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#1
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imo after the end of velious we should start a new blue(even red...maybe) and start from beginning with classic timeline/all the fixes that have been put in place since making it a far more classic experience up through velious.
then we move on to new custom content! | ||
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#2
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One of the problems with Luclin’s graphics is they make previous expansions’ graphics look old and outdated. Sure, we all know the game is old, but having an added expansion throwing it at our faces every time we play, it’s not a very pleasant thing.
Although people are well aware they are playing an old game, I’m sure they don’t want to be constantly reminded of that every time they are playing it. [You must be logged in to view images. Log in or Register.] Obviously, revamping old zones is not an option because it would kill all the nostalgia. That said, I find it much more exciting for project 1999 to breakaway completely from the Everquest expansion line after Velious, and begin delivering brand new content, starting with brand new zones with the same classic feel, old graphics and all, designed from scratch. | ||
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#3
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Quote:
Spires - Activation on a 72min (1 game day) timer from Norrath to Luclin at all spires. This is a boat-equivalent method of travel that makes it accessible to all. However, the downbound spires only activate every 72min in rotating fashion. This kills their use as a fast travel. Alternately a single norrath "super-spire" (NK maybe?) connects to Luclin (both ways) every 72min. Spire Quest - A LORE mid-level item would drop from mobs. (Rare drop from any caster mob lvl 30-40?) Turning this into a spire NPC would cause you to be immediately ported. This spreads some income to all classes, adds to player economy and provides a more expensive alternative to wiz/dru. Druid/Wizard spells - A self-only port at 19 and a group port at 29. Why so low? I think the pattern of spells in classic was ideal, allowing access to each continent at 19/29. I forget if Luclin had any special evac locations. In either case I think there should be a couple of them, spread out somewhere in 44/49/low-50s levels. Quote:
Backpack token exchange would be implemented through a few NPCs scattered in the world. A Luclin arena would be added in another location. Quote:
AA-Levels: 10 Class specific AA-s (incremental cost starting at 10). Each one grants a small increase to MaxHP and MaxMana as well as specialized bonuses for each class. For melee this may be small raises in skillcaps, an increase to the damage calculation or a new discipline. For casters this can be meeting prerequisite of a new spell or small casting benefits. AA-IconicAbilities: Iconic AA abilities granted in the form of "sub-epic" quests. Long, involved quests on par with the epics, but doable with a group of 6. AA-Expendables: A maximum pool of 20 AAs that can be spent to create temporary effects (something like this was added on live in a later expansion). No idea what effects they gave them on live, but generally long and shared cooldown utility abilities. Quote:
My biggest problem with luclin, however, was the whole moon thing. For me it broke the believability of the game. Personally I would take a selection of Luclin zones and stitch them into a new on-Norrath continent. I'd expand upon the shissar and akhevans (was that the name?) as main enemies in the area and give it more of a consistent theme centered on them. Quote:
Some were amazing (Ssra, shissar model), but overall I wish the style had stayed closer to classic with just higher poly count and texture resolution. Quote:
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Blue Server || My WTS/WTT/WTB list
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#4
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Quote:
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"Something something darkness something"-Nietzsche
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#5
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Quote:
Maybe part of it is how Norrath-like the moon is, maybe it's the prevalence of humans on it, maybe it's the cat people (never been a fan of anthropomorphic animal races in general, and after NPC kerrans and Iksar - which are awesome, granted - another one, on the moon, felt too out there). No idea.
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