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Old 07-20-2014, 08:09 PM
Danyelle Danyelle is offline
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Join Date: Feb 2012
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Quote:
Originally Posted by Taminy [You must be logged in to view images. Log in or Register.]
Luclin what went wrong:
What Luclin did right:
What PoP did wrong:
What PoP did right:
This is pretty correct in most people's minds I think, and gives a pretty good baseline for what you could add and what you could remove or change to make re-releasing these expacs fun for people here. On a clone server of course (leaving original P99 at Velious)

Quote:
Originally Posted by Indefinite [You must be logged in to view images. Log in or Register.]
Ghostship casino
I have no idea if this is even what you were referencing, probably not, but it just made me think of this Legends server zone that was a clone of Erud's Crossing with a ghost ship and unique content. It may be kinda neat to have this zone put on P99. Before or after Luclin. It IS a pre-Luclin 'zone'.

Quote:
Originally Posted by tanknspank [You must be logged in to view images. Log in or Register.]
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.
Very doable. There's some buffs (like xp mod buffs, Lesson etc) that persist through death on Live now. If they can do it, EQEmu can.

Quote:
Originally Posted by tanknspank [You must be logged in to view images. Log in or Register.]
Spires have to auto-port in some fashion when dealing with something like Luclin where there is absolutely no way to reach the content through travel. This is not an issue in classic/Kunark/Velious because at the expense of time and risk you can still travel everywhere (except Hate/Sky) without the need of a port.
Even so, it's not necessarily a problem. There's many ways (as the ideas proposed in this thread have shown) that could allow ports to Luclin without the negative side effects of world shrinkage or fast travel like what was present when Luclin went to Live. Things like centralizing the portals to one spire rather than one per continent (In this case I think the Dreadlands combine spire would probably be the most lore friendly and interesting place to put it. Not the original Nexus spire there, but the big platform with the spires and ruins...)

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Yes, old stuff becomes less relevant, surprise surprise. Thats inevitable. Its very hard to add meaningful content without obsoleting old stuff. Come velious you will see just how much of Kunark goes from being utilized to vacant.
Not necessarily. It will to a small degreee but there's several things you can do to get close to eliminating it, especially depending upon how far up you go:

1. Make item stats scale at about the level that Classic > Kunark > Velious did. Rather thna the massive stat jumps that started happening in Luclin and PoP and only got worse over time. The stats may not be massive upgrades, there may still (and hopefully WILL) be items very much desired and usable from old expacs, you just have to make sure the fun, lore, and quests/group/raid content from your "expac" is enough to make it fun, interesting, and entrancing like the first 2 expacs were, despite only gaining like 2 stamina per item slot more.

2. Eliminate hub zoning. Zones will empty much much slower if people still have to use starting cities and trade zones rather than congregating in Nexus/Bazaar or PoK/GL/GH like they do on Live.

3. Be very very very careful with when and how level caps are put in and how they are handled. Just because Live raised the cap at PoP doesn't necessarily mean we have to, we can dial back content for level 55-60 rather than 60-65.

4. Make sure new quests/key flags etc integrate themselves appropriately with older zones/flags/quests so that people can't just "content" skip and so that they are guided not only into new zones, but back into old ones as well. Live does this quite a bit now but they are usually only making it a simple "hail this npc", "done" scenario. It could be much more in depth.

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Oh and in regards to a post I made earlier about the 'loading' character select backgrounds being 'zones'. Proof:

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And something interesting I discovered that could be used for some future P99 custom content/GM events. Call of the Forsaken went back and added a 'new' race that is actually an ollllld Classic race (ID 32 - "Ghost") that never received a model. ghm_chr.s3d, ghf_chr.s3d. It's the Qeynos/Freeport/Highpass human citizens/guards as ghosts. If the files are ripped from a Live client and added to global load they function in Titanium and all older clients (since it's an old race ID that has simply been searching for a model file all this time). They animate/sound like the Erudite ghosts of The Hole/Paineel etc:

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