Bonk84
Dalayan Elder
Alright, as i am a pretty new player myself (started in late january of 05), here are some things that i had problems with.
1. Exp debt is awesome, but i dont think players should start getting xp debt until lvl 20+, as this is the area where many people figure out how to play their class.
2. Reduce agro range on many camps with clusters of mobs at low level. nothing like getting a train of mobs and dying because one "looked" like it was out of aggro range.
3. Add in more non-kos monsters to the low lvl area's, say like spiders, beetles or grass snakes for players to level on and not run around a lot besides going to major camps, or not worry about a wandering mob walk on them.
4. Make all newbie quest items a common drop and tell where they can find them.
5. Spawn all new players a book (that is open for spawners to read) of the areas zones, which gives an approx level range of all lowbie zones (say to 20 or 30) and what types of monsters they can hunt. highlight special dungeons for the players and give the ZEM for those.
6. Double the group bonus past 2 players until lvl 30ish (the 30+ players wouldnt get the double bonus, but the < 30 players would still)
7. Start players that start with spells (shaman, druids, clerics, necros, mages, enchanters, wizards, and bards) with all their 1st lvl spells scribed in their books and their two "newbie" spells already mem'd (if possible)
8. Add npc vendors that sell magic items for all slots (mainly rings, earrings, and range items)
9. Decrease respawn time in some area's.
1. Exp debt is awesome, but i dont think players should start getting xp debt until lvl 20+, as this is the area where many people figure out how to play their class.
2. Reduce agro range on many camps with clusters of mobs at low level. nothing like getting a train of mobs and dying because one "looked" like it was out of aggro range.
3. Add in more non-kos monsters to the low lvl area's, say like spiders, beetles or grass snakes for players to level on and not run around a lot besides going to major camps, or not worry about a wandering mob walk on them.
4. Make all newbie quest items a common drop and tell where they can find them.
5. Spawn all new players a book (that is open for spawners to read) of the areas zones, which gives an approx level range of all lowbie zones (say to 20 or 30) and what types of monsters they can hunt. highlight special dungeons for the players and give the ZEM for those.
6. Double the group bonus past 2 players until lvl 30ish (the 30+ players wouldnt get the double bonus, but the < 30 players would still)
7. Start players that start with spells (shaman, druids, clerics, necros, mages, enchanters, wizards, and bards) with all their 1st lvl spells scribed in their books and their two "newbie" spells already mem'd (if possible)
8. Add npc vendors that sell magic items for all slots (mainly rings, earrings, and range items)
9. Decrease respawn time in some area's.