Oh yeah and dat entvine place with nt where you have to stop to cast dot nukes... hrrr
Oh yeah and dat entvine place with nt where you have to stop to cast dot nukes... hrrr
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Will these changes be patched to beta also?
Well whenever I want to get it the thing seems to never get done or nobody doing it. Which is part of the problem you shouldn't have such convoluted quests just to get a key to save your xp. The practice and game design is archaic and antiquated. The whole design needs updated and remodeled to keep up with the state of the game and current times. The clan sance key I've not see anymore.
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Fix the name command. Its been broke for what since the merge?
I am totally serious when I say that Auto should be added to the live servers. With all the still missing twink items added. Let's end once and for all this farce that AO is an RPG game with cooperative team content.
Most hilarious are the self fullfilling prophecies of circular logic. We don't waste time fixing old content because there are no new players because we don't fix old content.
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I would disagree, all those key quests require you to do is tag a few mobs basically. The goal is so that the player actually gets a lay of the land and understands the geography instead of just playing hopscotch from one garden save to next zone. Besides I think Ado and Pen are probably the easiest keys to get, they don't require anything but running from place to place and if you saved in garden you can terminate back there for faster travel. Source frags can be bought and/or farmed before u start key in Pen also.
~Anyone can level, but only the wise gain experience~
*Bronto Burger, serving 10,000 high level noobs daily*
http://wolf-brigade.webs.com/
My Story
Don't feed the Mensa Tralalalala
Everyday I'm Shuffling.
Hey Michizure, some people have talked about it in the thread already, but a solution for lvl 9/10 research. It could be as simple as halving SK rewards, but giving it to us twice.
So instead of getting say 100k SK for an inferno hard, we get 2 bursts of 50k SK, that way most of it doesn't get wasted from the research caps.
Until 150 everyone is usually in Elysium.
150-175 you are usually in Adonis.
175-200 should be Penumbra.
Inferno should be 200+. Those guys below 200 cannot do anything there anyway just leech.
Make Penumbra more interesting (not just alappaa). Place same type of dungeon there and make mission reward more interesting.
Pushing 170 to Inferno just ruins the game.
-o--oOo--o--
Yama*007
-o--oOo--o--
I blame LE Giving us 70 additional levels without any new place to obtain said experience was a mistake that has plagued this game since Lost Eden was released.
Here's the thing. Inferno isn't hard. Being really cautious, I would say that at least half of all professions can solo outdoor Inferno mobs at 160. Again, being cautious, I'd say that they all can by 190. (Referring to decently geared toons, up to date nanos and weapon). It isn't that 160-200's are too low for Inferno, the problem is that 210+ toons are now too powerful for that zone.
The only solutions that make sense (to me) would be to put some really amazing xp/hour gain activities in Ado and Pen (Dark Ruins was a start but not enough), fix the research caps and maybe create some sort of Pande 210+ 6-man team (not raid) mission that has a higher sk gain than inferno.
Regardless, until they implement some sort of solution, I rather be able to do what I'm doing to gain xp on my 160+ toons and not be forced into the empty wastelands known as Adonis and Penumbra for xp.
Yeah, gaining xp in a team of people all around your level is a problem imo and has been a problem for a few years.
But gaining xp by me logging a 220 and having my other toon on follow. Not a problem at all.