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  #1  
Old 11-27-2019, 05:43 PM
MrPanther MrPanther is offline
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Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
I do hope on the next green server a few years down the road they'll consider going harder with the "classic in spirit" changes. The politics and logistics of it are obviously a headache, but I'd love to see older zones being utilized, even if that means changing their itemizations to make them more attractive or their ZEMs, whatever will encourage people to go to places other than unrest and mistmoore
Completely agree. We don't love Everquest because it's old. We love it because of its mechanics and its a good game in its foundation. So make the other parts of the world more fruitful to level/farm! Doesn't mean core game mechanics are changed.
  #2  
Old 11-23-2019, 09:18 PM
douglas1999 douglas1999 is offline
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I remember the SoD guys had a cool thing where the longer you spent in a zone, the less xp you'd get per kill (though it never dropped unreasonably low), and the longer you spent outside of that zone, the more you'd get when you went back (up to like a 200% bonus or something). And it seemed to work.
  #3  
Old 11-23-2019, 09:21 PM
jacob54311 jacob54311 is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
I remember the SoD guys had a cool thing where the longer you spent in a zone, the less xp you'd get per kill (though it never dropped unreasonably low), and the longer you spent outside of that zone, the more you'd get when you went back (up to like a 200% bonus or something). And it seemed to work.
That's a great idea. Players like to try new places, but they also like to feel like they are accomplishing something in game. This way, you can accomplish both at the same time.
  #4  
Old 11-23-2019, 09:32 PM
lordpazuzu lordpazuzu is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
I remember the SoD guys had a cool thing where the longer you spent in a zone, the less xp you'd get per kill (though it never dropped unreasonably low), and the longer you spent outside of that zone, the more you'd get when you went back (up to like a 200% bonus or something). And it seemed to work.
DAOC did something like that. The longer you killed the same mobs over and over the less exp they were worth.
  #5  
Old 11-23-2019, 09:25 PM
douglas1999 douglas1999 is offline
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Yeah it makes sense when you consider the meaning of the word "experience" too. If you keep doing the same thing in the same place, you'd eventually stop learning anything new. If you then dive into some totally new place you're not familiar with, you'd learn things very quickly by necessity.
  #6  
Old 11-23-2019, 09:56 PM
Bannen Bannen is offline
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I'd rather see a third server than merge them together. Still crowded. 2400 people on.
  #7  
Old 11-24-2019, 12:45 AM
Barantor Barantor is offline
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Teal is damn near perfect now, chill.
  #8  
Old 11-24-2019, 12:51 AM
RipVanFish RipVanFish is offline
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Def no to merging lol, probably not until Kunark.
  #9  
Old 11-24-2019, 01:50 AM
Lulz Sect Lulz Sect is offline
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high pass hold and runneye citadel are ghost towns

why?
  #10  
Old 11-24-2019, 01:06 PM
silo32 silo32 is offline
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Quote:
Originally Posted by Lulz Sect [You must be logged in to view images. Log in or Register.]
high pass hold and runneye citadel are ghost towns

why?
because they split the servers 1 week into launch?

lets just merge and demerge them daily based on need, not really but no one will ever be happy here you are all miserable old farts
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