Quote:
Originally Posted by eyeke
Great idea.. I'd be interested in playing it.
Have to make sure there's still enough things around to kill to get xp, though.
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Sure thing, if we end up short on players I'll post here. Right now I have enough for the first full group
Yep, I've already thought of the xp issue. I figure in-game killing and quests will account for 25% to 35% of xp. I was planning on handing the rest out as role-playing bonuses to encourage strong role-play, as well as at the end of each session and each "adventure" which may span several sessions. I'm not sure if there is a command to do this directly, or if I'd have to tweak the db after the sessions are over based on my session notes. Obviously I'd prefer the former, as the player can then immediately see the reward for good play.
Since the good loot is going to drop every time with no camping necessary, it won't take long for the players to become overpowered with gear compared to their level The direct xp hand-out will be used to offset this. If I have to wipe the level restrictions on gear I will, that's probably not a bad idea anyway as it's not very RP friendly and will feel artificial ('cause it is!).
The other thing is I may simply have to increase mob xp by some multiplier, which I may do for dungeons, say a 25% to as much as 100% increase. I won't know how much to settle on until after our first few sessions to see how advancement is going.
Keep in mind though, unnamed mobs in outdoor zones will not be limited in any way. So the party can still always go and hunt level-appropriate mobs in any of the numerous outdoor zones. In fact, I plan on making such hunts important pieces of custom quests which tie into the main campaign story arc. I can easily control the rate of dungeon consumption and give them chances to up their exp in a seamless way by throwing story lines at them that run outdoors.
Between the outdoor zones still having mobs, "hot zone" bonuses for dungones which can't be rehunted, as well as direct exp bonsues for role play and finished adventures, I think I can control the rate of advancement well.
My only real concern is that there is enough combat and spell casting to keep skill advancement rate up with leveling. This game is *definately* going to level way faster than Live!. Probably an order of magnitude faster (keep in mind they'll only be playing 2-4 hours a week, but I want them to rip through all classic, kunark, and velious content in 1.5 to 2 years). Spell casting isn't a huge deal as they can practice that, but combat is not so easy. I don't know if through the DB if EQ Emu allows you to control trade skill and general skill advancement rate, ie, adjust progressive percentage chance of a skill up. If so, I'll probably have to tweak that as well. Otherwise when the party gets to mid-levels their skills could start to fall behind.
Does anybody know if skill up rate can be tweaked?
Thanks,
- Rhino