#21
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Quote:
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#23
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If I had time to play at all I'd be excited to be boxing teal and green for double manastones.
Looking forward to the rmt bans on these. Bless staff. | ||
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#24
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Quote:
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-Alfredo (server first level 2 druid. server first level 2 halfling. sever first level 2) | ||||
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#25
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why is there such a fuss over mana stones anyways. in the grand scheme of things its whatever
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#26
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while i wait for your kind response cd288: can you please report, are you or anyone you know playing on both green and teal simultaneously? please submit that information kindly here in this thread with names of characters in both green/teal and i will include it in my study
thank you. i hope all is well | ||
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#28
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Yesterday Littlebill called a zone wide meeting in the blade fiend room of unrest. He made sure everyone got in a group appropriate for their level. Everyone seemed happy until Littlebill trained the bar! ( On accident of course). Definately not toxic.
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#29
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I think the reason things become toxic later on is because the number of lower level areas doesn't scale with the number of higher level areas. And then you have places like Permafrost which will never be utilized by groups because it's out in BFE with no fast way to get there. Areas like CT which are death traps.
We go from having access to tons of zones to level in to very very few later on. The ZEMs and loot spread make little sense later on. LGuk is basically the best and most important zone in the game. Not only does it drop some of the best items in the game currently but it also provides some of the best EXP. I've been thinking a lot lately about this message posted here: https://web.archive.org/web/20010124...s/letter.shtml Particularly "We can increase the reward of a particular dungeon in two fashions: We can either put in good loot, or we can change the ZEM. The problem with increasing the quality or quantity of loot is that if the loot is good enough, it's more likely to draw people far above the desired level range for the dungeon, making it some place that appropriately leveled folk choose to avoid. The second problem with the ever-increasing quality of loot is inflation: as good loot becomes more widely available, its value and the prestige value from owning it declines." This practically sums up MMO design in one paragraph and is why I do wish that even though it wouldn't be classic, we could discuss changes to ZEM. Plus it's not like there's any proof of what ZEMs were during classic, that January 2001 post is the first I saw them ever openly mention ZEM, which is post-Velious (would love to see more dialogue from SOE about ZEM if anyone has access to any). TLDR: Zones like Permafrost and Cazic Thule need double EXP, not Lower Guk. Would like to see each zone looked at on a case by case basis, looking at its design, difficulty, and loot, and try to come up with reasonable ZEM numbers.
__________________
Atomos Human Ranger <Divinity>
Atomos Human Bard | ||
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#30
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I don't think I agree with atomos.
The big-ticket items tend to be in lguk and solb. But there's actually quite a wide variety of zones needed to fully gear any level 50, ranging from solb and lguk for fbss and GEBs and whatnot to mid-level dungeons like perma and sola to outdoor zones to quest items. And there really aren't THAT few zones to level in at 45+ than at lower levels. Solb and lguk have stuff for 45-50, but they also have stuff for much lower levels. Perma is like this too, with teens mobs at the entrance but frost giants and the bear pit taking you to 50+. Kedge has a wide range of content. CT has quite a level range. Plenty of outdoor zones have select things you can get to 50 on, even if they don't always have great loot or require faction losses (guards in basically every city, spectres, OOT, random mobs like cyndreela or whatever by fear portal, etc). Again, imo, this is all just a feature of classic EQ. Just like the exp penalties and the hell levels and the crazy grinding required and the class imbalances. If you approach the game with the expectations of a modern MMO gamer, then you'll be confused by mage research and hybrid penalties and the UI and the way loot and ZEMs are distributed, by the lack of instancing and the minimal amount of "raid" content at 50. Etc. If you approach it with an open mind, then it certainly will feel odd... but it has a charm to it regardless, and it isn't THAT ridiculous. | ||
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