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#1
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Warning, incoming WOT, but all the points being aggressively thrown out in this discussion can't be answered quickly (though they've been answered before). Thanks for the kudos, and for the record, I'm totally aware of the subjectivity/objectivity conundrum. However, I would still argue that Luclin did objectively break the game that existed up to Velious. I've said before that I also liked aspects of Luclin (SSRAE and other Luclin zones featured in my colour peaced linked in another thread) so it's not a matter of what I liked or didn't like. It's a matter of looking at it objectively and seeing the inevitable result of the things implemented on the future of the game. I and all my friends felt this death the first time we saw a 100+hp item linked in chat. We just couldn't then articulate why it diminished the game, but we intuitively knew it did. With the benefit of hindsight, now I can. I and others have pointed this out before, and the points keep being challenged so I'm going to do it again, but beware it's a bit of a read:
There are many other issues that extend naturally from these three. It's a tsunami of rippled effect that meant the end of the original (classic) experience. I know lots of people liked it, and didn't care for or about any of the things lost or foreshadowed as lost in Luclin. The point is they are liking a different type of game and gameplay, and there are literally hundreds of games now that supply that experience. They also don't understand that when you gain that higher level or new ability or huge HP item, while it initially makes you feel more powerful that is only in context with the world it exists within. If that world is blown up in similar proportion to match the new power (as it must be to keep the game playable), you have gained nothing and lost elegance, balance, and value. You've also trivialized everything that went before it. This is so obvious to me that it's a little frustrating when so many people just don't or can't get it. But in the end that's ok... I and others who do get it will just move to the places where those things exist (e.g. p99). What's truly bizarre is when those places attract others who go there for what it is, and then agitate to pull it down with the same changes that destroyed it originally. Why do you want every game to be the same? Don't you understand the things that you are desiring to bring here are the very things that killed classic in the first place? If you acknowledge the classic experience enough to play p99, you must understand why it's good, even intuitively. So to want to change it (again) is contradictory. And honestly, it's deeply bemusing for those of us who clearly understand why it is good, and what it is, and are pretty happy it exists in the form of p99 at all - imperfect though that may be.
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Last edited by t0lkien; 08-13-2013 at 12:56 AM..
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#2
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#3
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#4
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#5
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I think Luclin was a giant step up for EQ, and MMO's. The zones were a big leap from Velious. Velious was just a lot of icy, snow covered, wind blowing zones a million miles apart. I still like playing Cats today on live and a Beastlord is still one of my favorite classes. Luclin at the beginning of it was like playing a entirely new kind of game. I guess I and others liked it, you didn't. Fair enough. I still play live today. So different strokes. I play EQmac more now than here also.
P1999 has just stood still WAY too long. | ||
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#6
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Luclin in the beginning did not have Stones or the new graphics for grass etc. when it first came out. It did have the Bazaar and Cats plus the Nexus Portals. And AA's. After the stones came out I must admit the old game lost a lot. I don't think the original Bizaar was that bad in reality. The new one, well yeah.
But now there are over 500 zones to play and as a solo player I like it a lot. I get bored easily so I am in hog heaven on live. And there is some neat AA's that do even out the classes like I think the Dev's would have liked it to be in the start. It is just stupid on here that hardly anyone plays a Ranger, Pally at all and even a SK, Druid goes to crap after level 50. When and if Velious ever comes out it will be full of Warriors, Clerics, Monks, Rogues grouping and Shamans soloing. Sounds pretty boring in the long run. | ||
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Last edited by webrunner5; 08-12-2013 at 11:38 PM..
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#7
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But, positions can only be stated and explained so many times before it becomes meaningless, so I'll bow out now [You must be logged in to view images. Log in or Register.]
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Last edited by t0lkien; 08-13-2013 at 12:14 AM..
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#8
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When Velious comes out TMO, FE, IB will have the high end stuff locked up for 6 months. Tons of people are already level 60 so what are their mains going to do? Two years into Velious people will be pissing and moaning just like they are now about Kunark. With no way out. Like I have said before Velious was not one of my favorite expansions. So I am looking forward to it and not. PoP made all the other expansions look like a cake walk compared to all the work it took to get into PoT. Then is when you NEEDED to group. Only real time you NEED to group now is to get your high end pieces for your Epic. But I am not complaining about P1999. I have had a lot of fun on here so far. Got better gear than I ever had in the original Kunark for sure. So Nilbog has made a lot of us happy and that is a good thing. I am sure he even smiles once in awhile also. [You must be logged in to view images. Log in or Register.] | |||
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#9
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#10
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As to stat inflation, there is no question developers gave in to the temptation to reward people with too-powerful items. This is a bad policy for obvious reasons, mainly because it will eventually destroy interest in old content just to briefly increase interest in new stuff. But you must admit that the numbers have to go up to keep people interested, and triple digits were inevitable. I think they probably went 10% too far with Luclin, which set the precedent for exponential jumps. BUT, like monetary inflation, the real problems are pushed into the future and Luclin items were fun and powerful and not yet game-breaking. There were some too-easily obtained droppable weapons (like Centi weapons) that destroyed the market for old world gear, and worse, enthusiasm for old world zones; but on the other hand, I didn't upgrade my t staff until our fourth emperor kill, and most Velious armor is only replaced in Umbral/Ssra/VT. Weapons and gear from ToV and ST were very hard to replace at all. I think the class distinction argument is the easiest one to take apart. It is still a huge advantage to teleport from wherever your group happens to be rather than run to a spire or a book. It is still a huge advantage to have selo's instead of a mount. They gave new powers to everyone without ruining class-defining roles. SoW was still 5% faster than Swift Journey2, which was a pain in the ass to get, and shaman have had it since level 9 in classic. I don't see why a level cap shaman would be sad about not having to sow his guild as often, or how not having to do so destroys a beautiful interaction. More anecdotes: Critical hits were a cool thing to give other classes, but warriors stayed ahead of the pack. Class AAs were awesome rewards to work up to [Stonewall stands out in my mind, as well as EQ/AM for rangers and MGB for everyone], and actually deepened class distinctions. AAs gave the game a second life at level cap instead of everyone either twinking or quitting once they've done the raid content. I just don't see how you can look back on the imperfect class development of the previous 3 expansions and say that Luclin is where it all went wrong. Powers were shared and increased--and just like with stat inflation, perhaps to too great a degree--but everyone still understood that nobody was going to out-heal a cleric. Somehow, the game had to mature and characters had to feel stronger. When it comes to the math behind character progression, it does seem like numbers across the board could have been kept more linear. Context and lore went out the window for Luclin and heralded a future where EQ would entirely stop trying to tell you a story you could care about (though they over-compensated with PoP's scripted progression). BUT, most raid content was new and interesting and your character felt more powerful than ever. At the same time, Velious raid targets and quests still posed a challenge and even certain Kunark and vanilla drops remained desirable. In total, Luclin was definitely a step backward, but hardly a game destroyer. There was a lot of content to play through and more zone variety than in the rest of the game combined, plus it bridged the gap to PoP, which failed in its own ways, but at least managed to close the book on EQ with some class. For what its worth, I agree that "classic" eq ends with Velious, but I think "tolerable" EQ ends with PoP. | |||
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