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#1
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So going back to that place and time, and NOT choosing the moon, completely changes how many things would evolved. However I think that something similar to Nexus, would still appear - because world was growing very large by that point and Spire system would bring closer together remote parts of the world. But at very least we would do away with the "alien" theme [You must be logged in to view images. Log in or Register.] If I would do full list of most important things Luclin did wrong it would be: 1. Choosing the Moon as next environment over another continent, underworld or say alternative realm. Hence forcing "alien" theme on otherwise fantasy world. 2. Expansion was rushed out prematurely. It felt that only about 1/4 of the zones were carefully design with heart and mind and purpose, where most of the rest were thrown together in a hurry. (Mons Letalis, Maiden Eye, Umbral Plains, Dawnshroud Picks are complete waste of space, and The Grey, Mara Seru, Twilight Sea, Scarlet Desert are barely better). Few and poorly implemented quests fall in to this category as well. yes there were a handful or involved quests, but mostly it was barren. 3. AA system was not a good design. Instead of giving CUSTOMIZATION of a character, it became MANDATORY PROGRESSION. Future high end content difficulty was tuned with idea in mind that players max out (or nearly max out) all their class AAs, and by the time of GoD it became totally INSANE. Max geared tanks could not tank raid boss unless they also had 2,000+ AAs. IMHO a better AA system should have been something closer to WoW Talents, where you can only chose limited number of AA to obtain, but not all. But also without creating WoW's separate spec structure. 4. The Bazaar. I am one of those people who did EC tunnel. I am also one of those people who started to hate EC tunnel because it took too much of my time time. So automating sales wasn't the bad thing in my opinion. Creating centralize HUB was. What I would have done is create separate bazaar in EACH major city. Or at least 1 per continent, and let PLAYERS decide which one would become the central hub. So these are my 4 most important factors. Nexus thing would have happened one way or another because original game didn't had a well thought out long distance transportation system. And I am completely against the idea that druid and wizard should be able to earn ton of cash by doing something other classes can't. (Yes my main was a Druid and I was RICH AS HELL where my friends who played SK, Necro and Enchanter were poor as hell). I mean there can be teleporters, but group teleport should cost a reagent that would be decently expensive that realistically only guilds going to a raid would spent money on to transport people quickly.
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#2
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Luclin isn't just another continent, it's a whole other world. They definitely made it feel like just another random place with the way they implemented it though, which is part of why it felt so wrong. Vah Shir wouldn't be forced to stay there until level 30 without the Nexus, there's always Wizard and Druid ports (which also can be said of getting there), and I'm perfectly fine with making it more difficult for low level characters to travel. It's important to maintain the ecosystems of those starting areas, not just have everyone rushing off to a place like Paludal.
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#3
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Re ship prices: I agree to a point. I would make it scale with char level. I would make it free for players under lev 5, and then keep increasing it to like 25pp at lev 50. BUT Ship system would needed to be MORE evolved and hitting more locations. Re Druids/Wiz - see my post above - I am actually completely against these guys making cash from casting a spell [You must be logged in to view images. Log in or Register.] Best solution to MOON problem would have been not being a moon [You must be logged in to view images. Log in or Register.] Re: Paludal - if they didn't give that zone insane ZEM to sell the expansion, nothing would have happened. I believe that a race SHOULD mostly spend first 10-20 levels in their native area, unless you traveling across the world to play with a friend. Preventing travel by level forcefully is bad game design. If I want to be Human Druid and my friend is Dwarf - we literally do not meet until like lev 30. Which is bad.
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#5
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Luclin was mostly a failure as a whole, but there are nice individual elements here and there.
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#6
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Luclin isn’t that bad. Just a bunch of nostalgia tards in here.
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#8
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Keying was absolutely awful. Emp Ssra bottleneck was the epitome to stupidity in an MMO. The quality of gear in VT versus anything else in Luclin was brain-dead, not to mention an unitemized/poorly itemized Ssra Temple for weeks, which meant you still needed to fart around in NToV while VT was down. So you did Emp->NToV->VT ad nasueam. Awful to be the top and even worse to be stuck behind them.
Bazaar was boring but probably "healthy" in the long term, along with a tradeskill zone nextdoor (I forget the name). Shared bank slots and AAs were the best things to come out of Luclin.
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Some kind of... Bubba Ho-Tep?
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Last edited by Crawdad; 02-07-2019 at 02:44 PM..
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#10
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I don't understand the hate for Luclin... I love cats, I love the shared bank, and I love how AA's really added some flavor to all of the classes.
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