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#1
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![]() It wasn't that I hated Luclin. Parts of luclin I really liked. Mainly the AA points system. It was great cause you still gained something on the exp-axis from doing stuff at level 60.
I liked the Ssra Temple both in terms of lore (connected to the Shissar) and as a raiding zone. The bits I remember. I also kinda enjoyed getting mounts as a not-too-offensive QOL improvement. I did NOT like the general lore of the expansion. As others have mentioned the whole into-space theme was a giant mishit imo and removed it too far from the Tolkien-inspired origins of the game. I did NOT enjoy the Vex Thal raiding experience. I have no clue if it would be "solved" on a time locked server and don't remember how the zone mechanics worked and if it would be possible to do pulls to entrance like what we see in Ntov and VP on P99. But I remember it being hours and hours of clearing trash... maybe 3-4 hours. With one two named mobs (the Goo-twins). And then finally getting to "candy land" of a boss every half and hour for 2-3 hours. There's no way I could envision myself committing to 6-8 hour non-stop raiding sessions. | ||
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#2
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![]() I loved Luclin.
I loved most of the new player models. I played with mix of old and new. AA's made the classes FAR more interesting and viable. Raids and group content actually had MECHANICS and wasnt boring as fuck tank and spank snoozefests. VT key was the guild-sized Epic quest that was difficult but awesome. Gear itemization was finally not dumb as fuck. Focus effects were great. Beastlord class was great addition. The Nexus spires eased the travel time waster just enough to make getting to groups less painful. And no, druids and wizards didnt suddenly go poor or bored. even in PoP, my druid was still making crazy plat doing ports. The poopsockers and neckbeards will whine about the good ol' days but actually the game was never more popular or better. | ||
Last edited by Faxi; 02-08-2019 at 03:01 AM..
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#3
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![]() The whole "cat race thing is stupid", is stupid. Kunark introduced lizard men, and catmen were part of eq lore already from classic.
Ssra was an amazing zone, and raids in luclin were a whole lot funner (except vt) than anything before (which only consisted of tank and spanx and avoid aoe x y z). AAs Focus effects Knighta becoming amazing Rangers becoming amazing Wizards becoming amazing Beastlords Bazaar 20min continent 2 nexus portal system The shity space stuff they included and terrible model updates really only thing people can complain about but you can solve the terrible model thing by disabling them. | ||
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#5
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![]() the zone design -
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__________________
Kraddok - 49 Barbarian Shaman "almost max level"
Everquest Mysteries http://www.project1999.com/forums/sh...d.php?t=231587 | ||
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#6
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![]() Quote:
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Who knows if the gods above will add tomorrow's span to the sum of today? | |||
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#7
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![]() The landmass/ocean islands between classic - velious was enough to support a very large population but a good portion of zones are wastelands. A couple dungeons tossed in.
This was the rage back then, every expansion had to be bigger and better but they all lacked the cohesion the original game had. If any models or zone layouts were familiar then it was a "Copy Pasted" expansion. You can see them failing during this time as other MMO's, perhaps lacking the RPG, were coming out. Spread legged, uninspired, goofy looking, retardedly animated models for the sole purpose of riding a game breaking mount that was equally retarded. No charm in them, no butt scratchin Long gone were the days of medding with your spellbook open, a granite stone fantasy UI. Less RPG and more VIDYA GAME OMG.. RAIDZ, all aboot mah RAIDZ. Strip out RPG aspects that made the world interesting in search of the perfect raidz game. Note: original-velious lacked visual cohesion, couldn't because of emerging graphics tech and the fear of copy pasta. Imo kunark and velious giants should look like Rath Mtn giants, Kael giants having armor graphics. Hard pass on anything post velious.. even then Kunark and Velious are questionable. For sure not up to par with the original.
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Last edited by Mblake1981; 01-29-2019 at 09:31 AM..
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#8
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![]() Luclin was all out terrible. Zones, bazaar, port spires, AAs, char models and their animations, vah shir etc. I knew then the game was dead to me.
Long live P99 classic EQ | ||
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#9
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![]() AAs and beastlords were a great addition, but I hated everything else. Models, animations, zone design, insanely grindy key quests, the setting in general...
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#10
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![]() I have fond memories of before Luclin and shitty memories from during and after Luclin. The official pronunciation annoys me. Outer space doesn't mesh well with high fantasy for me. Power creep got into full swing (on live, anyway; the extended timeline has power creep in full swing since a 6 months into Velious on here or something like that), both in the gearing treadmill sense and in the "there's now a ridiculous gap between the casual players and the hardcore players that wasn't very pronounced in classic and kunark (and velious on live, generally, but not on here)." Nexus and bazaar removed a lot of positive flavor elements from the game, or at least relegated them to backburners. If they had forced those awful new models on us back then, that alone would have been a dealbreaker; wow, they were awful... and not in the nostalgic, cute, oldschool kind of way.
Yeah, beastlords were pretty cool. I don't mind the cats in and of themselves. Bazaar was a time saver. AAs could have been worse (I enjoy multiple avenues of progression, not just a gear grind that is present once you max out in classic EQ). But the negatives far outweight the positives, imo. | ||
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