I have said this before, multiple times.
Originally Posted by
GoldyGopher
It is not an uncommon quote and one that I think applies to many of the current issues with DDO.
Reduce the XP to Level Heroically
The symptom: Casual Players, New Players, Old Players, Vets, really anyone who doesn't zerg takes to long to reach the heroic cap at level 20.
The cause: If you don't run a specific set of quests that maximize your XP or attempt to complete some/many of the optionals even in those specific quests you lower your XP per Minute so much it takes much longer to level in heroics.
Treating the Symptom: Lower XP Requirements to reach the Heroic Level Cap.
Addressing the Problem: Multiple Bloggers, Player Council Members and just plain vanilla players have done the work to identify Quests and Optionals (including Ransack and Conquest) where the XP per Minute is unacceptable (low); with the other two categories being acceptable and high. Approximately 40% of the quests fall into the unacceptable low category. I identified 153 quests in my last go around.
Free to Play Quests almost universally need an XP increase.
Running on R1 just zerging the top 3 or 4 quests at each level in terms of XP per Minute will result in greater than 80% of the XP required to reach the next level (assuming basic XP boosts). Running some popular, but lower XP per minute quests is a double whammy for players. First it takes longer to run the quests and second you have to run more quests taking even longer.
An example using Level 8 Quests, not including pots, VIP or other XP increasing bonuses (voice/tomes/shrines), run at R1.
High XP - Spies in the House, Tomb of the Shadow King, Libram of the Six, Stomrvauld's Mine. 24 Minutes Zerging earning ~100,000 XP
Unacceptable XP - Stormcleave, Haunted Library, Captives of the Cult, Thrask Arena. 45 Minutes Zerging earning ~60,000 XP
Just moving the 9 or 10 quests at Level 8 up from the unacceptable level of XP to an acceptable level increases the XP of the four quests I listed by ~45,000 XP and ~75,000 for all 9 quests and yet it doesn't change or effect the XP the hard core zergers.
The other part of the equation is looking at optionals and there added XP Value.
In Stormcleave Outpost there are 10 optional encounter varying in XP but worth 95% bonus to the base XP. How many get run by the Zergers? One maybe two on a hard core Zerg, sometime three or four because of the XP worth. The rest are not worth the zergers time. Yet how often do no zergers stick their head in to the caves to see if one of the Rare Optional Spawns, for a chance at 400 XP. To me Rare Optionals should never be worth less than the "mandatory" optionals (ones that are completed on the main path, like break the six boxes or return the 12 stolen storage boxes in Stormcleave). If something takes you off the main path of a quest, it needs to be worth the time in XP or Loot. Too many are not.
For the record I do not think there should ever be any rare optionals in quests, I have long argued against it. I think they should be more like mini quests with a decent amount of optional XP, ie at least 25%.
and I am sure I will say it again.