The problem I have found with legit-classic eqemu servers is that unless you have a lot of players... (thousands), then old school exp and death penalty exp loss just ends up making the server a solo server. EQ was designed for a large player base. If you scale the exp rate up to make up for a lack of players then it could be more of a success. Perhaps scale the exp rate/loss rate directly with the average number of players on per week?
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