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I too am for Luclin-done-right. Use the same zones minus those that negated the Classic feeling (i.e The Nexus and Bazzar). Retune items, content and AAs to reduce the gap between Luclin and previous expansions. Basically, carrying on from Velious following the path set by The Vision.
People will either stop playing because the game continues past Velious and is no longer 'Classic', or because it doesn't and stagnates. Some people won't be happy either way. |
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I definately feel that sony ruined the game I love and we have a chance to make it right this time around. First off, please don't dumb down the game or make it easy ever. We also have to keep the world feeling big. You should have to run places not use and book. Also the economy tanked when the bazaar opened it took out the whole aspect of trade/barter, and made the game less personal. While I agree that luclin and PoP were awsome expansion, and every expansion had something to offfer, I do not think they should be released. Instead I think the Devs should mold them into a more classic theme, somethign more believable. I also think that the planes should be the ultimate goal and the game should end with them. However, why can't we make the plans expansions in themselves? For example, have multiple zones varying in dificulty that you must progress through in order to face the god ruling over them. One possiblility would be to open the door in the hole after killing Master yael. Also the Plane of Time I always envision differently in regards to what it is. I think that plane could open up all new possibilities because EQ has a lush history dating pre classic and even in the furture. Why not make the plane of time a gateway to the past and furture? Relive past events such as the great combine empire, or the explosion at the Hole. There are so many things that could be done with the Plane of Time, and it should all be progression based. As for the game play it self AAs should most definately be introduced , but modified a little. No other game has come close to making a system like AAs that let you continue to strive to be better once your maxed in level. Also don't go adding in all these new spells for the lower levels because it makes the game way to easy. Keep the starting cities so the old world can still be useful and remain populated. There is definately alot about EQlive that we can build off of, but peices must be used instead of the whole. You can reuse zones just in different places/storyline/creatures.
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Great suggestions so far guys, keep em coming!
Here's some I loved!: * New content added should be on the existing continents and not lots of new zones * Implement planar access in a similiar fashion to Hate, Fear and Sky * Do not make Velious end game content obsolete * Create custom AAs and implement them in a different way * Add more Player-to-Player Orientated content, PVP, Coop etc * Do not make the game easy * Do not change our current trading system (East Commonlands) * Bring back some of the favourite luclin zones (Bring Ssra back to Norrath? Overthere maybe?) * More dragons * If races from other expansions are added keep them old world (Kerra Ridge was one idea) * Never trivialise travel (Pok Books, Nexus etc) * Playable Monsters - See Project M * Implement Dirty High Elf Women |
Make "The Hole" Deeper!
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Now I enjoyed Luclin and all, but I kinda like the idea of keeping it on Norrath. Iron out whatever bugs there are and keep it interesting without throwing in space cats and all that. And please, don't make this PvP prominent. I enjoy this server because its PvE.
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I would eventually like to see some of the zone revamps that made their way into EQ get done in P99. The VP revamp, for example, was nice without totally compromising the game or radically altering content that was still in use for people.
I absolutely agree that travel should *never* be trivialized. In that regard, I would love to see Alter Plane spells that lead to some PoP planes that have been retuned for the gear at the time. I always loved the concept of Hate, Fear, Nature, etc., and I always thought it would be incredible if that idea were extended outwards through the planes of other gods. I liked the fundamental concept behind Planes of Power (some of my favorite raid content), but I didn't necessarily enjoy the execution. It lost a lot of flavor in the game. I would appreciate the gradual introduction of spells offered by later expansions up to the current level cap. Later xpacs, for example, released focus items for spells. Mages had foci they could summon. If the level cap were 60, perhaps the scrolls up to level 60 could be introduced. I know they were gimmicky, but I also enjoyed SoE's "fabled" items. I may be sick in the head, but I loved hanging out with friends and camping an item, and the Fabled items were a great time for me. Moving along, I thought the idea of the Taelosia continent was great. Conceptually, it was no different from explorers stumbling upon the continents of Kunark or Velious. Story-wise, however, it made no sense because an undiscovered continent would have been very obvious from the surface of Luclin. The fact that this continent came years after Luclin was introduced spoke of desperation. Imagine, however, what Taelosia could have been if executed with the skill and expertise of people who love the game, not money-hungry developers trying to prop up a dying cashcow. Taelosia could have been a fantastic opportunity to continue a great many story lines. Just some thoughts. |
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One things for sure, to keep from following Sony's degrading path you would have to customize at some point. |
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On AA's, I wouldn't mind if you started some on velious personally. Kunark raises the cap to 60, so I wouldn't mind velious doing some aas, even if its just the normal +2 to stats, tradeskills, food/water lasting longer.. resists. You could look at the general/archtype and chose the ones that you guys felt weren't too strong. I mean like.. Innate Lung Capacity Increases your lung capacity by 10%, 25%, and 50%. but probably not Combat Stability Increases your melee damage mitigation by 2%, 5%, and 10%. Each subsequent expansion slightly raising the bars, but not exponentially. |
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