Quote:
Originally Posted by Jimjam
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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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Exactly. That's the problem. In modern EQ that weapon is
not ridiculous. Its just the so-called "mudflation". Have an expansion: Increase stats on gear/weps + Make encounters relative to gear increase in difficulty.
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.