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  #1  
Old 07-18-2014, 11:51 AM
Rhambuk Rhambuk is offline
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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!
  #2  
Old 07-18-2014, 12:13 PM
Faisca Faisca is offline
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One of the problems with Luclin’s graphics is they make previous expansions’ graphics look old and outdated.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.
  #3  
Old 07-18-2014, 07:04 PM
tanknspank tanknspank is offline
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Quote:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
Nexus: [ideas]
Travel to Luclin should not be wiz/dru only (not sure if that's what you meant) and definitely not that complicated. Automated means however should cost time or resources. What I would do would be:

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:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
The Bazaar
I think this needs to not be in. Neither the place (artifical hub), neither the mechanic (offline commerce), neither the search. Why not the search? The way it is now, sale success depends on being active (advertising) and the interface (/auction) allows a much greater freedom to haggle or trade. Implementing a search UI would make it impossible to advertise WTB, WTT and services.

Backpack token exchange would be implemented through a few NPCs scattered in the world. A Luclin arena would be added in another location.

Quote:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
AAs
XP in addition to items as a reason to group and do content (or even solo) is a valuable thing that brings people together. I think the concept of AAs needs splitting in a few different concepts (names could use improvement):

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:
Originally Posted by Danyelle [You must be logged in to view images. Log in or Register.]
Soulbinders:[...] Kill them all with fire and napalm
Agreed. Though as the world gets bigger I could see giving mages the ability to summon a no-rent bindstone. (Reagent: 1 Pearl)

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:
Originally Posted by Faisca [You must be logged in to view images. Log in or Register.]
One of the problems with Luclin’s graphics is they make previous expansions’ graphics look old and outdated.
This is personal preference, but I found Luclin graphics uglier than the classic. Some models were just plain Models (`old` Vah Shir, etc), animations (new models, many mobs, mounted characters) and textures (all over).

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:
Originally Posted by Faisca [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.
There was someone on the forum who redid a few textures from classic. I think Gfay and Felwithe were two of them. It looked very nice and didn't change the feel of the game.
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  #4  
Old 07-18-2014, 10:28 PM
Dragonsblood1987 Dragonsblood1987 is offline
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Quote:
Originally Posted by tanknspank [You must be logged in to view images. Log in or Register.]
Travel to Luclin should not be wiz/dru only (not sure if that's what you meant) and definitely not that complicated. Automated means however should cost time or resources. What I would do would be:

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.



I think this needs to not be in. Neither the place (artifical hub), neither the mechanic (offline commerce), neither the search. Why not the search? The way it is now, sale success depends on being active (advertising) and the interface (/auction) allows a much greater freedom to haggle or trade. Implementing a search UI would make it impossible to advertise WTB, WTT and services.

Backpack token exchange would be implemented through a few NPCs scattered in the world. A Luclin arena would be added in another location.


XP in addition to items as a reason to group and do content (or even solo) is a valuable thing that brings people together. I think the concept of AAs needs splitting in a few different concepts (names could use improvement):

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.



Agreed. Though as the world gets bigger I could see giving mages the ability to summon a no-rent bindstone. (Reagent: 1 Pearl)

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.


This is personal preference, but I found Luclin graphics uglier than the classic. Some models were just plain Models (`old` Vah Shir, etc), animations (new models, many mobs, mounted characters) and textures (all over).

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.


There was someone on the forum who redid a few textures from classic. I think Gfay and Felwithe were two of them. It looked very nice and didn't change the feel of the game.
Why would it taking place on the moon kill it for you? Some moons have atmospheres breh
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  #5  
Old 07-19-2014, 11:44 AM
tanknspank tanknspank is offline
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Quote:
Originally Posted by Dragonsblood1987 [You must be logged in to view images. Log in or Register.]
Why would it taking place on the moon kill it for you? Some moons have atmospheres breh
Not sure. It's not that it can't be possible for the moon to have atmosphere or possible in the framework of magic set up by the lore, it's just one of those subjective things that never clicked to me.

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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