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#1
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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. | ||
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#2
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Quote:
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. | |||
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#3
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Quote:
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#4
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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
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up to Luclin imo, the PoK books and ease of travel killed it for me
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#6
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OoW was the last good expansion.
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#7
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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. | ||
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#8
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#10
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Quote:
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