[b]Point 1: Breaking the game down in subsections (Creating level groups that include): [/b] >Content the level group should have completed. >Quests they should complete >EQ they should have via quest monster drop >Teleport Room Organization, monster spawns. >2-8 spawns for solo hunting >1-2 spawns for small group team hunting >1-2 for large group team hunting >different valuables items, or equipments that can be obtained in each spawn >Level groups: 1-400, 400-800, 800-1200, 1200-1600 [b]Point 2: Spawns should include common collectable drops and rare items (bosses) that are required for future quests in the next bracket up[/b] That way lower content areas always have something to contribute upward [b]Point 3: The current teleport room is sorted very well for the previous versions, but might need reworked[/b] -why do players tend to gravitate toward the same creatures.. why we cannot seem to make "better" hunting spots (think high level mages) The PROBLEM is that potions/runes cap at values not dependent on level/magic level. For example, a level 1000 that uses a GMP heals the same amount of mana as a level 2000 that uses a GMP. So a level 1.4k spawn monster naturally makes sense to deal much more damage than a monster in a level 600 spawn. That doesn't necessarily have to be the case. We could rework how level requirements work in the teleport room. -Currently, level requirements are essentially based on the "minimum level a player should encounter the monster". There are a lot of cases that it's not even feasible to hunt a monster at the teleport room level required. (barricading elder wyrms at level 1.2k as an example). -There are a lot of cases that it's not even feasible to hunt a monster at the teleport room level required. -Creatures intended for higher levels simply could simply give more experience - They don't necessarily have to be a whole lot stronger. Just behind a higher level barrier.We could work it so that we bar off access to some of the more "end game" monsters with higher level barriers. [b]Point 4: take special focus on these monsters and make a lot of currently useless spawns useful (e.g. make holy bishops a level 600 spawn now)[/b] [b]Summary of Problems/Issues identified:[/b] -potions/runes cap at values not dependent on level/magic level. (lvl 500 using GMP gives equivalent mana to a level 2000 using GMP). -Part of the issue in the past is that players are introduced to a LOT of options very early on. Solution? more end-game content can be created at higher levels. The creatures simply could simply give more experience - They don't necessarily have to be a whole lot stronger. Just behind a higher level barrier