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#1
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#2
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Luclin!!!!!!!!
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Nexus.. Whats the big deal with this zone, how is it any different from how WC is right now, a general meeting zone for guilds or afk zone for others. The 4 spires should be on like a 15 minute timer iirc, not exactly super fast travel and hardly takes away from wizard/druid porting abilities. Beastlords.. This I could agree with you on, I always found beastlords to be somewhat of a useless class especially in the begining. However, Paragon of Spirit is actually semi useful on raids and the dps of a well geared BL is almost respectable. They deserve to exist. Vah Shir.. No furry kittys? That entire city of them would make it tough, though I agree they never really did much with the Vah Shir city in terms of quests or raid targets etc. One big quest involving the grimling I think. AA.. Absolute necessity, how anyone can be against AA is beyond me. I would give my first born for innate metabolism and run speed right now! Seriously though, it's not feasible to tackle the raid encounters in Luclin without having a decent amount of people with AA's, they will get raped. | |||
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Last edited by Gwence; 06-06-2010 at 03:38 PM..
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#3
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__________________
I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#4
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There's a lot that could be done with EQ storyline. I'd focus on internal expansions for the most part, that of a constant and changing world.
I like the term Discord and what it represents, chaotic stirring of the divine and mortal powers of Norrath alike; the sowing of corruption and manipulation by these great powers and their influences upon Norrath. One cool thing I enjoyed about EQ lore, was the fact that the Gods could be the creation of mortals through worship and belief. This opens the door for myriad of other "deities" to exist. While the original pantheon are the powers/influences that balance the universal energy, there could be many other lesser gods and mortal races in existence that could make their way to Norrath. Perhaps an ancient relic of great power exists within Norrath and is guarded by the frogloks of guk, a relic which the undead of guk seek that will grant them eternal lichdom and power. There's so much to do with EQ lore, I'd love to write for the EQ world!
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"well, shit son." - ZITHAX ![]() | ||
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#5
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#6
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I really like Bruts ideas as well. There are tons of dead end hallways, secret tunnels that lead nowhere and lore which could be used - like the alleged entrance to Brell Serillis' realm in The Hole.
Also add some more bosses (both raid and group ones) to existing zones, like the Loch Ness type monster that was supposed to be in Lake Rathetear (but was removed due to buggy pathing), or maybe some royals or lords in the existing cities with loot and quests etc. | ||
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#7
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Had a really long answer typed out, dropped my cell phone, hit escape and lost it. Here is the short answer
No instances No POK No POT No AA No Level cap increases. No Discordians No cats No beastlords No nexus No Taelosians No Netherbians No POTime No Zeb Most zones in expansion set for raids or raiding in general. Possibly 1 additional zone in each for neach 31-40, 41-50 and 51-60 level range. SOL - Focus more on Combine on Luclin. Shift Akhevans from "wtf" to "Oh, Luclin!", tie Shissar more to the Iksar. POP - Change the planes to work like how they do currently, ports or portals. Rework that shitty storyline. Most zones open. GOD - EQ goes to hell. Rename Discordians with demonic/devilish names. Replace Taelosians with angelic-ish counter part. Rework BIC to be 1 groupable, most zones open.
__________________
I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#8
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-AA's allowed you to set yourself apart from someone else, beyond just gear. -Plane of Time was one of the most fun raid zones made imo. -Easier travel means more time for things you actually want to do or get done. -Need levels to do Luclin content | |||
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#9
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I did POTime, for me it was boring & monotonous, just like AA were. The only fight that was remotely fun was RZ and VZ/TZ. The rest were your average tank and spank. And you don't need levels to do anything if it is balanced appropriately. Instead of AA, I'd rather write quests that gave items that had AA abilities on them or gave access to the skills/boosts themselves. But, then you end up with mobs with astronomical amounts of HP, like the blobs. AA were the beginning of an escalation: You can either advance player gear, or player ability; if you advance both then you have to advance what mobs drop and what mobs do. Be that "do" equal to HP, Min/max damage, AE, proc or attack speed. The tighter you can control what the players have access to the better encounters can be tailored to be difficult vs "a 1500aa tank fight".
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I have walked my way since the beginning of time. Sometimes I give, sometimes I take & it is mine to know which and when.
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#10
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