Mr Creed
Too old for this shit
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- 287
Old suggestions but they are worth repeating:Well early EQ did not handle risk vs reward well either. and Kunark just made things worse. Those out of the way dungeons, like Permafrost, should of had better exp and rewards for being so out of the way and harder.
The longer a mob is alive, the more xp it gives (maybe even loot but xp should be valuable and thus enough. Game needs deep AA points)
Placeholders for named continue to check for named spawn at each spawn intervall, so a dungeon that has been deserted for a few days is a treasure trove. Also have some very rare spawns that wouldnt make sense if they could only spawn when the PH dies, since now the dice for the spawn is rolled twice per hour no matter what.
Those two changes alone should bring enough traffic to less desired regions. There'll always be the hotspots that everyone flocks to, and there'll always be less frequented dungeons that yield better rewards for those that tackle the longer travel or more difficult denizens there.