#31
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on titanium / p99 it has like 15 the goblin broken buildings are packed as well, that area could support at least 50 people 15-25ish | |||
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#32
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Quote:
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#33
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This all depends if they adjust ZEM like they did in the classic zones back in March.
If they do that for Kunark, the server can sustain 2000 people. The outdoor zones being bumped up to 100 ZEM (+33%) like all outdoor zones in classic would be a good start. The Green ZEM that was adjusted back in March gave us a 4 tiered ZEM system basically. 1. Ultra High ZEM [150+] in vastly unused dungeons (Perma,Kedge,Paw,Runneye,Gorge,CT) 2. High ZEM [110-125] in other "regular" or unused dungeons (Befallen,BB,Najena,SolA,UGuk,QA,CB,HHK,Unrest) 3. Outdoor/City ZEM [100] (+33% of old outdoor normal across the board) 4. Low ZEM [<100] in dungeons with the good loot (LGuk,Solb,Mistmoore) If they go the same route for Kunark. I would see them keeping all the current dungeon ZEMs where they are for the most part, most of the best loot zones in Kunark are 85 ZEM, basically the "dungeon" standard besides a few of them and basically match SolB and LGuk ZEMs. There are a few execptions likely to unchange though -- like LOIO. If you put 100 ZEM in LOIO whoever got bloodgills would rocket their way to the mid 50s due to how ridiculous that camp is, just an example. Something like this if they adjust it is reasonable and would help with population, some zones are already in bonuses that fall into the new classic zem system: 1. [150+] ZEM - Kurns,+Droga, Hole (already confirmed the Hole is 150 by March update) 2. [110-125] ZEM - Kaesora,+Dalnir, +Nurga 3. [100] Outdoor/City 4. [<100] Value Loot Dungeons (Seb,HS,CoM,KC,Chardok) Having outdoor get a moderate buff makes pretty much every zone viable though. I guess we'll wait and see. | ||
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#34
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kERRA Island?
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#35
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#36
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That said you can #4 Value Loot CoM to hell and back if Sarnak Fort and Goblin Ruins in LoIO become viable exp spots on Green. | |||
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#37
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Blue sucks
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#38
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__________________
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#39
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#40
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I find lower guk on green to be a bummer: max level players farming nameds, no pick up groups. I think it's worth seriously reconsidering whether this is actually preferable to having the loot camps be highly sought after by leveling groups.
Separating the best loot camps from the fastest xp camps to spread people out seems like a good idea, but I think the current ZEM difference is too much; instead of spreading leveling groups it separates leveling from farming, and the game play experience of "I'll go back and camp my hooded black cloak solo when the camp is brain-dead easy and I'll have to stand in line behind another max level player doing the same" is shit. | ||
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