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#41
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You know I was about to close this when this thought came to mind...
the game is called EverQuest, not do the same thing again and again and again and again quest. [You must be logged in to view images. Log in or Register.] Like I said earlier, bring on the Ice Giants, then lets see what interesting things can be cooked up.
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60 Ranger and proud of it.
First Ranger Epic on P99 3rd place BotB | ||
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#42
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I.
OP suggested that the original (Luclin) AAs were not overpowered. I highly disagree. II. Regarding "you max out your AAs, and then want? you want more AAs!" comment, very very very few people ever maxed out their AAs. You could play 12 hours a day and still not max them out, especially if you also raid. III. AAs were never meant to customize your character. You customize your character when you choose a race and class. EQ was never meant to use the World of Warcraft "everyone can do everything!" formula. IV. AAs were one of the best additions to the game.
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<@patriot1776> i dont even rely on my facial hairs to get laid good luck to you
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#43
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This particular game is called Project 1999, with a goal of emulating Everquest as it existed during a certain period of time.
I'm playing because I enjoyed the game as it existed in that era, not because I want to do another dozen expansions worth of content over again. At a certain point, and I think Luclin is the beginning of that point, once was more than enough.
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[60 ORACLE] SPITULSKI <The A-Team>
Batmanning today for a better tomorrow. | ||
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#44
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EQ Vanilla = Pablo Honey
Fresh new game that takes the gaming world by storm. Everyone looks on to see what SoE has in store next. Kunark = The Bends New content that's still very much like Vanilla, only more refined and even better received. Velious = OK Computer SoE becomes masterful at what they do, still releasing the same type of content but with even more polish. Many claim it to be their masterpiece work. Luclin & PoP = Kid A & Amnesiac SoE looks back at where they're at and realize that they've basically been doing the same thing over and over, even if they're doing it very well. They decide to mix things up and experiment a little. Reviews are mixed and it becomes a love it or hate it thing. Comparison kinda breaks down at GoD... that's more akin to the Muse dubstep album.
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<@patriot1776> i dont even rely on my facial hairs to get laid good luck to you
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#45
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Classic to POP all have good connection to each other- yes even cats in space loluclin- after PoP the main xpacs get very disjointed from "the world" - and many more recent ones after OOW GOD shit have attempted to bring it all back to a grounded foothold.
Starting with classic there has been this drive to have mortality break into the power and realm of the gods- Kunark and Velious are all part of "mortal man" gaining power and doing so better than those that came before them and failed, VS, Trak etc and show the gods that they are succeeding where others have failed- then velious the dragons, self proclaimed gods of norrath are overtaken at the highest levels- and yet another plane is broken into and overrun (Growth) - luclin sees the highest levels of demi-godhood and power in the mortal realm with seru, ssra who rules as gods over iksars for ages and the akheva...and mortals overtook them and with that have gotten themselves to the power to break into the realm of the gods and the elemental planes- cullminating in PoP and Time.... it just natturally ends there imo and was a great "plot" place to end and start EQ2....but the world assplode thing was kinda stupid...
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OG Moustache, respect... Xadion Von'Darkborn - Shadow Knight Cory Von'Darkborn - Ranger Brezner Von'Darkborn - Bard Watermelons Siliconmelons - Corpse/Shaman | ||
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#46
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I agree; the whole story-line was cohesive up until the end of PoP, where they ran into it's natural end. After that, they started adding random crap lore just to keep things going.
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The Ancient Ranger
Awake again. | ||
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#47
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Quote:
I do feel that what Spitty said is right on though. Say you introduce the first set of AA's EQ had. The innates. Innate run speed doesn't affect encounters hardly any if at all. But resists and stat modifiers do. Resists and stat modifiers allow guilds that haven't done the proper gearing in previous content raid mobs that they technically haven't earned. There is a progression. But I do feel there are things that can be added that aren't really gamebreaking either. | |||
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Last edited by Picked; 10-17-2012 at 11:48 AM..
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#48
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Quote:
http://www.project1999.org/forums/sh...ad.php?t=11879 I don't agree with all the locations, as you can see from the posts I have in the thread, but it had some great ideas IMO.
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#49
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Quote:
Me I was in the process of switching servers and trying to level and get back into the mix when velious was released and by the time I got to where I was ready Luclin was out and that's where my guild on the new server started raiding, aside from hitting some mobs here and there in Velious like Statue/Idol AoW, Dain, KT, things like that. I think there are many in the same boat as I am. Lot of people never even raided fear or hate or sky. There are people playing this because they missed out on things and want to experience it. As long as the game goes through it's intended progression I don't see the harm in custom content, or even releasing other expansions honestly. | |||
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#50
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If I were going to make up a list of AA's that I thought served a good function without making things too easy or too much different It would look something like this.
Innate Run Speed - self explanatory Enhanced Tracking - Allow tracking acrossed an entire zone for all tracking classes Tradeskill AA's - Could do a lot with this. New recipes, Higher skills, added mods to current skill. Maybe even gate potions. Innate AC - 5-10 ac per train with a max of 3-5 trains Innate HP - 50hp per train with a max of 3-5 trains Innate Mana - Doesn't give a lot but say 50 mana per train or something Innate Attack - 10-20 Attack per train Persistency AA - Allowing a caster to complete a spell through damage more. Harvest AA - Mostly for Wizards so they can stay on par through long fights. Forage AA - Allows for 2 items to be foraged instead of one. Nothing necessarily game changing. Just something to give people a reason to keep exp'ing on their chars. These are all just fluff AA's that do make a character more affective without getting carried away. If I did implement something like this the exp wouldn't be fast. It would take a long time to obtain an AA point. I would make it like the equivalent of one of the 51+ levels that aren't the hell levels or something. | ||
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