You can mod the database for creatures to drop more xp, gold and loot from the looks of it.
olafurp
Update, I downloaded the VMangos database. It looks like it might be possible to edit drop rates with creature_loot_template(ChanceOrQuestChance) and XP gain by using creature_template(xp_multiplier)
I haven't hosted anything yet but it could be tested by editing a Chicken's xp_multiplier from 0.0 to 1.0
I've been seriously turned off by the grind of WoW. Are you able to do something like reduce the XP level scaling or something so that every level is like 30m and improve drop rates?
Instead of a funded NHS people got austerity.
Crazy image in the study. Gray hair went away by monthly treatment of 15mg psylocibin
If you're a land mammal reading this you're a land based fish
That sounds like an article that starts with a heading "What is flossing?" and ends with "We don't know because it's private"
I had this issue for a while but about a decade ago I stumbled upon someone who said "every thing should have it's own home, and you put that thing where it lives" and it becomes somehow a lot easier.
Living with other people throws a spanner in the works but at least the thing is there much more often.
Every year is the year of the Linux desktop
Vote for Ed Davie if you get the chance.
Yeah, I might actually play wow since I can reduce the XP scaling by a lot. It goes from 50 mobs at lvl 10 to 600+ to level up at lvl 60. I have a 7mo old no way I have time for that hahaha.
I use SQL for work so I can mod the DB easily to remove the exponential scaling in favor of linear scaling like mob XP scales.