![]() |
|
|
|
#1
|
|||
|
Also have to keep mind, the less populated zones where noone levels is because they're dangerous. There is high risk, low reward. Dalnir's Crypt is a badass zone and can be done, but like this zone and many others it's a challenge and will test your group.
It's all about incentive, basic human behavior. The classic experience is an unpolished one, so there will be lots of gray areas on "how classic" you want the server to be. Of course the devs could change the game in a custom way to try and populate dead zones, but is it worth straying further from the classic elements that are already being changed in other ways? Nah, I don't think so. Just make friends and play how yall want, people were alot more sociable on EverQuest back then because online gaming was still pretty new and you'd find alot more tight-knit players who met online, irc chats, muds, etc.
__________________
| ||
|
|
|||
|
#2
|
|||
|
Raising or lowering Zems won't matter And will kill the leveling experience. 90% of people just want to log in, shout for a group, fight for a few hours, and log off. The reason people cluster in popular dungeons is because you are pretty likely to find a group and you can rotate people in and out easily.
People don't want to hang out in a inconvenient zones like runneye or splitpaw or dalnir. If you can't find a group you wasted an hour traveling there. | ||
|
|
|||
|
#3
|
|||
|
Personally I like lvling in snowflake areas, either solo or in small nitch groups. not the traditional holy trinity stuff. Kaesora, Tower of frozen shadows.. gorge of xorbb casters suck.
but your post doesnt make sense. half the zones you listed have high zem the other half have trash zem. doesnt that kind of prove people go to classic zones regardless of xp per kill? Seems like an arrogant thread imo. its a penalize everyone who doesnt play the way you want them to kind of idea. good luck with that. | ||
|
|
|||
|
#5
|
||||||||||
|
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
And while certainly not classic and I'm not sure of the difficulty in implementing it, but I think it would be great if the ZEM was dynamic based on the overall difficulty of the zone, the number of people in the zone, the average level in the zone, the overall stats of each person in the zone and maybe other similar factors to determine true risk vs reward. All else being equal, if there are more people in the zone, that would decrease overall risk, because of PC vs NPC ratio is higher, plus players can help others. Also, the higher level players are overall, the less the ZEM should be due to less risk to not only themselves, but to others in the zone as well. They can plow thru mobs that lower level groups struggle with. But, with less mobs around due to the higher level players, the lower the risk to lower level players. I mentioned overall stats. But, what I really mean by this is twinked players. A twinked player or duo can take on mobs that would normally take an entire untwinked group, or nearly so. Twinked players have less risk and should get less xp, in my opinion. Quote:
I'm not sure what the solution is for twinks, or farmers, though. I'm not blaming either of them. It's just the state the game is now. Anyway, there really isn't a non-classic solution that I can think of for ZEM, twinks or farmers. | |||||||||
|
|
||||||||||
|
#6
|
|||
|
I like these zones being empty. They're the zones you get your friends together and go run some xp. The main line xp zones are the pick up group zones. Make some friends and take the road less traveled. It's a lot of fun.
| ||
|
|
|||
|
#7
|
|||
|
If you want to play in different underpopulated zones make a static group for them or join a guild that is more willing to explore the game rather than leveling 1-60 as fast as possible.
| ||
|
|
|||
|
#8
|
|||
|
I don't think these are hard to implement or bad ideas, I just think it strongly goes against the "classic" that this server tries to emulate. There are some ideas from other games I think that do this pretty well, such as continually adding xp bonus to individual npcs the longer they are alive, but this is a pretty unclassic feature so doubt we'd see it here.
| ||
|
|
|||
|
#9
|
|||
|
Almost none of the 'ideas' suggested on the forums (That are not in line with the timeline progression) have been implemented by the dev's since 2011-2013 on Project 1999. I doubt this will change.
| ||
|
|
|||
|
#10
|
||||
|
Quote:
__________________
Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of 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. | |||
|
|
||||
![]() |
|
|