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  #1  
Old 01-16-2021, 01:41 PM
Jibartik Jibartik is offline
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I was thinking, I figured it out.

When they made an expansion.

Now hear me out!

This game is great, we just played through 10 years of kunark, without a broken economy. It proved to me it's one of the most well designed games in history.

So here's when EQ started to go down hill, when they released an expansion, 1 year after launch, setting up the precident, that they would continue to release expansions, every 1 year thereafter.

That is what killed everquest, the fast grind of expansion after expansion, to keep new players coming in, and ignoring the things that old players loved: The content they were already playing.
  #2  
Old 01-16-2021, 02:28 PM
Mblake81 Mblake81 is offline
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Quote:
Originally Posted by Jibartik [You must be logged in to view images. Log in or Register.]
I was thinking, I figured it out.

When they made an expansion.

Now hear me out!

This game is great, we just played through 10 years of kunark, without a broken economy. It proved to me it's one of the most well designed games in history.

So here's when EQ started to go down hill, when they released an expansion, 1 year after launch, setting up the precident, that they would continue to release expansions, every 1 year thereafter.

That is what killed everquest, the fast grind of expansion after expansion, to keep new players coming in, and ignoring the things that old players loved: The content they were already playing.
It's why there is a drastic difference in look between original world monsters like Hill Giants and the Velious giants. Pumping out expansion every year.

I would like to do a cohesive visual overhaul using the same art style but with a custom engine, specific to a game like this (with mobs agro through walls etc.). No way would i use Unreal.

EQ deserves its own engine.
  #3  
Old 01-16-2021, 11:22 PM
Jibartik Jibartik is offline
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Quote:
Originally Posted by Mblake81 [You must be logged in to view images. Log in or Register.]
It's why there is a drastic difference in look between original world monsters like Hill Giants and the Velious giants. Pumping out expansion every year.

I would like to do a cohesive visual overhaul using the same art style but with a custom engine, specific to a game like this (with mobs agro through walls etc.). No way would i use Unreal.

EQ deserves its own engine.
Someone is making one in unity, but I wonder about the authenticity of those quirks I agree.
  #4  
Old 01-17-2021, 12:17 PM
Ennewi Ennewi is offline
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Luclin models really were a departure, being too exaggerated for the old world in a breast implant sort of way. Even looking back at alpha/beta screenshots and footage, however clunky those models were, a rough impression of the same artistic style still remains present, like the very first Simpsons episodes.
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  #5  
Old 01-16-2021, 02:07 PM
putrid_plum putrid_plum is offline
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up to Luclin imo, the PoK books and ease of travel killed it for me
  #6  
Old 01-16-2021, 02:40 PM
bradsamma bradsamma is offline
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OoW was the last good expansion.
  #7  
Old 01-16-2021, 06:15 PM
Malik_Gynax Malik_Gynax is offline
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For me it was when dungeons changed from this:
[You must be logged in to view images. Log in or Register.]

To this:

[You must be logged in to view images. Log in or Register.]

Everquest was a WORLD. Going into a dungeon was terrifying. You could get lost anywhere. It never cared if you were receiving a "fair challenge." You were entering a dangerous dungeon!

If you died, you may never find your body again. At some point it stopped being a world and turned into a playground where you go from room to room boss to boss.

One of the coolest things about the early dungeons was 3D level design. It took a lot of skill to craft such cool places. Later expansions just went fully 2D and boring. It's a shame.
  #8  
Old 01-16-2021, 06:35 PM
Tunabros Tunabros is offline
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Quote:
Originally Posted by Malik_Gynax [You must be logged in to view images. Log in or Register.]
For me it was when dungeons changed from this:
[You must be logged in to view images. Log in or Register.]

To this:

[You must be logged in to view images. Log in or Register.]

Everquest was a WORLD. Going into a dungeon was terrifying. You could get lost anywhere. It never cared if you were receiving a "fair challenge." You were entering a dangerous dungeon!

If you died, you may never find your body again. At some point it stopped being a world and turned into a playground where you go from room to room boss to boss.

One of the coolest things about the early dungeons was 3D level design. It took a lot of skill to craft such cool places. Later expansions just went fully 2D and boring. It's a shame.
this man spitting facts
  #9  
Old 01-16-2021, 07:00 PM
imperiouskitten imperiouskitten is offline
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Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
this man spitting facts
tru stuff. i still can't navigate guk live side. STILL scary
  #10  
Old 01-16-2021, 10:20 PM
Mblake81 Mblake81 is offline
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Quote:
Originally Posted by Malik_Gynax [You must be logged in to view images. Log in or Register.]
For me it was when dungeons changed from this:
[You must be logged in to view images. Log in or Register.]

To this:

[You must be logged in to view images. Log in or Register.]

Everquest was a WORLD. Going into a dungeon was terrifying. You could get lost anywhere. It never cared if you were receiving a "fair challenge." You were entering a dangerous dungeon!

If you died, you may never find your body again. At some point it stopped being a world and turned into a playground where you go from room to room boss to boss.

One of the coolest things about the early dungeons was 3D level design. It took a lot of skill to craft such cool places. Later expansions just went fully 2D and boring. It's a shame.
+REP
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