#31
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I'd be 100% okay with no ZEM. Make exploring great again...
Instead everyones crunched into a few zones. I mean, why? Lots on this server isn't entirely classic... might as well just do this. | ||
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#32
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#33
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January 14, 2001
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#34
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Northern Karana 75 75 75 75 75 75 75 75 Oasis of Marr 75 75 75 75 75 75 Gorge of King Xorbb (Beholder's Maze) 75 75 75 75 Eastern Karana 75 75 75 75 75 75 Lavastorm Mountains 75 75 75 75 75 75 Ocean of Tears 75 75 75 75 75 75 75 75 75 Highpass Hold 80 80 80 Runnyeye 100 100 100 100 100 100 Rathe Mountains 75 75 75 75 75 Lake Rathetear 75 75 75 Southern Karana 75 75 75 75 75 Permafrost 90 90 90 90 90 90 90 90 Najena 130 130 130 130 130 High Keep 150 150 150 Splitpaw Lair 90 90 90 90 90 Cazic Thule 85 85 85 85 85 Solusek's Eye (Solusek A) 130 130 130 130 130 Lower Guk 80 80 80 80 80 Nagafen's Lair (Solusek B) 80 80 80 | |||
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#35
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I'd make a few higher-ZEM zones, and change them every day, putting as much distance as possible between yesterday's and today's, and also maximize the distance from porting locations. That way we'll at least get to laugh at the people obsessed by this as they run daily from one end of Norrath to the other.
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#36
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With your suggested changes, I wonder if we'd see players more spread out across the world & be more willing to adventure outside the current highway. Right now, it's hard to beat a place like Highkeep, with it's high ZEM, loot, vendors & banker all within the zone. Arrive around lvl 25, then never leave until 50, with a Santa Claus sized bag of plat. Interesting to think about the potential shake up!
__________________
Converse 50 Rogue
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#37
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IMHO... get rid of current ZEM system. Instead, put all dungeons at base 90 and increase to 150 if full group. 90 if solo + 10 per additional group member with final slot giving +20 to make 150. Make all outside zones 85 and give +5 zem bonuses per additional group members with 6th slotting giving +10 for a total of 115. It's a group incentive game that was intended to reward grouping for harder content. I'm sure my method has been mentioned 10000x before.
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#38
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While we're thinking up stuff that won't happen, on My EQEmu Server(TM), for ZEM I would use it as a relatively gentle tide to move players about to various zones, tweaking it every two weeks so no one gets stuck with just one zone and one set of mobs being their best choice.
And while I was at it, I would make it entirely safe for players to combat mobs of light blue and above, but as the level separation increases there is an ever-increasing chance that a booming voice would suddenly say "THE GODS ARE DISGUSTED BY YOUR DISHONORABLE COMBAT, <PLAYER>" and a single lightning bolt would insta-kill said player. If it's a second offense, maybe the gods take an equipped item also. The trigger test only occurs on offensive action of any kind against the low level mob, so if the high level player gets trained by low green mobs, they can safely get away if needed. Voila, only appropriate-level players can farm anything, and there are already controls on number of accounts allowed. And so, as usual, all problems vanish in My Universe(TM). | ||
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#39
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Rotational ZEMs would be kinda fun. Official progression servers had or maybe still have this(hot zones).
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#40
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So this server was basically unclassic ZEMS which is why we're all piling into Guk and hhk.
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Shenethax - Iksar Shaman
Xerrick - Iksar Necromancer Numdiar - High Elf Mage Zekdos - Troll SK | ||
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