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#61
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Edit: and 30 mobs in 5 minutes is rediculous. absolutely ludicrous. any group would blaze past any soloer. | |||
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#62
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I just realized...
Most of these figures are based off levelling in Oasis. | ||
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#64
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#65
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Edit: When I quadded, the population was a LOT lower than it is today, but I would only really quad while I was LFG. A lot more of the camps were open and available. | |||
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#66
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I do remember quadding as a wizard on live. This was in PoP, but on the Velious Wyverns. It was never as good of xp as grouping was (or remotely as safe), but it was close, and the plat I got from it faaaar exceeded anything I could get grouping.
__________________
Sareil - 66 Wizard - Maelin Starpyre
Misher - 12 Bard Mizerly - 13 Enchanter | ||
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#67
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When EverQuest first came out grouping was a great way to see more difficult parts of the game than you could see by yourself. That is what made it such a social game. You could rely on your party members to heal, DPS, CC, or do whatever to get you farther into the dungeon than you'd ever gone before, or into a zone that was dangerous alone.
However, now that 98% of the population has seen and done everything this game has to offer there is no incentive to "adventure". There is only the incentive to poopsock your way to level 50 and hope to get into a guild where you can continue to poopsock your way to getting items you would have deleted on live. This game is very fun, but there is nothing new. I seriously envy the players that are experiencing it for the first time. eh | ||
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#68
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[QUOTE=Noselacri;129165]
And that's the thing, really. The benefits of soloing are supposed to come at the price of less but safer exp and a lack of interaction. However, the guy who played back in anno 1999 when he was 18 and had a blast joking around with strangers and staying up until 2AM and so on, he's now a grown man with a wife and a crying kid in the next room. He doesn't care as much about bullshitting with other youngsters, and he doesn't need to play in an environment where having to leave the computer for 20 minutes is a problem. And unlike the EQ he remembered, this version actually rewards him much more for refraining to group. Suddenly soloing isn't something to do when there are no groups available, or the only way for classes that aren't highly desirable in groups. It's the best way to level up and by far the most convenient way to play for him. And since many, if not most players, are now more like him than the energetic teenagers they were when they started playing ten or eleven years ago, it's no wonder more and more players prefer the spectre island over Lower Guk. [QUOTE] This is myself and my g/f...Overall, awesome post. Stupid quote btw is not working for me.... | ||
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Last edited by zianlo1; 08-30-2010 at 06:32 AM..
Reason: fixed quote
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#69
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Add a slash so it becomes [/quote..], thats how you close a quote [You must be logged in to view images. Log in or Register.]
Anyways, after reading through the entire discussion and weighing up all the options I still think that adding a small boost to group xp would be good. We're all poisoned by WoW and aging, and most us could use a nudge here.
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#70
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The most reliable mid-40s solo camp for a Mage is spectres in Oasis, I think. The five ground-level spawns can be cleared before repops, consuming sufficiently little mana to keep this cycle going indefinitely.
I don't know how long the respawns are, but 9-11 minutes feels right. Reasonably speaking, a Mage requires about 2-3 minutes of meditating to regenerate enough mana to come out ahead relative to what is required for the next pull, rebuffs, etc. In other words: in the 2-3 minutes it takes for a Mage to kill one mob and prepare for the next--that is, real grinding, not simply draining your mana bar to kill as quickly as possible--a group could easily bring in 2-3% exp. I did it tonight at BNB myself. Ceteris paribus, grouping is faster.
__________________
Live: [67 Arch Convoker] Qaedain Magi'kot (High Elf)
P'99: [50 Magician] Qaedain (High Elf) | ||
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