I am going to offer a different solution, Its not that there is not Content, it is that it is congested into limited areas and competes for players of the same levels and need s to be shuffled slightly. I often heard from players I started with they felt there was large gaps for certain levels and flow to progression. I thought of some of this trying to apply Logistics and rerouting Read it all before you lose your minds, I have bounced this off more than a couple of people already. This is some basics but its an Idea fore better flow through the zones and leveling and more players of a closer level playing in the same zones.
1 ) EV's in low level areas. With the present set up we have 2 EV's and a dungeon in NR, unnecessary. Take the Bat EV and move it to Dryfoot , raise it up one level or 2. This still leaves all out door content, a Dungeon and an EV to help level 10 to 16. The dungeon is a good size and rarely fully utilized, and cold be far more exploited with some minor tweaks. Before you go you just did the same to Dryfoot Read 3
2) 3 EV's 2 dungeon , and a Cave in ML: Overall most people only Use Karst ,spider/wolves cave and UC and the content competes to close to Dryfoot. The EV's have been largely ignored by the player base , with some recent interest with the added solo loops. Similar to NR remove one, move it to another zone in this Case I will suggest 2 solution's. Move the Spider EV to HH lower level area ( A rather large area underutilized ) and raise it up to to match the entry content, this will give a smoother Progression to level 24 . Alternate option, and the lesser of the 2 as its more difficult : Mire EV to Redshore , again scale to level 22 to 24, Bumps up Existing EV a couple of levels, smooths out progression and keeps more people working through the zone.
3) There is a lot to do in Dryfoot, so no it would not need 3 EV's, but it might. frankly more so then ML does At present it not only presently competes with itself it competes with ML , reopen it up to its full size , Make the BB's Like HH, One for the higher area , one for the lower area. Ant EV goes to level 2o to 22 . Why? The Alchemy quest is for level 20 might as well make it worth peoples time to exploit this Large sized EV properly. Basi EV can Stay but get bumped up to 23 to 24 It could still be moved to another zone as well I have also thought This could go to either HH lower level area instead of spider, I think the mob type match less then spider if it is moved, my only hang up but it can be made to work, leaving it under this scenario though with the zone fully reopened would work best
4) Redshore EV bump it up one or 2 levels, The gear is for level 25's make the mobs up to 25 to 27 so its progress more in line with leveling to take you into UC and then on to FD 1 which would now be properly leveled up 30 to 33 level players thus prepping people for Grimstone.
5) More Merchs and more anvils : Less time running off to get something done keeps players engaged and Playing in groups ,not going , " Man I got to run way the ( put in colorful expression here ) to repair and bank, might as well just log now" Dont even argue this, Stop all your BS no hand holding arguments in your own mind. If it can be done in Dryfoot it most definitely can be done in ML, Redshore, and the lower level of HH. Even add Grimstone for that matter as well . There is no lore breaking, Game breaking or even Hard work here copy and paste what you did in Dryfoot. More time PLAYING , Less time on monotonous and unnecessary running around. I am not asking for a shared bank at every Fire or bank even, just some basic common sense.
This could be tweaked even more in various ways and is as much about getting some different thinking not only for the Devs but amongst the players. Lastly I will agree with another note made my someone else, Places that are a PITA to get to like FD2 and UC are underutilized at times, no one wants to run a gauntlet every time they go in , and they are Horrible for getting a replacement player to let alone to near the group once inside.
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