When EQ was the only game in town, the grind was the only thing to do... but after grinding n characters to ## level, with #### AA's, grinding more faction for whatever the current expansion require to get to endgame, or keying, or flagging or all of the above.
So to sum up EQ:
Grind, grind, and grind...ooo and did I mention grinding?
XP multipliers are usually done to mitigate the monotony of these grinds.
could they be done better... probably... instead of a game wide multiplier... you could use the zone table and increase the XP in the lowbie zones... once the cons go green, the xp multiplier goes away. In the rule set... you can change the amount of XP needed to get an AA thus removing a multiplier.
I know a lot of people have this notion that the game starts at xx Level.
The servers that are founded on the notion that the game starts at xx level use the multiplier to accelerate the characters to that point. If the content is full filling I see no problem with this... giving out Tier1 and Epic 1.0 in CB... again if say SOE planned on those being level 45+ items, and the game starts at 60, what's the big deal... the content designers are helping to fast track players to see their real vision.
If you want a server with no XP multiplier to be successful... well I know what I would/will try. It will be a very time consuming build, especially with people that are doing this on the side. The challenge is, and always will be having lower end content that will keep people involved in the world you've created.
As Trevius said earlier... it will take a huge amount of planning to do this, and the average person unfortunately is not that patient.
Which brings me back to, instead of harping on how you think someone else did it wrong, either back it up with an alternative way, build your own server... or STFU
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