right, i checked before responding above. your post history almost looks like you weren't active around the time i mentioned (stuff from 2006-2009, nothing from 2009 to 2017, stuff from 2017-now)
far be it for me to challenge anyone's lengthy documented hg career. i simply trollishly asked if you played at the time of the 6-year-old xp buff that is essentially a more reasonable implementation of OP idea, in response to you trollishly insinuating that my opinion is questionable since i don't play anymore.
guess who also doesn't play anymore? the head admin, the other head developer, and for the most part, the other DMs and devs too. weird, it's almost as if not playing the game makes you out of touch? what do the kidz these days want? lucky we have the forums and threads like this or we'd never know.
but you're right, it's selfish and apathetic of me to cast shade on suggestions with dubious motivation. who am i to call out something that doesn't pass the smell test? i'm just a guy that doesn't play anymore--a decision like this is up to another guy that doesn't play anymore.
So just to clarify, developing/creating content, while still setting module objectives, helping fix bugs, and delegating accordingly may give them a bit more of an understanding of A. The Community and B. Where the module currently sits. Honestly buffing experience wouldn't benefit me literally in the slightest. I play the same characters day in and day out for the most part.
Also Correct me if I am wrong but iirc from "6 years ago" the xp buff for paragon mobs was to offset the challenge:experience ratio.
Well it may seem like boxers would benefit from this experience the most, the sad truth is that the boxers are actually 9/10 times playing high demi characters to bring in new players into the said zones and get them some information/experience and an understanding of these runs.
Believe it or not there is a good amount of players who are just hitting end game and are being helped through places in the hopes that they learn these runs so the server can progress past 1 group of people running the end run at some point.
This all seems backwards to me and correct me if I am wrong here.
This change is there to benefit all players? Especially new ones. To help them understand the content.
But wouldn't it be much more diserable to incentivise low demi parties that way?
From personal experience it was much less of a learning experience for me to get dragged through hells/abyss by high demi toons of some vets than to play in a small low demi party where u actually have to play as a team and use partysynergy instead of just letting people roflstomp through the content while i sit back doing a fraction of their workload while getting a bunch of free exp and loot. (I am not saying that I didnt enjoy that but it wasnt exactly educational even when vets told me mob X is disintable or use spell Y on Kytons because most of the time my DC failed or the mob was already dead before I could even identify it and use the correct spell on it)
So why not go the other direction if this was really to bring newish players into endgame content and give them a greater "learning experience"?
If u are below this and that demicount give extra exp? Then again that would accelerate their progress by a good bit and its questionable if thats diserable either? I mean why not grind a little repetition helps just like in every other area. You don't see a tennisplayer who was shown a certain stroke one time perform it just 2 times until he moves on to the next lecture (Little bit abstract but I think it gets my point across).
The whole game is a grind. May it be tags or equipment, subraces or exp. I do not see why one area of this grind especially the one that happens just by accident should be changed?
Why not place a permanent XR-penguin? It would make it easier for newer players to reach endgame content and "it would benefit everyone". Why not indeed?
Ps: I am not meaning to be demeening towards anyones posts or question anyones motiviation to suggest specific changes. I know this could be read like that. I am just wondering if exp especially in post LL should be addressed at all. And if, if this is the right way.
Assuming that xp gain needs to be padded (which i really feel it does; especially at 41-60 but 75+ does feel like a slog, but perhaps rightfully so and goes in a breeze when boxing - just look at the amount of ppl who have 80s on several accounts) - here's an alternative idea that's been mentioned a few times in the past - Tying the new higher experience gained to tagging a run as a onetime bonus, with that bonus potentially being greater when done at appropriate levels, or less when outleveling.
Example: Lvl appropriate tag: 15% of total xp of an appropriate leveled member needed to next levelup. Completing Myconids at 40-48 would grant anywhere between 36k to 75k xp upon completion and capping out at that 75k - or alternatively just granting an appropriate flat amount, such as 15% of 44->45 (lets go with 54k xp) to anyone ever completing the tag. Maze, Myconid, Tragidore, Sissy, Dustbone, Toyshop, Uroboros and Locathath would provide around this level range experience for tagging. 41-49 assuming they give an average of ~~60k per tag up to a total of approx 480k, 500k if we are generous.
Going with flat bonuses across the board without diminishing returns if done later it would look something something like this: Pit of Moliation could give a 15% of a lvl 51/52/53 toon so lets go with approx 100k. Significant for those running 41-60, fairly insignificant for anyone running endgame runs or farming db/thids/younameit. Beholders, Dulvuroth, Thids, Hive, PoM, Rona, Black Pyramid would grant around this xp upon completion. for 50-60 total netgain of approx 700k xp.
All of Endgame: Elysium.. Let's go with lvl 60->61 so 225k. Aboleths: 60->61: 225k Abyss each pt3 granting 15% of a 60->61 and prince of demons+pelor for another set, up to total of 10*(0,15*1,5 mill xp) = approx 2,25mil xp Hells each layer boss granting 15% of a 60->61. (Total xp increase of completing all hells would be net total of 9*(0,15*1,5mill xp) = approx 2mil xp Limbo tagging could be applied to a 70 toon giving a total of pt1 easy pt1 hard pt2 easy pt2 hard a net total of approx 3 million xp - or just leaving it at half of that and giving no exp for hard. Future areas - assuming we get even four extra tag reward sources at 70-75, that would not be too much. Scaling could be changed then to closer to 10% of appropriate character exp when time is ripe.
Completing all of 59+ current content would provide around 8 mil xp more than currently. All 40-59 content would amount to 1-1,5 million experience (so out of the 11 million total xp needed on the journey from Immortality to 60, just completing all these would be around 10-15% of total needed).
I feel these would be quite significant amounts, yet even the Limbo pt2 tag bonus would be less than running a single thids on an exp weekend, to give some idea of how... Small that is to a powergamer, yet significant to those looking to explore the content and not multiboxing same runs over and over on all characters.