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  #1  
Old 02-28-2013, 10:52 PM
enr4ged enr4ged is offline
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Originally Posted by shooteneq1 [You must be logged in to view images. Log in or Register.]
the biggest problem with most expansions is that instead of adding to the existing content like you think an expansion is supposed to, it instead renders all prior content useless.
Exactly... what was the point of such huge XP mods in the luclin era, were they trying to make the game more casual? Or was it because they wanted people to use the new zones instead of the old ones? Why didn't they either raise the old zones xp modifiers or balance the new ones to the old. It sucked having to level in the luclin zones, was it wrong to like the classic zones so much but be forced to level slower than everyone else? Hell, I didn't even care for the kunark zones that much. I liked velious ones though. I like me some colors in my zones.
  #2  
Old 02-28-2013, 11:21 PM
Decad Decad is offline
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Bazaar - It is convenient and it takes away all the ripoff ass jacks or lamers who try to cut your prices by 20-50%. True it takes away the interaction and to a certain extent the kind folks ( who gives out random stuff to real noobs ) but it really saves lots of time buying selling. Anyone remembers you have to wait in queue to see someone bags of stuff via trade window when some random dude in EC " WTS 3 bags of stuff T1" ?

Paludal - This zone just destroyed the levelling curve and created more newbie whiners who complained that their XP is damn shitty post 50. ( most of my servers back then still level in Sebilis and Velketor post 50 )

Dawnshroud/Netherbian lair - Coupled with paludal, no one else will leave the moon before level 45++. And you get dudes asking you where is Lower Guk, SoldungA/B, Befallen etc because there is no reasons to go those zones anymore apart from farming the occasional item.

AA - Some nice class customization and nice new feats for classes. A everlasting stay on EQ since then. It also made Everquest changed from "Evergrind" to "Evercontinuinggrind" where raid guilds no longer just looked at your level and skill for recruitment but how many AAs you have.

Cats - Just destroyed the medieval feel. But Shar Val is a nice city.

Cities - Shar Val, Sanctus Seru, Katta Castelleum all very nice. However Shadowhaven simply destroyed the need to go back to any starting city anymore. And unless you are a wizard or druid, travelling to and fro from the moon is just a waste of time

Nexus - Boats without the ship, replaced with a black hole. You dont even have the seas to look at while you wait. Instead you have 3 nice stone walls and an NPC dude looking at you while u wait on your ass.

Character models - Crap for many players. The older graphics card at that time all suddenly seemed inadequate.

Raiding - Cool as hell like Velious and Kunark for me. Especially Ssra Temple and Acrylia as well as the Deep. Vexthal is a cool zone but the insane amount of monsters HP is ridiculous.

Gear - Way too OP. You dont even need any gear change pre EP in POP if u had full VT gear. Hell, you could even use just VT gear to reached Potime if your guild is coordinated enough. It was that good.
  #3  
Old 03-01-2013, 01:26 AM
fuark fuark is offline
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Can't believe how many people actually like the AA system. Adding abilities is always fun, but adding more grinding to a game is never my idea of adding fun. I enjoy the free roam play time on my characters, especially my 60 druid because I can go do whatever I want when I am on him. Having to log on and constantly have grinding in the back of your mind once you're 60 was never appealing to me in Luclin, and one of the reasons I ended up quitting then (along with the bazaar and the nexus).

One of the many reasons I am glad Luclin will not be added here (not even going to start on the power creep aspect of Luclin).
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  #4  
Old 03-01-2013, 09:55 AM
Thulack Thulack is offline
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Quote:
Originally Posted by fuark [You must be logged in to view images. Log in or Register.]
Can't believe how many people actually like the AA system. Adding abilities is always fun, but adding more grinding to a game is never my idea of adding fun. I enjoy the free roam play time on my characters, especially my 60 druid because I can go do whatever I want when I am on him. Having to log on and constantly have grinding in the back of your mind once you're 60 was never appealing to me in Luclin, and one of the reasons I ended up quitting then (along with the bazaar and the nexus).

One of the many reasons I am glad Luclin will not be added here (not even going to start on the power creep aspect of Luclin).
Most people actually feel like accomplishing stuff on their toons. Basically here once a toon is 60 your done with them other then parking them at camps to farm stuff. AA system extended the life of your toon is basically the way i looked at it.
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Old 02-28-2013, 10:22 PM
Trevalon Trevalon is offline
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I dunno, I rather like Luclin - some of my favorite EXP zones are on Luclin. I am also one of the crazy ones that liked Luclin models, but that doesn't really effect anyone because you can choose to show them or not.

I also like AA's and still consider Everquest's AA system to be one of the best advancement systems in any MMO.

I also think PoP is the best expansion of any MMO ever. The raiding in PoP is as good as it gets and completely dwarfs pretty much all content prior to it - I honestly think people who like Velious raiding over PoP are slightly crazy.

GoD was the downfall of EQ.
  #6  
Old 02-28-2013, 10:38 PM
Swish Swish is offline
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I liked Luclin. I thought Luclin was better than Velious. I'd love P1999 to continue its journey to explore strange new (moons)...

Why was Luclin better than Velious?

- New playable race
- Beastlords added, fantastic class if slightly overpowered.
- The bazaar (I loved it, those of us that had jobs and couldn't sit in EC all day had a way to trade).
- The Nexus (needed as the world was getting too big, and better than waiting for a string of boats).
- Some great raiding content that always seems to be under the radar in people's memories.
- Some escape from the world of kill dragons, kill more dragons...we mashed the keyboard for this dragon's name, ha!
- Some quirky ideas (The Grey, a zone without breathable air!), some weird monsters to kill (some stupid ones, but I liked some of them).
- Obviously, AAs had a massive impact and were a lasting trend on EQ for years to come.

Personally I think the forum mood has dictated that Luclin was a bad expansion because of "cats on the moon"....never heard the phrase til I came to these forums, and whenever anyone mentions why they hate Luclin it includes that phrase. Bandwagoners [You must be logged in to view images. Log in or Register.]
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  #7  
Old 02-28-2013, 10:49 PM
Vexiom Vexiom is offline
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Luclin was a great expansion, although there have been some big negative points made here that I can agree with:

-Gear jump was too large from Velious to Luclin
-The low level zones (read: Paludal Caverns) made classic zones obsolete


AAs were an incredible idea, it gave so much more longevity to the game for me. It also gives high end players a reason to exp grind, and thus gives newer max level players a larger pool of people to group with. And don't forget the fun factor of some of the abilities!

I think a more "classic eq" custom approach to the Luclin expansion could be a real and VERY cool possibility. Do what you must to gear, exp zones, travel, etc. But there is just a massive amount of great content and AAs that shouldn't be left on the table! Devs please consider!
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Old 03-01-2013, 11:30 AM
heartbrand heartbrand is offline
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Quote:
Originally Posted by Vexiom [You must be logged in to view images. Log in or Register.]
Luclin was a great expansion, although there have been some big negative points made here that I can agree with:

-Gear jump was too large from Velious to Luclin
-The low level zones (read: Paludal Caverns) made classic zones obsolete


AAs were an incredible idea, it gave so much more longevity to the game for me. It also gives high end players a reason to exp grind, and thus gives newer max level players a larger pool of people to group with. And don't forget the fun factor of some of the abilities!

I think a more "classic eq" custom approach to the Luclin expansion could be a real and VERY cool possibility. Do what you must to gear, exp zones, travel, etc. But there is just a massive amount of great content and AAs that shouldn't be left on the table! Devs please consider!
I personally like zones such as Paludal because they funnel the player base into zones rather than leveling in empty dead zones scattered across.
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  #9  
Old 03-01-2013, 01:06 PM
Noselacri Noselacri is offline
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Luclin on P99 is a moot point as the server will begin hemorrhaging players a few months after Velious comes out. You see, what each expansion after Kunark does is this: if you don't raid, you're nothing. This is doubly important on this extremely top-heavy server where nobody is content to simply see the sights and be level 43 for months. The wonder and magic of Everquest is long gone and people want to do what they didn't get to do as kids a dozen years ago. Unfortunately, Velious introduces the concept of full separation between normal and hardcore players.

In Classic and Kunark, almost no gear is notrade. Epics, the odd quest item, a few raid pieces and then VP gear, everything else is droppable. Almost all of the best gear in the game is tradeable and you don't strictly have to be in the top guild to get it. You can become an "accomplished player" by trading, by knowing the right people, by RMTing or scamming (hey, it counts for the purpose of this discussion) and any other way you can imagine getting a fungi, Cobalt BP, tstaff, CoF and whatever else is considered top items in the game.

Not so in Velious. Suddenly every piece of "BiS" is from NToV or similar. In fact, the top three best items for each slot will usually be notrade raid drops, and anything less will be considered low-level crap. The gear you can get as a non-raider is suddenly laughable and you are nobody if you don't raid. As we all know, raiding on P99 is tantamount to selling your soul to the devil, and there's a gigantic divide between the TMOish crowd and the rest of the server. With everyone realizing that there's no way for their characters to be comparatively decked out without that unrealistic requirment of becoming the 1%, the whole experience will feel tainted and people will stop playing as this feeling sinks in and comes to permeate the server.

This did not happen back in the day because 1) people didn't know better, 2) the vast majority were satisfied with being unambitious nobodies, and 3) there were tons of servers and you could always find a raid guild somewhere if you wanted, the entire endgame concept was not utterly monopolized by one or two highly exclusive guilds. People await Velious like it'll be some great coming of age for this server, but nobody seems to realize what it did to Everquest and how poorly it fits this server and the way it differs from the great old backintheday. There will never be a question of whether or not to implement Luclin on P99 because there will be less than 100 players left by then.
Last edited by Noselacri; 03-01-2013 at 01:21 PM..
  #10  
Old 03-01-2013, 01:28 PM
Danth Danth is offline
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Quote:
Originally Posted by Noselacri [You must be logged in to view images. Log in or Register.]
The wonder and magic of Everquest is long gone and people want to do what they didn't get to do as kids a dozen years ago.
Not everyone on P1999 was a 13 year old twit when EQ was new. I was an adult a dozen years ago, just a somewhat younger one. So were most the folks on my in-game friends list.

I agree that Velious was where Sony began to really cater to the [always whiny] raider minority, but overall it's better to have it than not have it. Even as someone who's largely uninterested in raids I like Velious better than Kunark, if for the class balancing improvements if nothing else. I'm much more accepting of EQ's faults this time around because we players here have the benefit of hindsight--I know what to expect from the get-go. I'm content to be an anonymous nobody, too; it's a nice change after being all too popular in the last couple MMOG's I played.

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