![]() |
|
|
|
#1
|
||||
|
Quote:
dare you /duel
__________________
Creator of the Iksar Travel Guide:
(an addition to the incredible Zone Connetion Map made by Yurz that includes Iksar-friendly vendors and banks) Leading the charge to bring back the classic feature /guildwar | |||
|
|
||||
|
#2
|
||||
|
Quote:
__________________
Tomtee Weewere- 22 ENC
Pizzatime - 51 SHM Prehistoric Turtlesaurus - 51 MNK Scientist - 37 ROG | |||
|
|
||||
|
#3
|
|||
|
Change classic eq and you get garbage noobs.
Human vision is broken here its suppose to be so dark no gAmma adjustment can fix it... Sad | ||
|
|
|||
|
#4
|
||||
|
Quote:
Just fucking stop with these bullshit attempts to make every human/barb/erudite suffer as if they were playing with shitty off-brand graphics in 1999. It's lame, it's stupid, it's based on lies and ignorance. That's not to say that nighttime wasn't way cooler looking with the original engine, it was. But actual nightblindness was not enforced by the client unless you had non-Voodoo graphics or didn't know about the gamma adjustment. | |||
|
|
||||
|
#5
|
|||
|
My point is those races aren't suppose to see far at night, that's the way the game was designed. Obviously you could be a nerd and cheese your gamma but most people just didn't
| ||
|
|
|||
|
#6
|
|||
|
I would have liked the NPC's to change dialgue more often basd on faction. Like if you got the farmers in the Karanas to be max faction by killing bandits, they would say, "IT IS OUR HERO, DAVEIL! the killer of bandits, please have some corn!" and they would like give you food or something.
Little things like that to make me feel like NPC's in the world were more fun to interact with, not even quests! Just little things. [You must be logged in to view images. Log in or Register.] More bard mail type quests where NPC's would learn my name, so when I ran through quenos they would shout at ME just by proximity, "oh hey its Daveil! look the great Daveil! Hey Daveil!" (my characters name is Daveil if you couldnt figure that out.) | ||
|
|
|||
|
#7
|
|||
|
And it looked like crap when you cheesed the gamma. You still couldn't see anywhere near as good or far as here
| ||
|
|
|||
|
#8
|
|||
|
so most of you are not getting this apparently. Thanks to those who are adding their insights.
Once again, what should-have been a part of the classic game as far as game mechanics to make it more enjoyable, logical(maybe), engaging, exciting? Yes, I know that agi never affected runspeed, what I am saying is that it should have always done this I feel. Why was Str the stat that affected accuracy? it should be damage only and dex should affect accuracy. Is it just me or are min-maxing nubs avoiding most stats because they dont matter as much as they could? | ||
|
|
|||
|
#9
|
|||
|
Really, one really only needs to look at pen and paper RPGs to discover what would be awesome things to add to EQ in a perfect world:
Tradeskills: as mentioned, they should be much more useful. In traditional pen and paper RPGs, almost everything up until the end of the game is purchased at shops from merchants. Rules are in the game to make just about anything. Think about it - everything in the game (except for those items that are biological in nature) were created by someone, sometime and then became named and a part of lore afterwards. In a perfect EQ world, rules should exist and I should be able to make "Hobiewan's dragon slaying staff". It could either be a traditional great staff that, due to some heroic deed while fighting an evil dragon was imbued with magical dragon slaying properties by Karana himself, or it could just be something I made due to the knowledge I had of fighting dragons. Kill 4 dragons and you now get the ability to imbue items with dragon slaying properties due to your knowledge of dragon slaying. Loot: Killing a sabertooth tiger should always provide the adventurer with chunks of meat, sabertooth hides, etc... Killing a griffin should provide the adventurer with 100's of feathers, not a rare chance at 1. Killing Quillmane should not provide a Pegasus cloak - it should provide Pegasus feathers that a very skilled tradeskiller can then make into a cloak. Quests: Really - what sane person wants billions of gnoll fangs? How many times can an epic quest giver really ask for Venril Sathir to die? In a perfect EQ world, quests would be given at random and would be given more from players than from NPCs - we outnumber NPC's anyway. In a perfect world, players could award experience based on those quests. In a perfect world, EQ would have a player based quest builder where the player would select from a number of options to build their quest and then the program would calculate the variables based on the quest scenarios and decide an appropriate amount of experience to award. If NPC's can ask for 4 rat ears and award experience and gold for it, why can't players ask for 20 bonechips and reward players with experience? Property: Adventurers need places to store their loot. Storefronts, guild houses, houses themselves - houses and guild halls were even promised when EQ was out at the beginning but was late redacted as the developers realized how impossible it would be. It would be nice to have something that represented me. It would also allow cities to grow and be more lively. Of course to buy property, you would need to have money and political influence which opens the world up to more quests to where faction would mean more. Fame: For those in the top guilds, how many times have you killed Cazic Thule, Lady Vox, etc...? How many times have you, in storyline, saved the world? How often have villagers rewarded you for your deeds? In a perfect EQ world, faction would mean much more then it does now. meaningful encounters: The first time you take down an enemy, it is meaningful. you get that rush of "wow, that was cool - we did it!" The 50th time - not so much. In a perfect EQ world, named major bad guys would only ever exist once. That would make for a lame MMORPG though, and really is only a carryover from pan and paper RPG where it is much more feasible. In a pen and paper RPG, there are only supposed to be a very few high level characters that can even take down a major bad guy. Changeable Words: The world would change based on things happening in the game lore. How is crushbone still populated? Their emporer has been slain over and over again. Elf guards 3 times the power of the emperor literally sit 5 minutes away. Most of the above scenarios just aren't feasible being a MMORPG and I realize that. But to make roleplay mean more many of these things would need to be implemented to feel meaningful about what is done in game. There are hundreds of other options to mention as well, but really - they can't be implemented given the nature of the game so I'll hold my post to those mentioned above. | ||
|
|
|||
|
#10
|
|||
|
light sources are right but the problem is it is all negated with the gamma slider
| ||
|
|
|||
![]() |
|
|