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#1
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Quote:
__________________
Characters:
Nephinine - 60 Iksar Necromancer Krystaps - 60 Iksar Warrior Remember. . . Iksar is the master race. | |||
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#2
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KC does suck...
...the exception being low pop times when you can pull all of LCY / warlord / hands / jail with 1 good group. | ||
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#3
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high hopes for kc is the wrong idea. high hopes for goofing off in kc is the best option.
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#4
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Quote:
https://www.youtube.com/watch?v=hhtUo5r2Aec take your pick bud
__________________
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#5
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KC is fine, the amount of people clogging it at primetime sucks, and if you stay there XP'ing past dinging level 54 then you suck.
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#6
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#7
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You see higher level people lfg in KC because that’s where the groups are. It got better with the chardok revamp but cash camps in seb operate with the minimum necessary to not dilute the loot. EQ is a social game.
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#8
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Sure, I'm talking about LFG pick up group play in this regard.
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#9
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Quote:
The biggest problem I found in KC is high level monks single pulling the level 40 skeleton warlord PHs and staying in camp until each pull dies. Pull a few spectral knights or protectors, bodyguards or hands... Something that actually summons and gives half decent XP! | |||
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#10
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The more players think KC sucks, the less they will resort to leveling there and the less it will suck. The problem has to do with spawns and camps being so close together. In zones like Seb and The Hole, pullers don't cross paths as often, if at all, because the usual camps are more spaced out and there are plenty of mobs in between. But that's half the fun of KC, having VS or Verix suddenly loose, creating a train of death throughout the zone, or having a rooted mob one floor up beat on you in basement, or having to secure aggro on each pull to prevent stealing. On top of that, there is the occasional cleric or two who announces rezzes in ooc and porters from time to time as well, though less now since ejacs aren't necessary anymore.
Karnor's Castle is a zone of inevitable, mostly contentious interactions because of it's design and lack of real estate. Narrow corridors and spiral staircases make it easy to tag a mob out of three or four without being noticed. Karnor's would be less of a FFA if it were larger, more spread out like City of Mist, or if the range of camp levels differed more greatly from floor to floor, like in Unrest. But forgetting the big money drops in Karnor's, a lot of Kunark armor drops there on the regular, armor pieces with clicky effects that are still great one expansion later. And all of them vender for quite a bit. Given how popular/overpopulated the zone is, it doesn't take anyone lfg long to get to camp for invite. In other zones they may need a coth or the enchanter to meet them at entrance, etc. Classic EQ is a game that inconveniences its players, so it's only natural that they would seek out and cling to any area that offers some, however marginal it may be. | ||
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