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#1
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![]() The spires were virtually required. Why? Because each expansion kept making the world bigger and bigger and bigger which was spreading players out too much. This had these effects:
1) Makes it harder to form a group because have to travel further 2) Spreads out players thinly so they see and interact with others less So: The spires actually improved the community. Believe it or not. A lot of players say it was better when everybody bartered or sold things in EC or GF. But what they miss is the extensive use of the forums for trading. Many players on p1999 use the forums to sell their stuff! So the talk about it improving the community is untrue, since so many are choosing to use the forums. I would not be surprised if this was true back when Velious was live. Forums were invented long ago. Right there I just shot down two the popular reasons Luclin is hated. BUT I agree SOME of the player models suck. Some of the animations attached to them suck too. Moreso, the number of polygons in the environments/models was greatly increased and doesn't jive well with the much lower poly areas in pre-luclin zones. So on a purely visual stance, Luclin is a huge departure from the older game. I also agree the CHARACTER of the zones/races/monsters changed. The names were strange, like someone else said Barg Berg Xar Fiend XI. There were creatures that resembled aliens. In general, a lot of the creatures and enviros were strange. It reminds me a lot of later expansions like GOD and OOW. I did not like the feel of the visuals in Luclin/God/Oow/etc. Reminds me of Morrowind too - had a lot of strange things. Someone said they added ZEMs immediately prior or after Luclin. I agree this did have an appreciable affect on the population in older zones. It moved a lot of players into Luclin or Kunark, leaving older zones more empty. The Paludal Caverns is a wonderful example. Not only did it have a high ZEM, but it was nextdoor to a city AND the bazaar. There're also many cases where ZEMs moved players from one segemnt of the old world to another, meaning parts of the old world were more empty than others. Regarding Paludal Caverns:
Those are my thoughts.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | ||
Last edited by stormlord; 04-10-2015 at 09:32 PM..
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#2
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#3
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#4
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![]() I've heard people commenting on how AA 'trivialized' prior content, taking away from the classic zones and what EQ was. AA was one of the best systems I've seen in an mmo that gave the players something else to help progress their character. New raids/content with new gear innately 'trivializes' prior content. Perhaps the argument is that some people never wanted new content and just wanted to continue camping the same bosses/dungeons infinitely.
If they introduce custom content, I don't see how they would stay away from trivializing what already exists. Unless they add new zones with different mobs and the same loot table. What's the point? | ||
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#5
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![]() It says something about the hermit-like population here when they consider social interaction via ports and EC trading to be some kind of benefit. I'd rather save myself 30 minutes of my time that I can later spend talking to an actual friend/family member. Not that I actually do that, as I just spend those 30 minutes looking at porn, but the point stands. Trading and porting is meaningful social interaction for those who don't know what meaningful social interaction is.
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#6
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![]() Its just a different game.
there are lots of reasons why luclin is not classic EQ 1. the itimization decimiates 80-90% of the camps in classic EQ, so the pop in these zones drops, the value of *classic nameds becomes worthless. 2. new models are stupid and ugly and should go to hell 3. world of warcraft gaming, all that shit, we dont like, if we liked it we wouldnt be playing p99 | ||
Last edited by iruinedyourday; 04-10-2015 at 03:25 PM..
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#7
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#9
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2. Agreed. Classic Models until GoD or so then Luclin fit into the world better IMO 3. Wat? Quests are still very EverQuesty. They aren't "go kill 10 boars and Grats on 2 levels". Vex Thal Key is probably one of the best... Travel to almost every zone and camp from... Human friendly guards in a corrupt city, to tentacle humanoids in a cave, to long dead Iksar skeletons in a snake's mine, to giant insectoids in a cave, etc. Not to mention quests like Earring of Solstice, Sigil Earring, Loyalists Shield, and so many other great ones. Luclin also brought AAs which gave worth to exp at 60. Also it made Tradeskills relevant because they created useful items... More than just JC/Alchemy like we have now.
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#10
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Original Minyin
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