From Lyndro on the EQ2 Forums: The new AA curve is mostly based on the amount of AA experience most people earn when they reach 90. For people who start up new characters (new players or alts), we’d much prefer they have fun playing the game rather than mentoring down to grind their way up to 280. This isn’t really compelling gameplay, and we don’t see a whole lot of value in perpetuating it. We’d much prefer that when the bulk of people “finish” (Finish is a tough term to define and is loaded and open to lots of...
experience
If you’ve been planning the mass extinction of Rays and Bulls in the Hole to grind out those 50 shiny new AAs, some ice water has just been thrown on that idea… From Waters on the EQ2 Forums: We’ve been watching where folks are playing and keeping an eye on how experience and alternate advancement gain is going since Velious launched. While we make every effort to balance the game during the beta testing period, we sometimes see new information on live servers, and need to make a change based on that info.
Alan “Brenlo” Crosby has announced some tweaks to the Experience Curve in EQ2 that went live today (January 20th, 2010): Hey folks, I wanted to pass along some news that you will see on the live servers tomorrow. We have adjusted the experience curve in EQII. We have done so for a number of reasons; 1. It really wasn’t a curve before, more peaks and valleys. 2. Some levels had some very crazy and erratic peaks while others were far too fast. 3. We needed to adjust the curve overall for the addition of 80 to 90. What will...