I apologize for whichever suggestions have been made before; I'm posting in haste.
The main issues I've perceived:
- There's too much temporarily "dead space"
- The (community perceived-) optimal play involves too much "dead weight" during the leveling process -- Reasons largely shared with above
- There's too much dependence on / benefit in instance-hopping.
- Too much dependence on /shout and third party tools for core tracking.
Main reasons for this:
- Level-to-power curve, by player level and/or by mob-player difference, is overly sharp
- The way respawn timers work at present
Suggestions to attempt remedy to the above, in simplest, though not likely best form:
- Create an at-base NPC or world map function to record NM kills, including recency thereof.
- Significantly flatten the curve of power squish/growth per level of difference (mob-to-player / player-to-mob). (This can be done in a variety of ways; I may edit these in later.)
- Flatten the exp splitting / penalty proportionately to above. Perhaps then further allow for lenience even thereafter, especially to the benefit of higher level players being able to aid lower level players without crippling their experience gains.
- Allow for respawn timers to be "overclocked" somewhat. Anytime a mob is killed (put onto its cooldown) and no other NMs within 2-3 levels are available (e.g. if a level 5 NM is put on CD, and the level (2), 3, 4, 6, 7 (and 8) NMs are all also on CD), then one will be refreshed based on the number of players at its appropriate level and its refresh time remaining. Very obvious hints will be included to show which is refreshed.
There's far more I'd prefer to adjust as well, in the realm of elite mobs, mob packs, more interesting blessings, better mob distribution, and better ways to address the respawn timer situation (reminiscent of some old favorite suggestions for hunt reworks, but still allowing for scaled world-vs.-mob fights), but I feel like those 4 things would already pack a ton of good.


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