There appears to be some sort of dead zone of leveling around the 80s. You're kinda past the stage where you can't gain experience as fast anymore, but not quite high enough to crit enough for faster bashing. In terms of time spent hunting to regain experience per death, this is probably the worst zone to be in. Dragons don't lose much experience on death and can hunt quite easily, and I believe up to somewhere in the 90s this is also true. I don't have any solid data to back this up, just purely anecdotal evidence. Can anyone shed some light on this?
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Some of my mid 80 levels were helped thanks to Achilles being worth 16% and I gained my last three levels off calories. There's a bit of a drag for long the levels take but.. depending on class, plenty if options.
I wouldn't know how hunting is for most people, since it sounds like an awful lot of valid EXP grinding involves murdering sapients, and I play a character who kind of disapproves of that. I do wish there were more ways to get EXP without killing things en masse, but I wish that were the case in general - not just at level 80ish.
Achaea is not WoW. Achaea does not have an "end-game". You don't need to reach max level before you can start participating in major activities. In fact there are no gameplay activities based around dragonhood - it's a reward, not an expectation. You only *need* to be around level 70 to have the health to compete in PK. I do think there should be high-level bashing areas, but I don't think they should be set up as rungs on a ladder to get people to level 99.
→My Mudlet Scripts
내가 제일 잘 나가!!!111!!1
Archdragon Mizik Corten, Herald of Ruin says, "Man, that was a big axk."
Hellrazor Cain de Soulis, Sartan's Hammer says, "Your [sic] a beast."
[ SnB PvP Guide | Link ]
Hrm, seems I have to redouble my effort to make hunting Moghedu a pain!
→My Mudlet Scripts
Bashing somewhat affects your skills and artifacts, because it's a source of gold, but otherwise there's not a lot of connection between bashing and PK. You don't become better at PK by being a higher level. Level affects your health pool, and gives you a couple more traits, but that's about it.
The solution most modern MMOs have taken for this seems to be instances. The other measure being that a higher level player would have little reason to revisit an area below his level, but since clearing 'level 80s' areas will always be especially quick and profitable for dragons, they will always do so. Even if you created one or two dragon-only areas it would be always be cleared and the dragons would continue to clear the same previous areas with equal haste.
Also, the significant increase in credits gained from levels did increase their value somewhat.
It doesn't even need world expanding, take areas nobody bashes in for whatever reason and repurpose them, make one or two of them instanced, throw in areas that spawn in waves the more you kill that's nearly impossible to bash out yourself etc. etc. They took the time to churn out a bunch of islands approximately 1% of the playerbase has probably visited, why not do something that's actually useful for more of the game?
But coder limitations and very busy etc. etc.