Is making it easier to complete tomes on lower end old world content a good idea? The faster these tomes get filled, the faster the game runs out of content again. It should be as competitive to XP at the top end as it is to raid. Also, this WILL affect fresh 65s in a negative way. This is exactly the same as dropping high end quest pieces in low end raid zones.
Well look, most tomes aren't super exciting. Your first few sure, maybe some class ones, but doing them is not what keeps me or my friends playing. You know what kills the game high end? Bottle necks - progression mobs on lock down, preventing other guilds from progressing, drama that ensues, having to get up in the middle of the night or stay up half the night to raid, looking for quest mobs that are often sniped, running the same circles in the same zones... doing exp is kind of the counter to all that, and I'd argue strongly AGAINST the view point that non-raid time should in any way end up like that.
I'd also argue this will not at all be like dropping quest items in lower raid zones - in that case, individual targets that spawn on a raid timer are left unavailable for progression for lower level toons. How is that in any way like trying to expand exp options? If anything it would help lower lvls, by encouraging people who are sick of exping in the same 2-3 zones to exp more, and if we instituted an anti-buff bot code, then even better for the lower lvl guys. And the lack of diversity at the high end is arguably bad for the server, people burn out and/or quit, which then deprives their guild of a dedicated player, and the server of someone with vested interests in its continuation. And as lower lvl guys gear/level up, then there's more of a bottle neck for the same exp zones.
And just to restate it, I was suggesting basically some sort of nadox global code - we're not talking about a single group wiping out all the mobs to kill in miel c, or eldinals, or wherever. That can happen now easily - bumping the difficulty, making it take time and effort to kill mobs in exchange for the exp merely opens up options for people - and it would be available to lower lvls as well.
If done right I just don't see the whole of the non-end game suddenly vanishing. How many mobs can a nadox crew take out, especially if lacking the out of combat regen? What zones exactly are we afraid are going to be overrun by a handful of groups exping there?
As I've mentioned before, I like nadox. That said a lot of people don't. So why not take the agreeably neat aspects of nadox, as an option to people who want to use them, and open up other areas of the game? No content is repurposed, no zones redone, and with the wide variety of places to go, I doubt seriously anyone would be inconvenienced.
Nadox itself can support 1-2 groups, so adding it to the list we get nadox / cita / bq / tears / ec / fr - maybe kaesora? There's prison/abyss/yclist/spires/tur ruj to raid high end? Suggesting people just add Nadox to their cycle doesn't really help - people who don't like it won't go, people looking to work on charms as well as exp won't go, and having a group or two there means we can't go - all leaving those of us just looking to hang out with friends kinda SOL. I'm just looking for a fun and worthwhile way to continue one's character, recapture some of the lower tier fun without having to make an alt, with minimum work for the devs and without shutting anyone t0+ out of the fun.
Worst case? We try it, we hate it, we stop it. Or limit it to a few zones for testing, rather than just jumping from zero to server wide - miel c, red sun mines, fire grotto, maybe a couple others.