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-   -   After Velious (/forums/showthread.php?t=9094)

Kazzok 06-06-2010 04:17 PM

I have to disagree with easy travel being good. There are many MMOs that are about the action and not the world. EQ should be about the world. That's what classic means (to me).

Kluren 06-06-2010 04:22 PM

Quote:

Originally Posted by mixxit (Post 72908)
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


Great ideas, Mixxit! I am in favor of leaving the sci. fi. moon out of the picture as well.

Kluren 06-06-2010 04:27 PM

Quote:

Originally Posted by Omnimorph (Post 72956)
Haha, i like some of this. But PoAir should be a portal on island 1.5 in PoSky :3

PoFire could be portal from temple of sol ro.

water in kedge works well, Earth at bottom of the hole behind a mob that DT's? not too keen on that, but ... hole is a good choice.

Depends how the server pans out over the next few expansions i suppose.

Great great idea! Access to plane of air on an island in plane of sky. Now we are talking like classic vets and verant. :D

Kluren 06-06-2010 04:29 PM

Quote:

Originally Posted by Haynar (Post 73007)
If we do anything post-velious, it should be what SOE/VI should have done. Not what they did with Luclin. I am against the going to the moon concept.

I am all for custom content beyond Velious. But that would make the server no longer classic. But after 3 years, we may be ready for something different.

I hate to take something from WOW, but instanced battlegrounds, could help keep people entertained.

Making certain zones temporary hotzones (hotzone = PVP) would be another idea. A lot of work would need done to prevent cheating/hacking if anything PVP is done.

Haynar

Everything you said just rocks. Thank you.

Aeolwind 06-06-2010 04:53 PM

Quote:

Originally Posted by Gwence (Post 73308)
Luclin!!!!!!!!

AA.. Absolute necessity, how anyone can be against AA is beyond me. I would give my first born for innate metabolism and run speed right now! Seriously though, it's not feasible to tackle the raid encounters in Luclin without having a decent amount of people with AA's, they will get raped.

Ahh yes, but we also don't have to give mobs several million HP like the blobs in VT had either.

Aeolwind 06-06-2010 05:04 PM

Quote:

Originally Posted by Tocs (Post 73315)
These were what made the game fun for me the first time around. I started mid-Velious mind you.

-AA's allowed you to set yourself apart from someone else, beyond just gear. -Plane of Time was one of the most fun raid zones made imo.
-Easier travel means more time for things you actually want to do or get done.
-Need levels to do Luclin content

Travel will become harder as the expansions open & the boats will return as soon as the mechanic can be worked out. We aren't doing anything to make it easier for you to travel...if anything, we're trying to make it harder.

I did POTime, for me it was boring & monotonous, just like AA were. The only fight that was remotely fun was RZ and VZ/TZ. The rest were your average tank and spank.

And you don't need levels to do anything if it is balanced appropriately.

Instead of AA, I'd rather write quests that gave items that had AA abilities on them or gave access to the skills/boosts themselves. But, then you end up with mobs with astronomical amounts of HP, like the blobs. AA were the beginning of an escalation: You can either advance player gear, or player ability; if you advance both then you have to advance what mobs drop and what mobs do. Be that "do" equal to HP, Min/max damage, AE, proc or attack speed. The tighter you can control what the players have access to the better encounters can be tailored to be difficult vs "a 1500aa tank fight".

Zithax 06-06-2010 05:58 PM

There's a lot that could be done with EQ storyline. I'd focus on internal expansions for the most part, that of a constant and changing world.

I like the term Discord and what it represents, chaotic stirring of the divine and mortal powers of Norrath alike; the sowing of corruption and manipulation by these great powers and their influences upon Norrath.

One cool thing I enjoyed about EQ lore, was the fact that the Gods could be the creation of mortals through worship and belief. This opens the door for myriad of other "deities" to exist. While the original pantheon are the powers/influences that balance the universal energy, there could be many other lesser gods and mortal races in existence that could make their way to Norrath. Perhaps an ancient relic of great power exists within Norrath and is guarded by the frogloks of guk, a relic which the undead of guk seek that will grant them eternal lichdom and power.

There's so much to do with EQ lore, I'd love to write for the EQ world!

mixxit 06-06-2010 06:14 PM

Quote:

Originally Posted by Zithax (Post 73369)
Perhaps an ancient relic of great power exists within Norrath

Trakanon then laid his serpent-like head on the floor of his cave. "That time is fast approaching. Here is my prophecy, young one. Everything I say now shall soon come to pass. When the wars of the elder races begin to come to fruition, the gods shall take notice and plan for their coming into the world. Then, on the third day of the third season, in the dark of the night on all the continents of the elder races, shall be reborn my chosen in the bodies of other men, representing all of the three virtues: good, evil, and the gray neutral between them both. They will arise to the call of a fourth chosen, great among them, who will collect my gifts unto himself: the magic enhancements of Miragul, the flaming sword of Nalikor, and your dragon pendant. The peoples of Norrath will revere this one as Trakanon's chosen, and he will watch the whole world burn."

Tocs 06-06-2010 06:22 PM

Quote:

Originally Posted by Aeolwind (Post 73338)
Travel will become harder as the expansions open & the boats will return as soon as the mechanic can be worked out. We aren't doing anything to make it easier for you to travel...if anything, we're trying to make it harder.

Why is this fun?

Quote:

Originally Posted by Aeolwind (Post 73338)
I did POTime, for me it was boring & monotonous, just like AA were.

AA's gave me a reason to log on and keep improving my character. As far as PoTime goes...boss after boss boring? Dang.

Kazzok 06-06-2010 06:39 PM

Quote:

Originally Posted by Tocs (Post 73380)
Why is this fun?

[Re: travel being hard]

It's fun because it's a challenge. EQ was interesting in part because the challenge consisted of many things besides just crawling a dungeon or defeating a raid boss.

For example, finding your way through a new zone, finding your corpse, or being lost in the dark (or all three if you're a Barbarian going down to Blackburrow for the first time).

When Sony lightened the game and made night vision meaningless, they removed a challenge from the game. There's nothing anybody can do to put that challenge back now.

When you remove enough little challenges over time, you wind up with a bland and empty game where you do the same thing time after time to acquire points. Basically, WoW "dailies" (which is when I quit that game again when my friend suggested I should start doing them).


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