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Old 06-15-2022, 02:12 PM
Zukan Zukan is offline
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Join Date: Jul 2010
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Originally Posted by Mblake1981 [You must be logged in to view images. Log in or Register.]
One thing I noticed in the tomb of last wyrmsbane was the straight-hallway corridors. Recall lower-guk, permafrost, Kedge Keep.. you have turnarounds, maze-like, confusion and frustrating for noobs, greens in this room and red who kill me in the next, ladders, drop-downs, areas to levitate across if you have the spell..

these are things original era EQ did amazingly well and were more or less scrubbed out with each passing year, this was tossed into over-drive during the Vista/X360/PS3 era to cater to player conveniences. Please reject all of that and embrace EQ, embrace computers and the weird and interesting things that can be done with this era of "low-poly".

Example: Falling from giant chain-linked islands in Plane of Sky.. edit: you can get to the invisible stairway in City of Mist by doing a levitating trick that isn't straight-forward.. it's hidden, round-about, obtuse, aggravating af at times. If the game, at least on occasion, doesn't make you want to slam your keyboard against the wall then you are using really weak-sauce. How can a player tell when he has "got good" if the game is weak overall?


Agreed. Bare in mind Wyrmsbane is a level 1-5 ish dungeon. We want players to get into dungeon adventures quickly. Harrison (aka Padas), our enviornment artist will do some more stuff that's more of a maze for other places that are higher level etc. If you haven't seen the sewer/smuggler's den he did as well here's a timestamped link to him running around down there. It just. keeps. going. The method Harrison and Shawn have been using to create the enviornments is a bit constraining, which is intentional because it helps them get that blocky and uneven look.
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