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  #31  
Old 08-27-2014, 03:14 PM
fadetree fadetree is offline
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Sadly, Loramin has a good point. Not gonna happen here.
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  #32  
Old 08-27-2014, 03:14 PM
Zaela Zaela is offline
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It's possible to make long quests that aren't endless rare drop farms. Also possible to do things with exp that aren't AAs. Not classic though.
  #33  
Old 08-27-2014, 03:16 PM
August August is offline
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I hated VT.

I used to fall asleep main tanking slimes. No joke. My guildmates would call my home phone line at 2 AM.

mom: <August>... are you Baltasar?
Me: HOLY SHIT YEAH

most boring raid zone ever.
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  #34  
Old 08-27-2014, 03:18 PM
Xorekle Xorekle is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
The bottleneck is IT'S NEVER GOING TO HAPPEN ON THIS SERVER. NEVER.

Sorry for shouting, but I just wanted to make this point clear. The developers of this server have said in no uncertain terms that Project 1999 will get cats on the moon only over their dead bodies. If you don't believe me just do a little forum searching.

So while this conversation is fun in academic sense, if you seriously want to play Luclin you're going to have to go to a different server (which I personally think is a shame, but hey it's their server and they get to make the rules).
That was actually intended for Velious and post-Velious/pre-Luclin content too, lol.
  #35  
Old 08-27-2014, 03:27 PM
douglas1999 douglas1999 is offline
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I really didn't like the engine overhaul they implemented with the release of Luclin. To me it was the single largest factor that made Luclin seem completely separate from classic\kunark\velious. Kunark and Velious look like they actually belong to the same game engine as classic, albeit with higher polygon counts and slightly higher res textures in places. Some zones even look like they were unused or unfinished zones from classic development (anyone ever notice that Velk's looks like it could easily have been in classic, architecturally? There are the same weird geometry overlaps between ramps and flat ground, etc..

Luclin on the other hand just looks like a completely different game. Every zone has that awful blurry-distance-fading-into-foreground appearance. Just my opinion, but I don't think any amount of modification would make Luclin feel like it fits with the first three installments.
  #36  
Old 08-27-2014, 03:29 PM
Xorekle Xorekle is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
I really didn't like the engine overhaul they implemented with the release of Luclin. To me it was the single largest factor that made Luclin seem completely separate from classic\kunark\velious. Kunark and Velious look like they actually belong to the same game engine as classic, albeit with higher polygon counts and slightly higher res textures in places. Some zones even look like they were unused or unfinished zones from classic development (anyone ever notice that Velk's looks like it could easily have been in classic, architecturally? There are the same weird geometry overlaps between ramps and flat ground, etc..

Luclin on the other hand just looks like a completely different game. Every zone has that awful blurry-distance-fading-into-foreground appearance. Just my opinion, but I don't think any amount of modification would make Luclin feel like it fits with the first three installments.
That is a good point, I never really thought about that. I guess them prefacing it with being on the moon helped me in that sense.
  #37  
Old 08-27-2014, 03:52 PM
Sampten Sampten is offline
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Quote:
Originally Posted by douglas1999 [You must be logged in to view images. Log in or Register.]
I really didn't like the engine overhaul they implemented with the release of Luclin. To me it was the single largest factor that made Luclin seem completely separate from classic\kunark\velious. Kunark and Velious look like they actually belong to the same game engine as classic, albeit with higher polygon counts and slightly higher res textures in places. Some zones even look like they were unused or unfinished zones from classic development (anyone ever notice that Velk's looks like it could easily have been in classic, architecturally? There are the same weird geometry overlaps between ramps and flat ground, etc..

Luclin on the other hand just looks like a completely different game. Every zone has that awful blurry-distance-fading-into-foreground appearance. Just my opinion, but I don't think any amount of modification would make Luclin feel like it fits with the first three installments.
Very true. The look/design of Luclin made it feel like a different game. If they were going to makeover the graphics of the game, then they should have done a total engine change and updated the graphics on Classic/Kunark/Velious so that it all stayed uniform.
  #38  
Old 08-27-2014, 04:25 PM
douglas1999 douglas1999 is offline
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Quote:
Originally Posted by Sampten [You must be logged in to view images. Log in or Register.]
Very true. The look/design of Luclin made it feel like a different game. If they were going to makeover the graphics of the game, then they should have done a total engine change and updated the graphics on Classic/Kunark/Velious so that it all stayed uniform.
Yeah, and it was especially jarring when they implemented some of the later zones like Jaggedpine into the classic landmass. Jaggedpine looks like a Luclin zone engine-wise, but it's awkwardly stuck between surefall glade and blackburrow which are both particularly classic looking zones. It was just weird.
  #39  
Old 08-27-2014, 04:37 PM
fastboy21 fastboy21 is offline
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If there was any new content I would rather the devs pick and choose specific zone maps from any expansion that make sense to the classic world (veksar, jagged pine, etc.) reitemize them (with classic era items), repopulate them (classic stats, appropriate levels, etc.) with mobs, custom quests, etc...

The side benefit to this is that it would be much easier to "expand" classic EQ in this manner, it wouldn't require years of painstakingly recreating content for perfect accuracy.

Zones could even be done this way as a GM style event allowing only temporary access, etc.
  #40  
Old 08-27-2014, 04:47 PM
Xorekle Xorekle is offline
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Quote:
Originally Posted by fastboy21 [You must be logged in to view images. Log in or Register.]
If there was any new content I would rather the devs pick and choose specific zone maps from any expansion that make sense to the classic world (veksar, jagged pine, etc.) reitemize them (with classic era items), repopulate them (classic stats, appropriate levels, etc.) with mobs, custom quests, etc...

The side benefit to this is that it would be much easier to "expand" classic EQ in this manner, it wouldn't require years of painstakingly recreating content for perfect accuracy.

Zones could even be done this way as a GM style event allowing only temporary access, etc.
I'd be ok with this, especially Sol C, Chardok B, Veksar, Warrens, Stonebrunt, most of DoN (non-instanced). A non-instanced version of each of the LDoN's could be really nice. I'd love to see a non-instanced Rujarkian Hills, or Miragul's Menagerie...
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