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#1
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Eh. Quests would just become bottle-necked excuses to poopsock and dramatize. Grinding is better.
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Gnawlunzs Phrogphry
Master Angler, Baker, Cadger, Drunk "If you can't eat a frog, then eat two." | ||
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#2
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Beastlords
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Gobble?
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#3
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Sadly, Loramin has a good point. Not gonna happen here.
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The Ancient Ranger
Awake again. | ||
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#4
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It's possible to make long quests that aren't endless rare drop farms. Also possible to do things with exp that aren't AAs. Not classic though.
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#5
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I really didn't like the engine overhaul they implemented with the release of Luclin. To me it was the single largest factor that made Luclin seem completely separate from classic\kunark\velious. Kunark and Velious look like they actually belong to the same game engine as classic, albeit with higher polygon counts and slightly higher res textures in places. Some zones even look like they were unused or unfinished zones from classic development (anyone ever notice that Velk's looks like it could easily have been in classic, architecturally? There are the same weird geometry overlaps between ramps and flat ground, etc..
Luclin on the other hand just looks like a completely different game. Every zone has that awful blurry-distance-fading-into-foreground appearance. Just my opinion, but I don't think any amount of modification would make Luclin feel like it fits with the first three installments. | ||
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#6
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#7
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#8
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#9
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If there was any new content I would rather the devs pick and choose specific zone maps from any expansion that make sense to the classic world (veksar, jagged pine, etc.) reitemize them (with classic era items), repopulate them (classic stats, appropriate levels, etc.) with mobs, custom quests, etc...
The side benefit to this is that it would be much easier to "expand" classic EQ in this manner, it wouldn't require years of painstakingly recreating content for perfect accuracy. Zones could even be done this way as a GM style event allowing only temporary access, etc. | ||
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#10
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Quote:
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