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  #71  
Old 02-05-2019, 12:25 PM
Mblake1981 Mblake1981 is offline
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Originally Posted by Anklesteiner [You must be logged in to view images. Log in or Register.]
The Nexus made travel a lot less tedious and you spent more time actually playing the game than trying to get from point A to point B.
And EQ is one of the few MMO(rpgs) that came out of the box with travel aiding spells and abilities, things to help navigate the game world. Instead of it being a backdrop while you click the myriad of hotkeys to setup the next melee attack.
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  #72  
Old 02-05-2019, 12:27 PM
Amyas Amyas is offline
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I love Luclin hate PoP #60 level eq best eq
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  #73  
Old 02-06-2019, 05:36 PM
Zill Zill is offline
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Luclin best expansion easily. Ogre models make it all worth it
  #74  
Old 02-06-2019, 07:01 PM
beargryllz beargryllz is offline
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Originally Posted by Zill [You must be logged in to view images. Log in or Register.]
Luclin best expansion easily. Ogre models make it all worth it
Fat ogre >>>>>>>>>>>>>>>>>>> swole ogre
  #75  
Old 02-06-2019, 07:18 PM
Evia Evia is offline
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Originally Posted by beargryllz [You must be logged in to view images. Log in or Register.]
Fat ogre >>>>>>>>>>>>>>>>>>> swole ogre
This x1000.
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  #76  
Old 02-06-2019, 08:18 PM
Zuranthium Zuranthium is offline
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Originally Posted by bluntfang [You must be logged in to view images. Log in or Register.]
didn't wow do this and all that really came out of it was preferred min/max builds and everyone followed those builds?
If a game allows a wide range of class customization and everyone plays the same for each class, then there is a separate design problem going on. WoW allows every character to have all of their skills active simultaneously, doesn't it? I didn't play that game extensively (cause it sucks), but definitely remember the endless skill bars.

Guild Wars 1 has the best combat system and character customization of any MMO ever, and there were many builds for each class that saw high level play. If EQ had a similar system, you would definitely see at least 4 different kinds of Clerics being played on raids.
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  #77  
Old 02-06-2019, 08:47 PM
Balvaron Balvaron is offline
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I actually like a lot of the Luclin content, what I didn't like is the game breaking mechanical changes. IE the Bazaar which made the economy impersonal, and POK books made the world so much smaller. I actually wish there was a version of EQ where the content from the new worlds is there, but these features are disabled.
  #78  
Old 02-06-2019, 09:03 PM
Raev Raev is offline
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I don't see why people are hating on Luclin so much.

The Nexus portals seem reasonable to me. I think on average it takes you 15 minutes to port somewhere? And they had so many continents at that point that you couldn't even just run if you wanted to. The PoK books are the ones that really trivialize travel. I just don't see the magic in 'WTS Sword of Power 250p' 'Will you take 225p' 'How about 230' 'OK, meet at T1' and the similarly inane conversations I have with dial a port.

Luclin also had the start of a decent raiding content with interesting mechanics and the beginnings of a good tradeskill system. Verant was learning on the fly there. I also like the AA system as it gives you some means of improving your characters. It's kind of silly how on P99 you spend your 5000 hours tracking and poopsocking and yet you have no use for all of your gear other than more tracking and poopsocking. AAs would really help P99 tbh as it would be much, much harder to have 3-4 good characters parked everywhere. And focus items finally made caster itemization not suck as well as providing a sorely needed boost to casters.

The problem with Luclin was that it was a) too grindy b) the graphics c) the lore was too bad. It was a really ambitious project that just wasn't quite done right. (all experiences based on TAKP)
  #79  
Old 02-06-2019, 09:18 PM
Danth Danth is offline
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Quote:
Originally Posted by Raev [You must be logged in to view images. Log in or Register.]
The problem with Luclin was that it was a) too grindy b) the graphics c) the lore was too bad. It was a really ambitious project that just wasn't quite done right. (all experiences based on TAKP)
To be fair, these are all individually valid reasons to hate the thing. Together, it adds up to what you said it was, something that might've been a potentially decent concept doomed by unfinished workmanship, poor implementation, and some outright shoddy ideas. Stripped to its core, Luclin seems to be effectively Kunark 2.0, right down to gating the final zone beyond an annoying key questline.

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  #80  
Old 02-07-2019, 05:19 AM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Raev [You must be logged in to view images. Log in or Register.]
The Nexus portals seem reasonable to me.
If it had a requirement of level 30 and cost money to use, that would make sense. What doesn't make sense is the Wizards of Norrath freely allowing anyone to enter this very special magical place they've built. I don't think the Nexus itself is needed though (seeing as how Luclin is not something I want); would just prefer the NPC Wizard at each key spire to translocate the player directly to another key spire. If those Wizards appeared at the spires every 30 minutes and then left after 5 minutes, that would be okay.
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