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#21
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![]() I can go to Crushbone right now on my enchanter and afk with a pet out and it'll clear all of the hardest content in the zone.
That's literally the kind of shit you're complaining about here.
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Fairiedust Freesyourmind, Enchanter
Also, a dude. | ||
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#22
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![]() I don't think that weapon is so ridiculous.
If at lvl 50 vanilla you use a short sword of ykesha for a proc aggro weapon and at level 60 you use the red epic, that suggests for each 10 levels DMG should increase by a factor of two thirds. If that is a weapon for a level 100: 8*1.67^5=103DMG ... seems to more of less follow the trend set by Kunark. Mind you, I have often said Kunark messed up itemisation in Everquest, so yea. | ||
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#23
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The result is that after several expansions you 1) make segments of your own game insignificant. the more you add expansions in this manner the more of your own game you sunset. 2) the arithmetic gets out of control. instead of dealing with small sensible numbers you are dealing with HUGE unwieldy stats (can you imagine being the dev that has to actually argue whether or not the item should +2875 HP vs. 2800 HP ???). Yes, you have the same effect over the natural curve of leveling. Lvl 10 zones are useless for a lvl 60 character. (I can zone into crushbone and slaughter the whole zone easily on a lvl 60 toon). The difference is the consistency of the world is not challenged by this nearly as much as after a few mudflation expacs. Also, vanilla EQ did a good job of making sure that there usually good reasons why a high level player would actually need to return to lower level zones---holding the world together. Modern EQ has not only failed to solve the problems of mudflation, they have actively embraced as a part of their game. The player base that has remained on live EQ doesn't mind it. They even enjoy it from my conversations on live. New expansion, can't wait to get a new set of armor with slightly higher stats, etc. | |||
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#24
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Sure, EQ's has gotten to the point where the stats are getting out of hand, but that's expected in a 15 year old game. It's no different than any other game expansion, just bigger numbers. | |||
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#25
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New content should include new leveling zones, new leveling dungeons, with incentives to use them. Then the new leveling content would require more players to roll new toons if they wanted to experience the new low level content. That would breathe new life into the low zones constantly, providing an enjoyable experience for new players, thus preventing the game from evolving into something for veterans only. | |||
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#26
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#27
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#28
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That's something we don't even really see in current MMOs. Every WoW expansion is simply new content for going from the previous level cap to the next. Same thing for FFXIV, and almost every other MMO out there. | |||
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#29
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![]() honestly, the very idea of "expanding" a game is that it will result in a different game than the one that people originally fell in love with. The conclusion I'm drawing now is that they simply should not release too many expansions at all. Maybe one or 2.
But the game should be much closer to a finished product when it is originally released. But then the question becomes, "What is a finished product?" Because right not live has like 20+ expansions and it's still not finished. So I guess that idea is not possible then. Back to the drawing board. | ||
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#30
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Now stat inflation may be an unsolvable problem. MMOs need new progression for expansions. But that doesn't mean that it ever should have gotten like it was when I tried to roll a war on live PoP. Lets just say -- I barely got 65 and quit when I realized I couldn't tank any good exp zones. They could have continued to scale the old content for newer players. | |||
Last edited by JurisDictum; 11-22-2015 at 08:18 PM..
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