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#1
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FP > Nek > Lava - This gets you three dungeons, in one zone, that can take you from 15-50. FP> Nro> Oasis > SRo> Swamp > Uguk > Lguk takes you from 1-50. Qeynos > BB takes you to 15. Say you do Perma, that takes you to what? 35 tops? If you want to run from Qeynos to any of the zones I mentioned near FP, you would need to go past FP to get to them. Even if you go to Fay...you have CB > Unrest > MM will take you to 40. Then you can hit OOT to get 50. Qeynos might be a polished city, but the areas around it are unfinished. | |||
#2
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![]() EQ was a pretty new thing, they were trying to one-up ultima online which is a fundamentally different game than EQ in basically every way, other than being fantasy based and multiplayer. So you do find a big hodgepodge of ideas in vanilla EQ. Like magic weapons. Seems like an interesting idea, but it didn't take long for basically every weapon worth having in the entire game to be magic by default, so it might as well not even be a mechanic in the first place.
They probably didn't consider any particular area finished or unfinished at launch, it was more like "okay I think we can ship this, let's see what happens". | ||
#3
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#4
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#5
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__________________
Ekco - 60 Wiz // Oshieh - 60 Dru // Kusanagi - 52 Pal // Losthawk - 52 Rng // Tpow - 52 Nec // Tiltuesday - EC mule
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#6
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![]() the logs confirming u a RMTer also still exist.
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#7
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I think they should have left Rubicite in game and made it wearable only by plate classes, and added regen to the plate classes' quest breastplate. Quote:
It's wild how every forest pre-Kunark was ultra dark. Not a single normal looking forest zone anywhere. Definitely added a lot of danger and fear of getting lost to the game, but would have been nice to have a few more visible and beautiful forests.
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#8
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All of it, together, does have the effect for better and worse of giving Norrath a distinct "feel" all its own, unlike the newer game worlds designed without those limiting factors. | |||
#9
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Very tricky to design a game with the elements of visual magic that EQ had, while improving the overall level of graphics. There are definitely areas of improvement I'd hope for, but it's important not to make it too defined or too cartoony, and not lose the simultaneous sense of scope and confinement. I don't think I've seen any game pull that off. EQ, in its way, still remains the best at creating the feeling of stepping into a high-fantasy world.
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#10
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![]() qeynos was what they developed as proof of concept for investors
once they got funded, they had to meet shipping deadlines, and you can see how the rest of the game (basically from then on) was rushed I strongly believe it's a great example of why Pantheon will never be successful. While EQ has lots of failed ideas and unfinished work, it was the investor pressure to ship that ultimately got us the game. Given infinite time, devs will never ship (e.g. Star Citizen). | ||
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