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  #1  
Old 01-31-2019, 11:56 AM
Mblake1981 Mblake1981 is offline
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Originally Posted by Clazxiss [You must be logged in to view images. Log in or Register.]
EQ is not WoW with the way its graphics and processor programming functioned. The game did demand that you not play on a potato if you wanted to raid or go into popular dungeons.

Friendly reminder to everyone. Many of you were playing EQ on a machine using Win 95 or XP! When SoL released, the clutter you found in the popular zones died down enough for those of without gaming rigs to enjoy and explore with friends.
A demanding game gave reason to upgrade or build/order a better computer.

I would like to race Ferrari and Porsche cars but I can't afford it.
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Last edited by Mblake1981; 01-31-2019 at 12:25 PM..
  #2  
Old 01-29-2019, 09:26 AM
YendorLootmonkey YendorLootmonkey is offline
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Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
alternate advancement making classes like the Ranger finally complete.
Endless Quiver, Archery Mastery 3, and my fellow members of our Trueshot firing squad were my favorite raiding experiences in Live in the SoL/PoP era.
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  #3  
Old 01-30-2019, 05:18 PM
Jaleth Jaleth is offline
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Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
Luclin hinted to the end of eq with its quality of life "improvements" beginning to emerge. Planes of Power sealed the deal tho.


Big cons of luclin:
-took me out of a tolkein style fantasy land and into SPACE! (Wait, come again?)
-introduced CATMAN! Uh from SPACE! (Is this still the same game?)
-teleporting begins with spires (and one step closer to teleport books)
-bazaar. While i agree convenient as hell, destroyed the player interaction bartering which was a big part of the game.
-new models and animations were ALL terrible! Someone in this thread said they "weren't all bad" yes I'm sorry they were. Spell casting, sitting, standing, swinging weapons and even just running looked strange and clunky.
-luclin ushered the start of making old content obsolete. Classic-velious had balance and luclin started to ruin that. An example is paludal caverns destroying any other previous leveling zone 1-24.

Pros of luclin:
-shared bank begins i think?
-beastlords
-ssra temple was kinda fun?
-alternate advancement making classes like the Ranger finally complete.
Well character models appearance is always going to be subjective. The animations were horrible, but I liked my human paladin in armor, not having it "painted" on looking like the Tin man from Wizard of Oz.

Ssra temple was either you loved it or hated, hardly an in-between.

Rangers didn't become complete, the became OP'd (Endless Quiver and True Shot), they could solo reds all day. . .

Well OK maybe I'm going to PoP on that last part.
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  #4  
Old 01-29-2019, 06:54 AM
Zuranthium Zuranthium is offline
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Luclin world felt too disconnected from what came before, had less interesting zones in design and lore, and never made sense on a basic level to me either. I wasn't convinced that it encompassed the full surface of a moon, nor that the ecosystems/structures/residents made any sense whatsoever. The bazaar deservedly gets hate for how it broke down player interaction and local economy, but really why the fuck is there this random bazaar, far away from anything else, in the underground of the moon, randomly connected to a teleporter room, which is randomly connected to some nondescript town called Shadow Haven?

There were tons of unnecessary time sinks, between the keys for zones and the AA's, and they didn't balance the zones well in comparison to previous content. I also thought the mounts were stupid and most of the new models sucked. The new class of Beastlord was not well designed, even though the base idea fits well for EQ; instead of going out into the wilds and actually being a "beast lord", you just summoned one, and then had to throw all these buffs on the pet that made no sense. The class randomly had Shaman spells and a mana regen buff in addition to their powerful pet and decent melee capability. Seems like they just wanted to create a class that could solo uber easy, while being caster and melee at the same time, thus letting the casual players feel like they could do everything. Beastlords were an essentially useless addition to the upper end of the game (their DPS lessened at highest levels and scaled poorly against high level mobs); only their mana regen buff made them relevant, which makes no sense thematically. I did like how each race got a different pet visual, but eh, a poorly thought-out mishmash overall.
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Old 01-29-2019, 08:22 AM
White_knight White_knight is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Luclin world felt too disconnected from what came before, had less interesting zones in design and lore, and never made sense on a basic level to me either. I wasn't convinced that it encompassed the full surface of a moon, nor that the ecosystems/structures/residents made any sense whatsoever. The bazaar deservedly gets hate for how it broke down player interaction and local economy, but really why the fuck is there this random bazaar, far away from anything else, in the underground of the moon, randomly connected to a teleporter room, which is randomly connected to some nondescript town called Shadow Haven?

There were tons of unnecessary time sinks, between the keys for zones and the AA's, and they didn't balance the zones well in comparison to previous content. I also thought the mounts were stupid and most of the new models sucked. The new class of Beastlord was not well designed, even though the base idea fits well for EQ; instead of going out into the wilds and actually being a "beast lord", you just summoned one, and then had to throw all these buffs on the pet that made no sense. The class randomly had Shaman spells and a mana regen buff in addition to their powerful pet and decent melee capability. Seems like they just wanted to create a class that could solo uber easy, while being caster and melee at the same time, thus letting the casual players feel like they could do everything. Beastlords were an essentially useless addition to the upper end of the game (their DPS lessened at highest levels and scaled poorly against high level mobs); only their mana regen buff made them relevant, which makes no sense thematically. I did like how each race got a different pet visual, but eh, a poorly thought-out mishmash overall.
Paragon, stackable mind candy, single target dps boost buff 6min +100atk buff boosting a rogues dps substantially - think you could keep it rotated on 2 rogues too esp since it stacked with avatar.

Beastlords lacked on dps directly but a well played one was good on raids. Having a handful of Beastlords helped CH chains/casters nuke more esp. If you MGBed Paragon every one after the other.

People never factored in the amount of surplus dps beastlords bought to raids with their tool kit. Only looked at dps charts, and went meh.

Beastlords could let 2-3 extra chs per cleric, 2-3 extra nukes per casters 2-3 extra necro pumps to clerics before everyone goes OOM.
Last edited by White_knight; 01-29-2019 at 08:30 AM..
  #6  
Old 01-29-2019, 03:43 PM
Zuranthium Zuranthium is offline
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Originally Posted by White_knight [You must be logged in to view images. Log in or Register.]
Paragon, stackable mind candy, single target dps boost buff 6min +100atk buff boosting a rogues dps substantially - think you could keep it rotated on 2 rogues too esp since it stacked with avatar.

Beastlords lacked on dps directly but a well played one was good on raids. Having a handful of Beastlords helped CH chains/casters nuke more esp. If you MGBed Paragon every one after the other.

People never factored in the amount of surplus dps beastlords bought to raids with their tool kit. Only looked at dps charts, and went meh.

Beastlords could let 2-3 extra chs per cleric, 2-3 extra nukes per casters 2-3 extra necro pumps to clerics before everyone goes OOM.
Random buffs are not what a "Beastlord" should be doing. This is just a pile of stats, it's not good design. The class didn't bring any new mechanic to the game that made them necessary for a specific function; you never needed a Beastlord to do anything in the same way that other defining abilities allowed classes to bring something unique to the game world. They were just an overpowered class for leveling up that only remained relevant in the endgame because of unthematic buffs.

As I said, I like the base concept of a class that can be DPS through an equal combination of their own damage + pet, but that really should be something Rangers can do in the first place; a "Beastlord" should just be one way you can spec the Ranger class. They didn't even implement that part of it correctly though, instead the class had a super powerful pet (encroaching on what Mages should be the premiere class at), then gave them Shaman spells to have a full set of "hybrid" abilities since the base idea of the class was too narrow by itself, and then they threw on the extra buff crap to make them relevant for raids, which made them even more OP for non-raid kind of play.
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  #7  
Old 01-29-2019, 07:26 AM
Hibbs Hibbs is offline
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Me looking for dragons on the moon..

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  #8  
Old 01-29-2019, 07:42 AM
Jlpstrtkng Jlpstrtkng is offline
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I liked luclin. Sue me
  #9  
Old 01-29-2019, 07:49 AM
Cecily Cecily is offline
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People say P99 be like it is but it do.
  #10  
Old 01-29-2019, 08:03 AM
kjs86z kjs86z is offline
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Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
People say P99 be like it is but it do.
well said
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