sometimes a Majority means, that most fools are on the same side" | ||
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#8
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I think it would be a cool idea to try. But, I'm not sure how much actual effect it would have on expanding the variety of zones for LFG. There are already certain zones that have very noticeably awesome ZEMs that are largely left empty. People will still take an Ogre, Troll, or Iksar all the way to Gfay or Blackburrow and ride those zones til their mid teens and never step foot in a much more easily accessible and much higher ZEM zone like Befallen.
Thats just one example, there are more. | ||
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#9
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Just have a rotating bonus each day/week/whatever based on the # of NPCs killed there that time period: the fewer the NPCs that are slain, the higher the bonus. Maybe we'd actually see people in Beholders maze, Runnyeye, Kerra Ridge, Nurga, etc. Chardok PLers might go out of business tho.
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#10
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Not classic. :|
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