New XP system
Although I think the new system is rather discouraging at the very first level and at levels beyond 40 or so, it is definately an improvement in the other level ranges. As a mage, I have been able to level myself without aid (by sacrificing a spell level to learn a combat skill) at a pace almost comparable to fighter chars, and found it a very definite departure from the old system where it was quite difficult (especially when everything revolved around dex -- i recall one of my characters levelling by repeating the aladdin's lamp quest simply because it was faster) to level on your own.
Even grouping at lower levels seem to have definite payoffs, unlike the situation at higher levels. Personally I think it's due to the lack of stock level 50 mobs, and that level 50 mobs are usually found in isolation -- and when they are found in groups, they tend to assist each other or have other unfavorable surroundings that tend to make gaining xp harder.
I am wondering if HoL could be restored to its original, non-linked status, simply because it will improve grouping (most mobs there, it is more favorable fighting them in groups rather than solo) a bit. Also, if possible, some areas could have more high level mobs that are in proximity to each other -- maybe boost the lustful souls' number, but tone down their aiding, or introduce a few more warriors in the dun, more animals in bengal, and maybe even a few whales in the pacific.
Didn't you solo lvl 50s at low levels under the old system?
- Unlinking HOL would be a great idea I think, dunno why it was linked in the first place
- Ronnie hits it bang on, there are really not enough mobs from the level 20-40 range, where you can kill from 10-30 mobs in a row without needing to rest. (No the solution isn't to make these mobs harder) But with most players in that range now, there just aren't enough mobs to go around. (I've managed to get a character to level 20 in 8-9 hours in this system, its a lot easier at low level IMHO) Once you hit 20th tho, everyone up to 20 levels higher than you are killing the same mobs as you are tho.
- Spice up those areas that no one goes to except for 1 thing (skill, item, quest) Make some generic mobs (read: from 10-20 of the suckers) in the area that are good mid-high range level, and that people will find it worthwhile killing. (maybe a mix of animals and humans?) Give them crappy eq (so no one gets rich quick) and make them average in combat, and average for xp.
- --MAJOR POINT-- Make killing higher level mobs worthwhile to lower level characters for xp. No reason to make levelling off 1 kill possible, but I don't see why you shouldn't level off 5 kill of 5 50th level mobs if you are level 25. (or something around there) I know there is a problem with powerlevelling in that case. Solutions might be to require the low level character to do 100% of the damage to recieve xp if he is grouped with a high level. (bad plan I know, but I know someone out there has a good idea for this)
An other one:
Make it worth less to kill mobs lower level than yourself For example if you are around level 45-50 it pays a lot better to kill mobs around 40-45, than actually on your own size.
This is considered loss in hp, amount of mobs etc.
I believe level 49'ers killing mobs 8 levels lower kinda destroys level 40'ers level posiblities (unless of course they kill level 35 mobs).
Plain easy to get to level 50 mobs just doesn't really pay to kill.
I also agree with the comment about midlevel mobs. I can get xp quite quickly at any level, but only by sticking to a few areas in the game. I don't live in the US and so usually get the mobs almost to myself at my active playing time when there are few players on, but I hate to think what its like trying to get xp at peak times.
The shift has obviously been from quality to quantity, and I personally never had shortage at lower lvls -- i log on pacific time, and that does help, i guess -- and even with a lot of ppl on, there are a few things you can do to dominate runs, or, simply go afk and kill whenever you aren't busy (yeah, it racks up hours, but i do have an unlimited, tho segmented by 8 hrs, connection).
On another note, there does seem to be a shortage of bandage rolls and herbs whenever I log druid-types, and herbs are now way too renty compared to the xp you can get with them. Considering that the same amount of healing nets you roughly 1/5th xp compared to the old system, any chance that herb rent could be reduced to a similar degree? I have a couple newbies who like flavoring stuff to help them get around, but the rent is really steep at lower lvls.
Oh yeah, any chance HoL is going to expand soon? I know it's kinda cheesy, but it does seem a really easy way to beef up mob-count -- MORE CHARS IN HoL! :p
In essence, there seems to be limited circumstances where solo'ing somebody higher is possible -- most often for chars with high dex. So I am not entirely in favor of making high lvl mobs be worth more.
Right now i limit myself to are you crazy mobs, and dont get much of a bonus either.