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-   -   What are the biggest gameplay changes with Kunark? (/forums/showthread.php?t=29094)

shuklak 03-10-2011 01:04 AM

What are the biggest gameplay changes with Kunark?
 
Aside from the fact that loot and new exp zones are becoming available, what are the big gameplay changes that come with Kunark?

What I mean are things like the level cap to 60, pretty sure rogues get double backstab... things like that. It's just been too long to recall much of it.

Mojorisin 03-10-2011 01:56 AM

I think disciplines are introduced, and taunt will work on higher con mobs. That's all I got.

gnomishfirework 03-10-2011 02:16 AM

I think higher level mobs start to summon in kunark.

SwordNboard 03-10-2011 02:33 AM

Aside from the obvious and previously stated, there is a small thing I'd like to point out. The dungeon design changed a bit with Kunark with more fatally positioned patrols and more named mobs that actually take a strong trio or group.

Gorgetrapper 03-10-2011 02:39 AM

More actual difficulty because of new mob abilities.
Warriors being more useful.
Mages getting knocked down a peg or two.
Bards have fun with selo's song of travel
Disciplines
Less zone crowding (to a point, zones like seb are going to be raped for weeks)

Kunark just basically expands the game to about double its size, it really does so much to just post about it.

Chrushev 03-10-2011 03:50 AM

Quote:

Originally Posted by Gorgetrapper (Post 235119)
More actual difficulty because of new mob abilities.
Warriors being more useful.
Mages getting knocked down a peg or two.
Bards have fun with selo's song of travel
Disciplines
Less zone crowding (to a point, zones like seb are going to be raped for weeks)

Kunark just basically expands the game to about double its size, it really does so much to just post about it.


double the size? i thought it increased it maybe by 20% or so if you take into acount all vanilla zones vs kunark zones.

Gorgetrapper 03-10-2011 07:08 AM

Quote:

Originally Posted by Chrushev (Post 235133)
double the size? i thought it increased it maybe by 20% or so if you take into acount all vanilla zones vs kunark zones.

Well see it as this way. Classic had 49 zones roughly not including cities. Kunark adds 24 zones not including Cabilis.

So yeah, it may not be "doublee" but it's at least 50% is what I probably meant instead.

Messianic 03-10-2011 08:35 AM

Quote:

Originally Posted by Gorgetrapper (Post 235156)
Well see it as this way. Classic had 49 zones roughly not including cities. Kunark adds 24 zones not including Cabilis.

So yeah, it may not be "doublee" but it's at least 50% is what I probably meant instead.

Kunark adds a particular amount of content to the 20+ game. LoIO sustains a LOT of players, as does OT/FM/FV/DL for the 29-45ish crowd.

But the biggest improvement is for the 45+ crowd. KC/Seb/Chardok/Charasis/Skyfire/BW/EJ/TT/ add a TON of options, where OOT/Oasis (8 spec spawns, whooptee doo)/Lguk/Sol B/Guard or NPC camping were really your only options for killing junk. And let's not forget the hole, which comes a short time after Kunark launch.

Kunark really builds the 40+ game into an awesomely diverse set of places to kill junk and get phat lewtz.

Swindle 03-10-2011 01:02 PM

Also a LOT more undead to kill. Great for necros, clerics, and pally's.

Shamalam 03-10-2011 01:05 PM

Quote:

Originally Posted by Messianic (Post 235170)
Kunark adds a particular amount of content to the 20+ game. LoIO sustains a LOT of players, as does OT/FM/FV/DL for the 29-45ish crowd.

But the biggest improvement is for the 45+ crowd. KC/Seb/Chardok/Charasis/Skyfire/BW/EJ/TT/ add a TON of options, where OOT/Oasis (8 spec spawns, whooptee doo)/Lguk/Sol B/Guard or NPC camping were really your only options for killing junk. And let's not forget the hole, which comes a short time after Kunark launch.

Kunark really builds the 40+ game into an awesomely diverse set of places to kill junk and get phat lewtz.

You just got me so excited for this. Do we really have to wait another TWO WEEKS?!?!


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