Desert Wolves , a lvl 103 mob , best level for them is 93. turn in goes to 110. What is this crud? Anyone past level 100 is getting GARBAGE exp from this turn in due to having to fight with people pulling/ plvling 4 alts at the same time. Here are some numbers for you GM's , using a x3 , on VIP , combining the exp I am only getting 7m a turn in. May seem like "a lot " but keep in mind how much you gotta give up to do this. 10m + the vip + combining ( so you don't gain base/jlvls ) This quest really should have been 90-100
Ragged Zombies , another horrible turn in but this time from the get go. 70 monsters on the map. Let us add onto this the map also has 210 SLAUGHTERS. I love the excuse as to why slaughters weren't used. " Because of the level difference ". 1 level difference is SO huge. This is another turn in that a felt also had horrible exp , as I stated earlier this starts from the get go. On a x3 ,vip , combined exp you only get 12m exp ( Which realistically is a jlvl at best , it wouldn't even level you a base level at the lowest required level ). This quest seeing as the mobs are 123 really should have been 110-120.
Daemons, too much work for the exp they give. I believe there is a post about how Scarbs are twice as good.
This is not meant to be a bash gravity topic but here are some suggestions for the turn ins
1) Increase the default exp to 1.5 a turn in. This is to accommodate for the lack of tappers , party boost , and monster level modifiers.
2) Lessen the level range to 10 levels. It really feels like you guys are trying to pick mobs to stretch the most amount of level ranges possible.
3) Don't try to make the monsters "better exp than you can normally get " but also don't make them " so bad no one wants to do them "
4) Encourage partying not soloing/leeching your alts. A lot of people are just soloing the quest because it would essentially give them x2 - x2.5 the exp. ( which makes the maps more crowded)
Edited by Musu, 14 July 2011 - 02:41 AM.