At first I had the illusion I could test all sorts of scenarios and have all scripts ready bevore I go public. Unfortunately it is the ususal 'This project has to be finished at the end of the year, no matter what' time. So I decided going public anyway and learn as I blunder along.
What I have in mind for this server is to be some sort of testbed for scaling EQ down to an population well under 100 players without sacrificing the feeling of accomplishement that goes with playing EQLive.
Things that imho needs a change:
1. Extremely rare mobs/drops. We are talking 10+ hour camps here.
On EQLive these mobs where camped 24/7. The only way the influx of items could be managed was to make them extremely rare. So unless someone can earn good exp and/or get other good items while he waits the drop/spawn rate should be adjusted.
2. Auctions and Bazaar sales
I guess the Encounters in EQLive are not only scaled against player level but also typical equipment. On Live a lower level player could buy items that are well over his ability to obtain even with a full group.
I am still pondering what can be done, maybe it would be feasible to add lower tier tradeskill items to merchants for halfway affordable prices.
3. Making older zones more interesting
There is alot of old world content most players dont visit because the loot and exp isnt good enough. I wouldnt like to change the stats on items but something should be done. Maybe some Quests that require old world items to complete.
4. Risk = Fun
Most people on Live and EMu servers dont want to risk much. They are content with a steady flow of items and exp. Something like: 'Boring is good, I can have fun when I reach Level 70' This is a tough nut to crack if you dont want to trivialize death.
|