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#31
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http://www.project1999.org/forums/sh...iginal+trilogy I still think it's a pretty neat concept somebody should attempt. Mostly shifting around and creating new zonelines for all the Planes while avoiding the moon and PoK completely. The way the Planes of power could have and should have been implemented. | |||
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#32
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PoP definitely seemed to me to be the golden age of EQ raiding and inter-class balance.
Sony gave groups a large exp bonus so it made the game a lot more social and you saw a decline of solo classes on the server thus lots more groups and cooperation. Keys were needed, however if I recall they had a 85% rule for raid content (only 85% of the 72 people in the raid had to be keyed, the other 15% could be brought in unkeyed to get flags or gear). Raids were more challenging with tons more raiding content than ever. Probably more than all the previous expansions combined. Classes seemed to fit their roles better than ever. With the buildup from Luclin the devs finally got a good balance between all the classes and clearly defined their roles. On the downside, trivialized travel... again =/ | ||
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#33
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__________________
p1999 - Hedbonker - Level 50-something Hafler cleric
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#34
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I'd like to see up to PoP personally. The only caveat would be the removal of PoK books from all except a handfull of zones. Easy travel and easily getting your corpse back really destroyed the game.
I loved Velious the most, but also enjoyed Luclin and PoP. Expansions after that were pretty lackluster. | ||
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Last edited by moklianne; 04-13-2011 at 12:19 PM..
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#35
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I'm glad it is stopping at Velious. That is the golden age of EQ for me. Luclin and Planes of Power were fun in the same way that playing a game after you've entered cheat codes is fun. It's really fun for a short while, but then you find out that you had more fun doing things the hard challenging way.
Luclin issues - Bazaar, ports to a central location shrinking the world, Paludal Caverns, gay character models. Planes of Power issues - more ports to a central location and didn't have to wait for them shrinking the world even more. Never got into raiding so I can't speak for keying that some people talk about, but it sounds like an issue. But then again keying was an issue starting with Kunark. Lost Dungeons of Norrath - With dungeon instancing, it started feeling less like a world and more like a game. I don't remember any other expansions. While this contradicts what I said earlier about keeping the game hard and challenging, I think the single biggest thing that I would actually change to classic through Velious is the ability for any class to bind anywhere and respawn with equipment. EQ2 actually did this mostly right, you respawned in the zone with your equipment. I don't mind having to run from Freeport to Qeynos, wait on boats, sit in EC watching the auction channel, super slow leveling, waiting LFG, but waiting for a bind and retrieving my corpse is not for me. But having to get a bind adds nothing to my fun and immersion. Having to retrieve my corpse adds zero to my fun as well, all it does is add to my stress and gives me a damn headache. Anyhow, yay for it stopping at Velious. | ||
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#36
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#37
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No cats on my moon brah
__________________
Gorek Stormborn - Ogre Shaman
Darian J'Narus - Dark Elf Heretic "Thou speak'st aright; I am that merry wanderer of the night." | ||
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#38
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As far as Luclin+ goes, I enjoyed it and PoP most because those were my first experiences with raiding. Getting through ST then eventually slowly getting all my keys, and downing bosses, in PoP, made me feel closer to being on a level with end game players I hadn't felt before. I think we all yearn for that time in our EQ gaming life. That's why we're all here.
__________________
Howhigh Ferdaze- 43 Enchanter
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#40
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1) The actual retrieval, it can involve being sneaky, invisible, and solid understanding of zone and NPCs in zone. It can also involve soliciting help, creating ties with other players. It teaches responsibility and patience. You are forced to man up that you made a mistake and learn from it. 2) The heightened fun that comes with the risk of having to retrieve that corpse. When there is no punishment for dieing, who cares. If you crawl deep into a dungeon and start playing loose and fast you are risking a lot and it makes the game more enjoyable for me. Spawning with full equipment is dull and takes fun out of the game. Corpse runs were and still are genius, may they stay forever. | |||
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Last edited by Kraftwerk; 04-13-2011 at 12:41 PM..
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