My thoughts on your post:
WIZARDS: In EQLive the highest amount of damage by class is very situational, sometimes wizards rule, sometimes they dont. What they can do is delivery obsene damage very fast. From a gameplay point of view the spells have not progressed in the same way melee equipment has, AA abilities have changes this somewhat, but this basic flaw remains in EQLive. It is a flaw, world builders should be aiming to avoid it.
For the most enjoyment I feel that wizard spells should be resistable, Sony have just gotten wise to using these 5 different resists and exagerating their effect, this should have been done a long time ago - and to a much greater effect - spiders catch fire, Ixiblat Fer can't (on account of being a fire elemental).
EXP PENALTIES: These where removed in EQLive. I see no reason to introduce them in EqEmu. No particular race/class is more powerful in my opinion, it is entirely situational.
GRAVY MOBS: This is very much down to what you as a world builder seek to achieve, personaly I am going for a high role-play content so I am making a mostly quest based server, mobs will never be the primary meens for gaining xp on my own server, because I am a role-player at heart.
TRAVEL: Port spells and travel limitations should definately NOT be removed from emulated servers. EqEmu servers will never enjoy massive server population so bridging the travel gap between players especially in those early days - is essential.
EQ is a social game. Whilst world builders might well be able to create excellent zones built entirely for travelling through during a quest, the bridges between starting locations should be nullified - Luclin's Nexxus and PoP's Plains of Knowledge & Valor are prime examples of the importance of mustering locations.
Pneu
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