Brontus |
07-16-2016 02:27 AM |
Quote:
Originally Posted by Khaleesi
(Post 2319597)
1. Open up Surefall Glade portal. It would help breathe life back into Western Antonica, and encourage new players of all types to go back and forth for a myriad of reasons. New players may not be able to afford the Dial a Port service, however they may get a kind free ride with all the new traffic in the area. This traffic will see an increase in general activity and generate more trade /business as well. The added population will mean great zones such as Black Burrow, Qeynos Catacombs, Halas(starter lake for the win!), EverFrost and Permafrost will get more attention like they should. Subsequently Odus will be for more than just new Erudite twinks and Hole groups(which are still not as abundant as they should be). Even now, the Warrens is practically dead. There should be way more teenage level players in there, but why be an Erudite when you have to take the (sometimes broken) long boat to Qeynos, only to have to run all the way to Commonlands, if not lucky enough to find a teleport somewhere along the way, because you couldn't afford one in Toxxulia Forest, provided any one was even there to do it?
2. Increase the experience modifier in outdoor and indoor(more so) zones in out of the way places - which is OOT/Timorous, most of Kunark and parts of Velious. People who make the long journey to Dalnir for example need to be rewarded and rewarded well. And even more to a particular point, we do not spend enough time fighting miscellaneous open world mobs such as goblins on the coast in Butcherblock, or Iksar Bandits in Warsliks or ..there's just so many things to experience off of, yet they give a terribly low value in contrast to other more easy to reach/safer locale monsters, and particularly old world which are weaker, do not cast as much and take less effort to kill - and of course are closer to towns and vendors so you can sell, run back from a bind point etc.
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These are excellent suggestions! The lack of a port for Surefall Glade in the original EverQuest and up to Luclin was a glaring oversight. Eventually the portal spells were added after Luclin during November of 2001 just 31 months after EverQuest went live in April of 1999. It is now 6 years and 9 months after the release of P1999 in October of 2009. Surely enough time has passed for the inclusion of the Surefall Glade portal spells.
From a lore perspective it makes no sense that the Jaggedpine Treefolk who have their base of operations in Surefall Glade with high level trainers and spells would not have access to nearby druid rings which are physically present but unused in Surefall Glade. It is impractical and inconceivable that the druids of the Jaggedpine Treefolk would have to travels miles to the North Karana which is the nearest functional druid ring.
The Surefall Glade druid portal would open up the entire west coastal areas of Antonica and revitalize the zones you mentioned.
The experience modifier idea for non-used zones is a marvelous idea for the reasons you stated!
While I appreciate the philosophy and intent of the admins with regard to their stance on simulating the original EverQuest, it's high time to stop falling back on the trite "it's not classic EQ" fallacy to block much needed changes to the P1999 version of Norrath that would enhance the player experience and help to alleviate the artificial herding of most players into a few high ZEM zones.
Due to twinking via mudflation and the glacial release of expansions, the current state of P1999 in no way shape or form resembles near the classic EverQuest player experience. Your changes are spot on and would go a long way in alleviating some of the problems and not degrade or dumb down any of the classic EQ gameplay brought to us courtesy of P1999.
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