Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 08-17-2019, 02:08 AM
Halfcell Halfcell is offline
Kobold


Join Date: Apr 2015
Posts: 173
Default

Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Highkeep as a whole should be 2x the size, I feel. It's quite dinky. Also doesn't make sense how close the bank is to the goblins and overall basement. Should separate that out better.
Also, why does High Keep basement not link with Runnyeye? Or some higher level transition dungeon?
  #2  
Old 08-17-2019, 02:09 AM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,903
Default

Quote:
Originally Posted by Swish2 [You must be logged in to view images. Log in or Register.]
Maybe the place needs a couple of Fippy Darkpaw style goblins trying to attack from the basement in an ongoing escape bid [You must be logged in to view images. Log in or Register.]
Aside from spatial concerns, I think what it needs most is male hookers. Only female ones to be found there. *thinking*

Quote:
Originally Posted by Halfcell [You must be logged in to view images. Log in or Register.]
Also, why does High Keep basement not link with Runnyeye? Or some higher level transition dungeon?
I'd definitely put a higher level goblin dungeon underneath High Keep, that also links to East Karana (bottom of the chasm) and Runnyeye.
__________________
  #3  
Old 08-17-2019, 02:17 AM
Titanas Titanas is offline
Kobold


Join Date: Aug 2010
Posts: 119
Default

I like this idea as well. When I played this as a kid I saw Dark elves killing Freeport guards (usually wall exploit) but I thought oh man I can't wait to go to the dark elf city and kill stuff. Then I realized no one goes to the dark elf city... not even dark elves.

City wars would be a good idea. The warrior leader of the Dark elf city would accept the head of the warrior leader from any other city. ect
Last edited by Titanas; 08-17-2019 at 02:19 AM..
  #4  
Old 08-17-2019, 02:29 AM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,903
Default

^ People definitely hunted in Neriak in my day! Every city in the world was hunted in, partially because of the lack of other areas to hunt, and partially because it was just the most efficient way to exp (and pretty solid cash too). It was the best way to get Level 60 even, until they nerfed it - the first level 60 in the game was a RANGER who farmed in South Qeynos after Kunark launched.
__________________
  #5  
Old 08-17-2019, 04:32 PM
Jibartik Jibartik is offline
Planar Protector


Join Date: May 2015
Posts: 16,899
Default

The Bertoxx area of qeynos catacombs would be like one of the coolest dungeon crawls, sebilis but full of human necromancers and shadowknights

and it'd be so classic of everquest to put a level 5-8 dungeon (qeynos catacombs) adjacent to a level 55+ one... think about the player's crossing path's, itd be so cool to see the mighty warriors battling dark necromancers, while I slay rats with my stick.
  #6  
Old 08-17-2019, 05:48 PM
loramin loramin is offline
Planar Protector

loramin's Avatar

Join Date: Jul 2013
Posts: 10,298
Default

Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
The Bertoxx area of qeynos catacombs would be like one of the coolest dungeon crawls, sebilis but full of human necromancers and shadowknights

and it'd be so classic of everquest to put a level 5-8 dungeon (qeynos catacombs) adjacent to a level 55+ one... think about the player's crossing path's, itd be so cool to see the mighty warriors battling dark necromancers, while I slay rats with my stick.
Qeynos just needs another high end dungeon nearby somewhere, desperately. The only reason any high levels had to go there at all, even in clasic, was Permafrost, and (especially after classic) that zone draws only a handful of high level players.

The only time a Qeynos/Surefall/Halas newbie typically sees a high level character is when a Shaman goes home to buy spells, or on rare Vox raids. Having a Qeynos Aqueducts-plus, or a tunnel between Splitpaw and Blackburrow, or damn near anything at all in West Karana (it has the room for it!) ... heck even just adding a custom version of Jagged Pine forest where players who didn't care about faction could hunt some level 60 druids or something ... would be really nice to encourage level mixing on the other end of Antonica.

P.S. Also personally I've always thought Halas was meant to be raided, even though of course Loramin would never participate [You must be logged in to view images. Log in or Register.]
__________________

Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides
Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details.
  #7  
Old 08-17-2019, 07:10 PM
PL_Barton PL_Barton is offline
Kobold


Join Date: Jul 2016
Posts: 143
Default

I would like to see them implement the zones shown on the original EQ Atlas Map.....there are at least 15-20 zones there that could be brought online.

Another thing that I would like to see is AA's brough into the game along with the LDON expansion (just the zones, not the augments). These gave us new dungeons and raid content.
  #8  
Old 08-18-2019, 03:04 AM
Jimjam Jimjam is offline
Planar Protector


Join Date: Jul 2013
Posts: 12,544
Default

In fairness a lot of the 'zones' on the map are actually areas inside other zones... I think.
  #9  
Old 08-18-2019, 07:43 AM
Zuranthium Zuranthium is offline
Planar Protector

Zuranthium's Avatar

Join Date: May 2011
Location: Plane of Mischief
Posts: 1,903
Default

There's so many places where more dungeons can be put in, and also more outdoor areas that are seen on the world map, but weren't in game. Beefing up some of the existing outdoor zones would be good too (mainly in content but also in size for some places).

Spatially, the way Antonica exists in-game is kind of a mess compared to the map. West Karana is a lot wider than it needs to be (although I like it that way) and too short height-wise. The "Desert of Ro" zones should be MUCH wider, and a bit taller too, and there needs to be other zones between that section and South Karana/Ogguk (which itself appears to exist in the center of some grassy area, rather than connecting immediately to The Feerroot). Rathe Mountains and Lake Rathe have their positions flipped, and both Rathe Mountains and Innothule Swamp should be shifted 90 degrees in terms of how wide/tall they are supposed to be. Halas should also be further north and way more east.

Ideally I see the game world as having 10 "sections" where a significant amount of players should viably be able to go Level 1-->60, without even sticking to the same leveling path, and get good loot at the same time:

Antonica (West + Central + East)
Faydwer (West + East)
Kunark (West + East)
Odus
"Oceans" (North + South) - facilitated by a more robust boat system, which also helps with general inter-continent travel.

Then there's also Velious for more higher end content.

Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
In fairness a lot of the 'zones' on the map are actually areas inside other zones... I think.
There's really a LOT missing:

*5 different lake zones (only 2/7 lakes on the old world map are in game)
*the barren coast
*jaggedpine forrest
*unkempt woods
*southern qeynos hills, and another zone south of there, unless included together as one huge zone
*the dead hills
*the northlands or the frigid plains (depending on how you situate that area; one of them is the current tundra area next to the mountains, but the other is missing)
*the nest
*at least one zone west of Oasis (logistically there should be several, unless this is going to be single massive zone)
*the loping plains
*hills of shade
*dragonscale hills
*the buried sea
*broken skull rock
*abysmal sea (which looks like it should maybe be the size of the Pacific, bridging a looooong gap between Odus and Faydwer)

Many of these were put into the game in later EQ expansions, but generally the implementation was not interesting or even in the right place, and quite a few are still missing: all of the lake zones, curiously, and most of the zones that should be over in Western Antonica. I was always sad the "dead hills" area on the world map didn't exist. Seemed like it would have been a spooky place.
__________________
  #10  
Old 08-18-2019, 03:08 AM
Jimjam Jimjam is offline
Planar Protector


Join Date: Jul 2013
Posts: 12,544
Default

Temple of Life and Shrine of Decay just need itemising.

How can there be a level 50 godfish with no loot!?
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 08:54 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.