More on XP
By making the xp diff steeper among lvls, as to prevent the higher lvls from scavenging one-round kills that gave enough xp for the effort, there is now little point to go after mobs that are actually higher than you in lvl. For example, as a lvl 45 char, swarthy nets me 22k, wheras the ticket seller will give me only 18k.
The xp to effort ratio, should be linked to roughly what it was before. For example, i can reap the same xp killing a rhino by killing one and a half captains, or 5 wildebeests. Killing 5 wildebeests will take me 2 rounds each, with roughly 20 hp loss, whereas killing a rhino will force me to drain almost all my mana and hps, and still make it a toe-toe fight. I know not all mobs compare equally to a char-type, but the past ratio should be looked into (this is not referring to lvl 50 mob comparisons, but comparisons with mobs outside the range).
Whatever you decide to implement, i strongly urge you all to thoroughly test it before implementing it. It is ridiculous when something obviously flawed is installed, such as the steeper xp decline. A little bit of testing could have pointed out the flaw, but it was installed even without that much care. This is a community, and as leaders of the community, i urge you to be more responsible with what you do.
Test muds are here for a reason. It would be nice to invite some of the older players to a test mud to test the new code (of any kind, really) and listen to the feedback before integrating it into the main mud. Us bored lvl 50s will, i'm sure, jump at the opportunity to test the mud, and we'll be able to bring more perspective into the new coding, and help hunt some bugs before having it integrated into the code. Nobody is pressing you to make change, heck, we don't even nag for the delay in skill trees anymo
Treat this mud with respect. Some regard this as their home within their h omes, and find comfort being in familiar surroundings, mechanics, and whatnot. If you are going to remodel the structure, be at least as considerate as to show blueprints, or, in this day and age, give us a simulation of what the changes will bring.
Lvl 45+ mobs were worth that much xp, imho, because they were RARE. There are tons of high lvl players online, and not enough xp about. In the old scale, i relied on aliases to check for repop every tick, for fear of losing them to others. There were and are, only so many mobs yet so many players that need xp. You can't simply fit everything into one big smooth curve because it looks nice. Gotta consider the consequences of removing even more xp from the players.
The best solution is to simply get rid of the new and replace it with the old, i'm sure Ea! must have a copy of the old code -somewhere- :P But you should also try to see how much xp there was before the change, and how much there is now at each lvl. Place more mobs, up their xp, and whatnot. I have no idea why you chose to go through with this as shaky as it is, and not given it enough testing and tweaking before you all unleashed it.
A newbie created to test the balance starting from a low-level instead of evaluating it as a high-level used to easy experience.