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  #11  
Old 09-30-2019, 10:38 AM
Worry Worry is offline
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Quote:
Originally Posted by Coridan [You must be logged in to view images. Log in or Register.]
Iron it out by making every level a hell level. Double or triple the XP required across the board to level.
This.

It's about the journey, not the destination. The community has made it so max level isn't all that fun anyway.
  #12  
Old 09-30-2019, 10:42 AM
Deathrydar Deathrydar is offline
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Quote:
Originally Posted by Worry [You must be logged in to view images. Log in or Register.]
This.

It's about the journey, not the destination. The community has made it so max level isn't all that fun anyway.
I'm not too sure how leveling has become something that is "in the way" of the "real game", which these types of players consider raiding. The leveling experience was always supposed to be the heart and soul of the game. I have no idea where that went....

In modern MMOs (I refuse to add the "RPG" to that as they have nothing to do with it anymore) leveling is seen as something to just get thru to get to raiding. Why not just make raiding games then?

Oh, that's right....they have.

Everyone relax, enjoy the length of time you get to level up and see what happens.
  #13  
Old 09-30-2019, 11:53 AM
fadetree fadetree is offline
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assuming that the original EQ devs did it on purpose, then yes. Since it's kind of a mathematical quirk I tend to think that it was not intended and so would not violate the 'spirit' (The Vision, tm) of original EQ.
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  #14  
Old 09-30-2019, 12:07 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
assuming that the original EQ devs did it on purpose, then yes. Since it's kind of a mathematical quirk I tend to think that it was not intended and so would not violate the 'spirit' (The Vision, tm) of original EQ.
Ridiculous glitches and unintended consequences due to developer blind spots is part of the quirky charm to Everquest.

As much as this project is an homage to a thing we love, it also serves as a museum of mistakes for future games to avoid.

To paint over the cracks does the project a disservice.
  #15  
Old 09-30-2019, 12:12 PM
Deathrydar Deathrydar is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Ridiculous glitches and unintended consequences due to developer blind spots is part of the quirky charm to Everquest.

As much as this project is an homage to a thing we love, it also serves as a museum of mistakes for future games to avoid.

To paint over the cracks does the project a disservice.
Well said!
  #16  
Old 09-30-2019, 12:32 PM
Mblake81 Mblake81 is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
As much as this project is an homage to a thing we love, it also serves as a museum of mistakes for future games to avoid.
Is that why I am playing a 20 year old MMORPG instead of 2019 Skyrimcraft. [You must be logged in to view images. Log in or Register.]
  #17  
Old 09-30-2019, 01:45 PM
Canelek Canelek is offline
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They were leveled out around PoP->LDON if I recall correctly. At least that is what seems approximately the case since PoP's levels 60-65 scaled as "hell levels" as well.

(I think)

I like that there are hell levels. Makes sticking it out much more rewarding.
  #18  
Old 09-30-2019, 04:01 PM
Palemoon Palemoon is offline
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It was intentional on the original devs part. It was a way to allow friends to catch up with each other and keep them at the same or similar levels longer.
  #19  
Old 09-30-2019, 04:03 PM
elwing elwing is offline
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Hell level were not really removed, they just distributed the progression evenly, the total exp for 60 was similar before and after the "removal" of the hell level I think
  #20  
Old 09-30-2019, 04:23 PM
Baler Baler is offline
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someone explain to me like i'm five.

Hell levels aren't classic?
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