#31
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This thread reminds me of joining low level groups with some ree ree superhero insisting we should travel 10 zones away because "there's more mobs there!!!!". People often don't want more mobs, they want convenience. A steady enough stream of mobs is available in the populated leveling zones, while maintaining convenience and not being over the top difficult for the average group.
Shits pefectly classic. Sorry, but your boner for out of the norm leveling zones is dumb | ||
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#32
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#33
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Personally I like lvling in snowflake areas, either solo or in small nitch groups. not the traditional holy trinity stuff. Kaesora, Tower of frozen shadows.. gorge of xorbb casters suck.
but your post doesnt make sense. half the zones you listed have high zem the other half have trash zem. doesnt that kind of prove people go to classic zones regardless of xp per kill? Seems like an arrogant thread imo. its a penalize everyone who doesnt play the way you want them to kind of idea. good luck with that. | ||
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#34
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What's that? Mistmoore has backstab pets that can hit for 150 and plow through globs of mobs? It's also easy to get to, and do corpse runs to? AND it supports a large level range allowing you to go 20-40 without leaving a zone? There's also clerics who tend to camp out and offer free 96% rezzes, and buffs to groups enabling you to fight much longer before resting? High levels are often near by camping Soulfire and can help if something goes wrong? OH YEAH WELL DALNIR HAS CRESCENT ARMOR11!1!1! FYTING BATENS! Bu-bu-but mah classikz experyiunc! I lebbeled in keeng jorb in 2001 in full brawnz with mah hi elf palurdan named xxinyuashaxx ! There is no paths left to "blaze" here, and no trail un-tracked. The community has discovered the easiest, fastest, safest, and most efficient places to level at during the long history of EverQuest and to try to change it is insane. The fun of EverQuest is often doing more with less, such as holding a full group camp down with 1-2 people, or soloing things far beyond your ability to do so.. Not killing Goblins in Nurga with a 5man because "FUK DA MIST MOORZ" | |||
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#35
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#38
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And while certainly not classic and I'm not sure of the difficulty in implementing it, but I think it would be great if the ZEM was dynamic based on the overall difficulty of the zone, the number of people in the zone, the average level in the zone, the overall stats of each person in the zone and maybe other similar factors to determine true risk vs reward. All else being equal, if there are more people in the zone, that would decrease overall risk, because of PC vs NPC ratio is higher, plus players can help others. Also, the higher level players are overall, the less the ZEM should be due to less risk to not only themselves, but to others in the zone as well. They can plow thru mobs that lower level groups struggle with. But, with less mobs around due to the higher level players, the lower the risk to lower level players. I mentioned overall stats. But, what I really mean by this is twinked players. A twinked player or duo can take on mobs that would normally take an entire untwinked group, or nearly so. Twinked players have less risk and should get less xp, in my opinion. Quote:
I'm not sure what the solution is for twinks, or farmers, though. I'm not blaming either of them. It's just the state the game is now. Anyway, there really isn't a non-classic solution that I can think of for ZEM, twinks or farmers. | |||||||||
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