Quote:
Originally Posted by Mblake81
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It shouldnt' have been on the moon then. Having to change fundamentals like that in order to keep new player travel.
"Citizens of Norrath, the tremors felt were from the plane of earth! It seems some hearty adventures have ventured too far into The Hole, angered over the death of Master Yael a new landmass has appeared at Kerra Isle!"
Cat races are now available!
Now the Qeynos boat makes a stop there.
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That much I agree with. When they choose the MOON as next "continent" they had to make things that be would logical for "going to the moon". I guess at that point Brad and the team decided that - "We already have too many continents. new continents are boring, lets do something totally new!" The next time a significant new land mass would be added to the old world would be with GoD expansion.
So going back to that place and time, and NOT choosing the moon, completely changes how many things would evolved.
However I think that something similar to Nexus, would still appear - because world was growing very large by that point and Spire system would bring closer together remote parts of the world.
But at very least we would do away with the "alien" theme
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If I would do full list of most important things Luclin did wrong it would be:
1. Choosing the Moon as next environment over another continent, underworld or say alternative realm. Hence forcing "alien" theme on otherwise fantasy world.
2. Expansion was rushed out prematurely. It felt that only about 1/4 of the zones were carefully design with heart and mind and purpose, where most of the rest were thrown together in a hurry. (Mons Letalis, Maiden Eye, Umbral Plains, Dawnshroud Picks are complete waste of space, and The Grey, Mara Seru, Twilight Sea, Scarlet Desert are barely better). Few and poorly implemented quests fall in to this category as well. yes there were a handful or involved quests, but mostly it was barren.
3. AA system was not a good design. Instead of giving CUSTOMIZATION of a character, it became MANDATORY PROGRESSION. Future high end content difficulty was tuned with idea in mind that players max out (or nearly max out) all their class AAs, and by the time of GoD it became totally INSANE. Max geared tanks could not tank raid boss unless they also had 2,000+ AAs.
IMHO a better AA system should have been something closer to WoW Talents, where you can only chose limited number of AA to obtain, but not all. But also without creating WoW's separate spec structure.
4. The Bazaar. I am one of those people who did EC tunnel. I am also one of those people who started to hate EC tunnel because it took too much of my time time. So automating sales wasn't the bad thing in my opinion. Creating centralize HUB was. What I would have done is create separate bazaar in EACH major city. Or at least 1 per continent, and let PLAYERS decide which one would become the central hub.
So these are my 4 most important factors.
Nexus thing would have happened one way or another because original game didn't had a well thought out long distance transportation system. And I am completely against the idea that druid and wizard should be able to earn ton of cash by doing something other classes can't. (Yes my main was a Druid and I was RICH AS HELL where my friends who played SK, Necro and Enchanter were poor as hell).
I mean there can be teleporters, but group teleport should cost a reagent that would be decently expensive that realistically only guilds going to a raid would spent money on to transport people quickly.