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#1
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I've got so many quest turn-ins saved up, I had to make alts just to hold them all!
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#2
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Deputy Tagil is useful for the money. you either get an item that sells for 3 c, something that sells of 2s or sometimes a potion that sells for 1 plat 1 gp
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#4
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#5
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Ogre War/SK guild quests, though they do not give a great deal of XP, still offer a pretty good return in coin if you consistently do the turn ins. I think they're one of the few useful ones left in the current state because the turn in is close enough, and Ogres have a lot of carry weight for bags.
__________________
Maern - Enchanter
Cyic - Shaman Shigal - Crapromancer As they ground to make XP holy . . . let us twink to make it free; our EQ marches on! | ||
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#6
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I turned in 7 sashes after I left last night at level 10 and got roughly 30% of a level? Quite a bit worse than on Blue. Made over 50pp though!
__________________
Green Server
Hendrik - 21 Human Druid Blue Server Aegnor Eldruin - 60 High Elf Wizard <Dial a Port> Vizeryn_D'Raethe - 60 Erudite Paladin Formerly of <Azure Guard> | ||
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#7
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The issue I see is that decreasing quest exp only makes sense if increasing the spawn rate actually led to individuals accumulating more of a quest item than would be 'balanced'.
The thing is, I don't feel like I'm accumulating twice as many bone chips, in fact, I'd say I'm only getting maybe 1/3rd to 1/4th the amount I normally would do to the number of players. Increasing Spawn Rates allowed an to increase the number of players the zones can handle, but all these quest items are being split between all these players, so while the total number of Bone Chips has increased, the amount each player receives is unchanged at best. So I really think they should just undo the quest exp changes and continue modulate the Spawn Rates until the zones reach a more sustainable number. | ||
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#8
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All of these "did nerf, didn't nerf, should nerf, shouldn't have nerfed.." complaints. The dev team had a hell of a conundrum their hands at launch.
Increased spawn meant increased turn in potential, BUT.. Increased population meant that turns would be spread out, so turn ins per player might remain classic, BUT... A fear that a few knowledgeable players would exploit certain turn-ins would create a spearhead of players rocketing away from the rest, creating the problem that Green was trying to solve over Blue, BUT... The knowledgeable players simply hoarded their turn-ins waiting for the restoration. No matter what they did, someone would have complained. Without some sort of server side, dynamic calculation leveling the XP per player per turn-in per spawn rate, they did what they could. Day one was so packed in Qeynos, I started doing the Bard Reports just because I was doing something rather than just competing for scraps in the newbie yard. It took forever to get to level 2 doing that. But, guess what? The coin reward hadn't changed. So, I got a lot more money from doing that quest a hundred times than I would have normally. It was just pennies, but it added up. There simply was no perfect solution to the problem. | ||
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#9
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And now the situation is spawn rates are reset to default, quest xp is still nerfed AND the noobie yards still have 100+ players in them.
If you're behind the leveling curve youre FUCKED and levels 1-8 will take literally 3-4 times as long as they did over launch weekend! | ||
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#10
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Quote:
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