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#1
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![]() if all you want to do is raid the gods then why not have a way to do a quest to fight the god? the devs could implement a way for a quest to get your raid ported up to the plane? or in my opinion better have the devs bring the raid to the regular world? maybe even implement a way for two dieties to fight eachother with their armys like the frost giants vs the dwarves in the great divide? there would be different stuff dropped for different winners?
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#2
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#3
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![]() The only Luclin model I liked was Iksar and male Gnomes >.>
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![]() (10:59:44 PM) Haze1: your cat is cuter than naez's confirmed | ||
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#4
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![]() I going to make a personal list of Luclin Cons and Pros:
Pros: -Significant upgrade to environment graphics - new amazing design zones like Ssra, TV, Seru, Kata, Deep -New player models! [You must be logged in to view images. Log in or Register.] ok not all of them as great as they could be, but mostly better and more realistic that they were before. Exceptions probably the shorties - they never were very different to begin with, but now they totally indistinguishable [You must be logged in to view images. Log in or Register.] -Most of the new npc models are very cool - Gorgons, Shissar, fungoid fiends -Vah Shir [You must be logged in to view images. Log in or Register.] Ok given that players (myself included) were asking for Kerrans to be made playable, but oh well [You must be logged in to view images. Log in or Register.] -Beastlords - just awesome [You must be logged in to view images. Log in or Register.] -Horses! -new weapon models Cons: -Nexus and Hubs (factionless Shadow Heaven) - could have been done better rather than all out access (thought PoK was way worse) -Some silly looking mobs: netherian 'aliens', rockhoppers (cartoony looking dinos) -unequal zone range progression - many redundant areas -despite massive new high def textures, still poor outdoor zone design - barely any landmark features (just like the old world) -pain in the arse Seru/VT key progression, which requires ton of individual farming which is totally pointless time-sink (same goes for bane weapon quest which has to be for just a single mob in netire expansion) Uncertainty: -AAs - interesting concept in theory but poor implementation in a form of endless grinding. I would design this better overall i would give Luclin 8/10 [You must be logged in to view images. Log in or Register.] | ||
Last edited by Kika Maslyaka; 04-17-2011 at 04:03 PM..
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#5
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![]() FYP.
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Marlon: Halfling Druid of the Trees
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#6
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![]() My own list of Luclin pros and cons.
Pros:
Cons:
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#7
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![]() Quote:
Con: Paludal Caverns' huge +exp modifier trivialised all other leveling content from L4 to ~L23 (Or you can call it a pro if you are into powerleveling) Pro: squishing Grimlings never got old for me | |||
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#8
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![]() Keep those ideas coming!
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#9
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![]() I strongly dislike increasing the level cap to 65. If this was done it needs to be done in a way that keeps the old dungeons relevant and not trivialized like they will be at level 65. I would suggest rebalancing the PoP encounters to level 60. Every time people leveled up in EQ1, old dungeons got left behind. Every time they didn't increase levels for a new expansion, the old dungeons were kept in use as a gearing tool for the new ones, which is a good thing. The additional AAs and gear will bring with it plenty of new power to the players as it is.
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Archfiend Harmdalet Epicursed
The Scourge Knight of Freeport Alumni of Five Rings guild, retired Luclin Server | ||
Last edited by guineapig; 05-11-2011 at 11:52 AM..
Reason: oops.
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#10
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![]() Quote:
Look what happened to WoW after the Burning Crusade expansion. MC, BWL, Ony, AQ, NAXX, all of those dungeons could very well have been deleted from the game, and no one would have noticed because no one was ever going to go into them ever again! Game scaling is important, and in my opinion, one of the reasons why games go sour after a couple expansions. There is a way to do this, it just has to be done right! | |||
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