Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #21  
Old 08-18-2010, 10:44 PM
Reiker Reiker is offline
Banned


Join Date: Oct 2009
Posts: 939
Default

Quote:
Originally Posted by Lazortag [You must be logged in to view images. Log in or Register.]
And taking twice as long to level is great, it just means you make twice as much money from killing giants, specs, whatever.
Your math's a little off here bro.
  #22  
Old 08-18-2010, 10:45 PM
Lazortag Lazortag is offline
Planar Protector

Lazortag's Avatar

Join Date: Apr 2010
Posts: 3,635
Default

I'm a math major, I never get anything wrong.
__________________
Project 1999 (PvE):
Giegue Nessithurtsithurts, 60 Bard <Divinity>
Starman Deluxe, 24 Enchanter
Lardna Minch, 18 Warrior

Project 1999 (PvP):
[50 (sometimes 49) Bard] Wolfram Alpha (Half Elf) ZONE: oasis
  #23  
Old 08-18-2010, 10:59 PM
Reiker Reiker is offline
Banned


Join Date: Oct 2009
Posts: 939
Default

Have you considered History?
  #24  
Old 08-18-2010, 11:40 PM
Troy Troy is offline
Sarnak


Join Date: Jul 2010
Posts: 418
Default

Quote:
Originally Posted by Reiker [You must be logged in to view images. Log in or Register.]
1) A soloer will never be able to gain more exp than an efficient group.
This is wrong IMO, especially at low levels. My mage completely untwinked went from lvl 12 to 20 in 6-7 hours killing crocs solo in Oasis. In a group you might get from 12 to 15 in that time if you're very lucky. It evens out a little more at higher levels, but even 41-44 so far I've gotten a level every 2.5-3 hours (took about 7 hours to get through 40) and that's fighting other people for HG spawns in Rathe which can't be the fastest way to level.
  #25  
Old 08-19-2010, 12:05 AM
yaeger yaeger is offline
Kobold


Join Date: Jun 2010
Posts: 198
Default

This doesn't just apply to pet classes though.

I hope someone tries to equalize the exp gain between solo and group play. I fully support a class's ability to solo, but I don't think it should be a hands-down better risk/reward scenario in every respect.

Seems like every zone you run through, there are so many of them you can't throw a stone without hitting a mage.
  #26  
Old 08-19-2010, 01:13 AM
Remfin Remfin is offline
Scrawny Gnoll


Join Date: Mar 2010
Posts: 21
Default

Quote:
Originally Posted by Reiker [You must be logged in to view images. Log in or Register.]
2) If they required casters to do >50% damage to get exp, than they would also need to fix pet aggro. As it stands, pets don't generate nearly as much aggro as they would on live. You'd pull aggro from your pet long before you hit >50%. It would be a pretty big "you're fucked, mages who aren't yet 50" patch.
I think you have it backwards, cause pets were horrible at gaining aggro for the entire time I played EQ.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 02:30 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.