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#1
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![]() Okay good point, you could make therm killable. Which would then make it another exp zone.
Is there any real reason you want to keep the zone in though? If all the planes are spread out all over Norrath and there are no portals leading out of PoK then what would the reason for the zones existence be? Also having potions sold on a vendor that's KoS to you doesn't really help. Or do you intend on having beta neurtal NPCs in there as well? There actually aren't that many quest NPCs in PoK when you think about it. Most are simply vendors, guild masters or wandering NPCs simply placed there to make the zone feel more alive. Easier to place the quest NPS in to existing cities. If you want a faction grind you got plenty since you will most likely need to be gaining city factions in order to do these quests or at least walk around safely. Also, you then have to implement a new faction to the game and what will you kill to gain faction there? Is there a way to loose faction? Implement a series of quests that also gain faction? Just tag all this on to mobs and quests that already exist in the game? I'm not trying to shoot your idea down. I just want to understand what your reasoning behind the idea is. | ||
Last edited by guineapig; 05-11-2011 at 01:28 PM..
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#2
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![]() ok.
-first of all gate potions are sold on regular NPCs vendors all over the world all the classic planes do not thave any easy exit out of them neither - why should this one? -you can keep conection to plane of Tranquility for example - or make a conection to anywhere you think is appropriate (you can even keep portals down, but they will only trigger if say your faction with Pok is at Ally level) -you can design and add any quests you like -you can make it a raid a zone -you can set it to be an opposing faction to anything you like (another plane most liekely), or it can be faction only gained via quests - put quests npcs in different location on Norath (emisaries of new tanaan, non kos) who will send you to other planes to kill things, collect quest items, and grant faction with PoK in return yeah its a lot of work. and Yes, its a lot easier to simply cross it out it and forget about it. I am just use to different way of thinking (as a custom sever dev) - no zone shall go to waste [You must be logged in to view images. Log in or Register.] Honestly, i don't care what you do with it - I am simply giving you alternative ideas [You must be logged in to view images. Log in or Register.] | ||
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#3
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![]() All I have to say is: No to the books!!!
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#4
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![]() Quote:
Completely unrelated to relocating the Planes to where they should have been, my first thought would be to turn PoK into a team based PVP zone. Would be ideal for capture the flag for example. Quote:
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#5
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![]() THink this is a terrible idea skipping EQ's best expac Luclin. And POK came from PoP not Luclin. The bazaar came from Luclin (though it was not used till during PoP) and the spires teleporting to the continents. LOL And I'm sure there are those that will flame over my opinion but it is just that. My opinion. [You must be logged in to view images. Log in or Register.]
What i'd love to see is the later expac's put in without the huge bump in exp they came with. Keep it difficult to lvl/AA. Including the best. Luclin. [You must be logged in to view images. Log in or Register.] | ||
Last edited by Shadey; 05-11-2011 at 07:13 PM..
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#6
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![]() Gear inflation isn't nearly the problem that level inflation is. Because to get the new gear you have to get the previous gear. Its a natural progression that keeps old dungeons and raids in use. Leveling doesn't have that requirement as long as there's a blue mob you can kill.
Now its somewhat diluted of course by non-raid gear from the new expansion eclipsing low-level raid gear from the old expansion even without increasing levels. But that is far better and more natural than non-raid gear from five levels higher. The "But Kunark increased the level cap by 10" argument only proves my point. Vox and Naggy were completely trivialized after the level cap increase, and well before everyone even hit 60. The only reason people went there was for easy haste and 100% bags for minimal effort, the rest of the gear was throwaway. Verant then cludged in some viability and challenge with the level 53 cap to engage those two dragons and the epic quest drops. So 1) Even Verant realized at the time they needed to act to keep the old raids viable, and 2) It very convincingly illustrates what happens to old raid encounters when the level cap increases. If there's any loot that's still good they get farmed as soon as the content respawns without any challenge at all, if there's no loot worth having it will be completely ignored by everyone. If a classic + PoP zones server increases the level cap to 65, there will be no one doing anything but those PoP zones, and the best zones in the game will be going to waste.
__________________
Archfiend Harmdalet Epicursed
The Scourge Knight of Freeport Alumni of Five Rings guild, retired Luclin Server | ||
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#7
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![]() ah but this is because Verant/Soe failed to create a proper chain of progression
They kept lowering the difficulty threshold for loot, with each next expansion - this what caused "ghost zones" to appear. Kunark 1-50 zones had BETTER loot, than same difficulty classic zones Velious 30-60 zones had better loot than Kunark zones of same range Luclin 1-60 zones had better loot than all previous content in same range and this trend continues till today The ONLY way to preserve old zones value is to make sure than new released content doesn't give you better things for less effort, or, alternatively ONLy keep adding new zones in a higher level range. Think about it like this: Classic world had zones lev 1-50 now Kunark would ONLY have zones 50-60 Velious would ONLY have zones 60-70 Luclin would ONLY have zones 70-80 etc This way, your all time favorite Crushbone/Unrest/Guk NEVER gets obsolete, cause there are no substitutes for that level range This of course make bad marketing for the game company, since none of the low level people will buy any of the expansion - that why you have what you have today Such things like required level and attuneable items make another great contribution to stopping mudflation, since they continuously take items out of server economy | ||
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#8
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![]() Most PoP gear had a minimum level requirement anyway and you had to be 46 before entering the teir 1 zones. Nobody is mentioning that.
Less talk of mudflation, more talk of lore! How would you guys go about the discovery of the first portals? (Justice, Disease, Innovation, Nightmare). Who would make the most sense to spill the beans? Which deity or character would have the most to gain by showing mortals the way to the planes of power and influence? | ||
Last edited by guineapig; 05-12-2011 at 07:32 AM..
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#9
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![]() If you increase the level cap you might want to make the planes easier to get into. 60 to 65 everyone leveled in the planes, and if it takes effort to get in there people will glob to the most accessible plane and ignore the others except for raiding.
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#10
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![]() Quote:
Even on this server our guild had all of our active members keyed to Seb in the first couple of days and most of us have been keyed to howling stones for a couple of weeks now. As long as there are zones to be unlocked, there will be players actively attempting to unlock them. Besides, having 4 46+ zones to start with is huge and teir 2 really isn't that difficult to get to which already doubles the available zones to 8. Considering the population of emu servers it would seem like this is plenty. And lets keep in mind were talking like at least a year after Velious. ANYWAY: Quote:
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