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Originally Posted by tanknspank
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Interesting idea. I'm not sure how doable it is to give unremovable, persist-through-death buffs to someone and if they could be coded to not count against the buff limit. But the spire effect from say Dreadlands could debuff you with "Teleportation Resonance: Dreadlands" for 3h. While you have that you can only only use spires to port down to the DL spire.
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Yep perfect.
Quote:
Originally Posted by tanknspank
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As big as EC is, /auc trading exists in other places too. People hawk their wares as they travel / play. GFay serves as a small trade hub for Faydwer. In classic even Qeynos/QeyHills acted as a mini trade hub for Qeynos/SFG/Halas.
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Of course. EC was still not the same hub as PoK/PoT in terms of its close to all your experience areas. Other than SOLB or if you got a port.
Quote:
Originally Posted by tanknspank
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I agree with all you said. Also:
Removed the danger of travel. Not just the books, but in the planes as well. All extremely quick to get to (super short run from your bind PoT/K) and extremely safe to get to (no risk running through PoT). Zone-ins were much safer areas than typical classic dungeons.
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Come to think of it, PoP zones were essentially just South Karana or other crappy outdoor zones on steroids for the most part with a few exceptions they weren't really even dungeons. Off the top of my head, Plane of Water was the main exception to this rule. Maybe Solro and Plane of War to an extent as well, but even there was quite a bit of kite room. That's another reason why they sucked IMO.
Quote:
Originally Posted by tanknspank
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Hub or not, I think MGB is a great idea for raids, but a shitty one for general use. I think it needs a limiting factor so it's used on raids, but not tossed around willy nilly in any hubs. I would put on it a costly reagent that drops in limited amounts on raids. Maybe something similar to ruby crowns (so as not to conflict with gems' use in JC gear). Maybe a new item that drops from the mobs right before a raid boss.
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Agree 100%. Or just make the timer a lot shorter.
Quote:
Originally Posted by tanknspank
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Good/evil/race distinctions. This is an extension of the HUB issue, but it goes beyond that. In classic your race often changed where you XPed, what you killed, what quests were within your reach and so on. It made for a different play experience across various alts. PoP removed that. It didn't matter if you were a dark elf, a gnome or a barbarian, you hunted in the exact same zones and hunted the exact same things.
Yes, this dilution started in high level classic (everyone to LGuk/SolB!), but Kunark and Velious made use of factions to shake it up a some (OT outpost faction loss, Dorf/Giant/Dragon choice, PoG)
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Even that dilution is not so bad at least for Lguk. Selling, binding, porting etc mattered there. Less so for SolB since it was so close to both good and evil cities and there was always the red wine quest....
But yes I loved the idea of siding with or against the dwarves, giants, and dragons in Velious.
And not only that, but faction was so irrelevant in PoK and PoT it was nonsensical. Ogre and Gnome guards in the same zone. Barbarian and Dark Elf merchants and quest givers that sell to everyone.