Quote:
Originally Posted by Swish
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CE begins to really slow after 35-36, you should then return to Unrest's basement and try to duo/trio down there if its possible [You must be logged in to view images. Log in or Register.]
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I was about to say ..one issue with Mistmoore is lack of diversity, however it's back to a convenience factor again.
P99 doesn't often see more than one group per each known camp - entrance ramp, pond, canyon, graveyard, pit, CE and then that's about it.
I remember when it was so busy that there were two groups or more per the above and then more inside ..how about a group camping in the tomb and another next door in the jail?
At first glance, CE might be the end of the convenient line in MM, but certainly not the end of the line altogether.
And I would not go back to Unrest basement as a full group after that(or even as a duo)..would be counter productive. Unless you do something creative, like Mino Heroes, Lords or Sentrys in Steamfont, or Brownies in Lfay, you're only other realistic Faydwer option will end up being Kedge.
Quote:
Originally Posted by Tecmos Deception
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The term "zone experience modifier" is deceptive, because it doesn't really seem to apply to entire zones (all of the time, at least).
Last time this kind of discussion came up, personal experience showed that the aqua goblins in the lake in LOIO give xp at a rate that suggests LOIO has like a 150ish ZEM (I forget the exact number). But then when I killed level 1 mobs with a level 1 iksar, THAT was indicating that LOIO had a 75 ZEM.
So yeah. Moral of the story is that you can potentially find that parts of a zone are great xp and other parts are crappy.
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Yes, I do not remember if it was like this on the real servers though I wouldn't be shocked at the idea of particular mobs being tweaked to adapt to a gain or lack of interest by players.
My advice to people is ask others where they honestly think is a good place to experience and then ask for what reasons.
If you want something easy and fast, then go there. If you want adventure, then go somewhere else.
Worst that can happen is you find out it's not all it's cracked up to be; you just have to be flexible to the idea that maybe when they did it, conditions were more optimal and therefore better results were achieved.
If I had to make one up, I would still follow the original standard baseline of +10/% points for all dungeons but would rework them with the now accumulated knowledge of what zones got popular for what reasons over the years and also for what specific areas/mobs. This would allow the server to entice people to make the trip to out of the way places like Dalnir, or Qeynos Catacombs, or camp the floating iceberg in Timorous Deep, or etc.
Developers wouldn't have to disclose anything more than "'we've adjusted all zones to fit[or not fit, you be the judge!] more universally with play styles and player knowledge. Adventure onward!"
Eventually it would go from being somewhat official with a lot of anecdotal comments, to something pretty accurate but without direct confirmation from developers thus keeping them from giving away secrets.