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Message ID: 13898
Date: Thu Jan 27 22:54:29 GMT 2000
Author: Kimes, Dean W.
Subject: RE: My overcrowding solutuion


I don't like them either, but there really isn't another way. A level 50 in
there would lose experience and likely not care on iota. Besides its only
fair, the planes are restricted to 46+ why not restrict some zones
downwards. Just don't make anything that's really cool no drop do it can be
sold by those of an appropriate level to receive it to those who missed out
by already being too high.

Kit

-----Original Message-----
From: kim@... [mailto:kim@...]
Sent: Thursday, January 27, 2000 3:56 PM
To: 'eqbards@onelist.com'
Subject: RE: [eqbards] My overcrowding solutuion


From: <kim@...>

On Thu, 27 Jan 2000, Kimes, Dean W. wrote:
>
> Yes, I thought of that too and it is a problem every time they set up a
zone
> for lower levels. There will be a group of lvl 50's that will rage thru
> killing everything just to see what items are dropped even though they
> probably won't want any of them. Just use a little reverse planar logic
and
> code the zone to not allow in players of over X level where X is 12 levels
> above the mean mob level. That would let them create a dungeon for level
25
> mean that would restrict flow of items out due to players of a level that
> wouldn't get xp anyhow running in to farm stuff.

I don't like hard limits. I prefer disincentives. Make it so
killing too many green mobs in a short period of time made you
start to *lose* experience (it's too easy, and you're letting
your skills slide). :)

Of course, to get this to work, they'd have to balance the
melee classes so they didn't die to green mobs...

--
John H. Kim
kim@...


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