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Old 10-10-2016, 02:07 AM
NostalgiaEQ
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Join Date: Sep 2016
Location: us
Posts: 201
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Quote:
Originally Posted by ChaosSlayerZ View Post
To add to this discussion, here is a very interesting article "The Kunark Problem" written years back, by member of Afterlife - one of the top EQ guilds of all time.
It underlines some of the core problem in initial EQ design:

http://www.afterlifeguild.org/Thott/kunark.php
I love stuff like this and agree with many points. Don't quite agree with this though: "The key is avoiding content burnout, by never forcing, or even allowing, a player to continuously play in the same area."

Not everyone is an explorer and some like things they are familiar with and to be the big dog. I think that is great. Having parallel content for the explorers to play in one dungeon one day and another dungeon the next then come back the 3rd day is awesome as well. I think having parallel content is important but allowing people to play in the same place for a long time is also good. I am actually encouraging this by bumping up light blue xp slightly which will also help soloers.
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