I think the solution to over-populated dungeons is not hard.....
No need to think Phasing, Instancing and Dynamic crap.
All what you need to do is instead of having ~4 major dungeons per level range increase that to 10 or 12.
Make them so they are all equally good and interesting. If they're still suffering from over crowded dungeons.. Patch a new one or two.
LOLWhy didn't we think of that before?
Actually thinking about it, why not have 100 dungeons that are all huge and unique? I'm talking West Karana sized all filled with unique mobs, intricate textures, and set up like mazes. You could even have each mob controlled personally by a member of SOE. Ask the main bosses would, obviously, be controlled by Smedley. Also, each would have its own language with a unique alphabet and syntax.
Fixed that 4 uUs -we want death to mean something, we want difficulty and meaningful progression!
SoE -Aight, permadeath.
Us - FUCK YES
As long as you have to put time in to re level your character, that might be the best server ever. Discourage power leveling and there's never a shortage of lower level groups, raid content stays necessary through the entire xpac, and the economy works much better. Just make the character that dies lose everything on him at the time, but you get to keep your house and everything in it and your bank items.I can't believe it's real permadeath. If anything, I can see it being something like Star Citizen's version of permadeath. Essentially it's really hard to die and they use all the typical scifi reasons for surviving. But eventually you end up dieing and you can "will" your belongings to another person. That other person is you but you lose all of yor achievements and other shit.
If EQN has permadeath, I wonder what kind of form it'll be in, if at all. I can't imagine a F2P game having permadeath where you can die easily like any current MMOG.
As much as I like the sound of it I probably wouldn't play it anyway. The concept is cool but I'd probably get depressed if I had to restart my main character multiple times before seeing the top level stuff.I'm pretty sure Smedley has already confessed via twitter that he was only kidding about EQN having permadeath.
30, 35, 40, 45. Kunark - 51, 54, 59. 54 was especially brutal. This was all intended and was not a coding bug.30 35 40 45 54 59 are hell levels. The more you know :3 They were a coding bug, left in as a feature. Same with feign splitting and other fabulous emergent gameplay mechanics.
51 wasn't hell, it was just the start of the tougher kunark leveling experience, 51-53 were only a bit different. 55-58 were scaling slightly higher. 59 was fucking retarded.30, 35, 40, 45. Kunark - 51, 54, 59. 54 was especially brutal. This was all intended and was not a coding bug.
Warping the Dain down 4 stories through ice was a coding bug because the game was built on a tank simulator engine with horrible Z-Axis ability.