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  #61  
Old 06-06-2010, 02:43 AM
Malrubius Malrubius is offline
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Quote:
Originally Posted by Phallax [You must be logged in to view images. Log in or Register.]
And thats why this isnt an official post its just for fun and "interest" of the OP. Stop trolling.
Ehh, not trolling. You know it's just for fun, and I know it's just for fun...but I suspect some posters think it's more than that.

Maybe I'm wrong about that - it wouldn't be the first time. [You must be logged in to view images. Log in or Register.] Okay, on with the daydreaming.

EDIT - thanks for reasserting nilbog!
Last edited by Malrubius; 06-06-2010 at 02:55 AM..
  #62  
Old 06-06-2010, 02:59 AM
Wildir Wildir is offline
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Luclin with beastlords, maybe without the nexus teleport system
  #63  
Old 06-06-2010, 03:02 AM
Kazzok Kazzok is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
If we do anything post-velious, it should be what SOE/VI should have done. Not what they did with Luclin. I am against the going to the moon concept.
I would dearly love to see Luclin done right. I really enjoyed the feel of some of the zones, like Katta and Ssra and FG. And whatever that one off Maiden's Eye where you went to get your VT key was, with the little alien looking dudes in it.

The one thing I can't figure out about having Luclin but pretending it's not the moon is how to explain the way the sky looks in the zones. On some it's the dark side with what's obviously a planet hanging in the sky, while the light side looks like normal daylight. It's pretty clearly a moon visually.

Edit: There was the occasional decent art/zone feel in Luclin at least:

http://everquest.allakhazam.com/scen...tta-nectar.jpg

http://everquest.allakhazam.com/scen...e-entrance.jpg

http://everquest.allakhazam.com/scen...e-basement.jpg

http://everquest.allakhazam.com/scen...tta-garden.jpg

http://everquest.allakhazam.com/scenery/sseru-arena.jpg
Last edited by Kazzok; 06-06-2010 at 03:14 AM..
  #64  
Old 06-06-2010, 03:05 AM
Kazzok Kazzok is offline
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Quote:
Originally Posted by Caldwin [You must be logged in to view images. Log in or Register.]
Being a casual player, both then on the live servers and now on this one, I felt Luclin was where things started going down hill.

Like others posted, I felt travel became trivial with Luclin. It may have not been that bad if you could only have traveled to and from the moon from one spot in the old world. That would still mean having to travel to the transport site (Nexus). In this way, you couldn't use the moon to quickly get from one spot in the old world to another.
I was playing a Wizard when Luclin and PoP came out, and I'm pretty sure it was PoP that destroyed the demand for ports.

As a matter of fact, when Luclin first came out, there was a two stage port process to get anywhere on Luclin. First you had to get to the Nexus, as that was the only Luclin port that worked from Norrath. Then you could port to wherever you wanted on Luclin.

Sony nerfed that a few months into it I think, probably along with giving up on the keys for Velious ports.
  #65  
Old 06-06-2010, 03:11 AM
JaVeDK JaVeDK is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Mixxit just wanted to know people's opinions on what they would like to see post-Velious. This has no bearing on what will happen here.

This is a prekunark-velious server. Nothing has changed about our mission goal :P

Since this is a hypothetical discussion, I will join in.

There is no way I would go forward with Luclin and beyond. (cat people and aliens? really. It went from a fantasy setting to 1990s scifi.) Custom content would be fun though. My idea of a post-velious world would include fewer zones, with more content in them. It would have strong faction relations between centralized cities similar to the way Kael, Thurgadin and Skyshrine operated. NPC humanoids could have family factions, and hidden factions you might know are linked. There would be a lot of npc interactions to promote the sense of zones being alive. There would be fights in the bars, and guards that don't show up to work sometimes.

I would try and make use of player characters abilities and spells. example: Instead of track being used to farm loot, it might be used to safely navigate through hostile invisible creatures you can't see otherwise:P There would be locked doors (rogues). Every class should have some type of use.

Quests would be hard, possibly requiring you to complete different objectives with one faction, then requiring parts from an opposing faction. Quests might even yield different rewards depending on the route you take to reach the end. I believe quest-rewarded items should be more about effects, and less about crazy hp/mana stats. In my post-Velious world, loot would be only marginally better than the best gear obtainable in Velious, but it would be hard to get and very unique.

I am a fan of real time strategy as well. Optional pvp is a good thing. I believe squads of npcs could be utilized for pve and pvp purposes. Mixxit demonstrated this with the Infinity's Edge server quite nicely. Warfare between cities where you could choose your side based on faction work, with the possibility of your city falling into enemy control. City uptime or battles won could yield temporary titles/rule to certain PCs, etc.

The original zones inspire me more than the new ones. I suppose I would try to make each and every npc and monster have a story, and have it mean something. This is what I missed post-Velious on live eq.
^^^
This - with some sort of alternate advancement included (tree based AA's perhaps)
  #66  
Old 06-06-2010, 03:34 AM
Zordana Zordana is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Mixxit just wanted to know people's opinions on what they would like to see post-Velious. This has no bearing on what will happen here.

This is a prekunark-velious server. Nothing has changed about our mission goal :P

Since this is a hypothetical discussion, I will join in.

There is no way I would go forward with Luclin and beyond. (cat people and aliens? really. It went from a fantasy setting to 1990s scifi.) Custom content would be fun though. My idea of a post-velious world would include fewer zones, with more content in them. It would have strong faction relations between centralized cities similar to the way Kael, Thurgadin and Skyshrine operated. NPC humanoids could have family factions, and hidden factions you might know are linked. There would be a lot of npc interactions to promote the sense of zones being alive. There would be fights in the bars, and guards that don't show up to work sometimes.

I would try and make use of player characters abilities and spells. example: Instead of track being used to farm loot, it might be used to safely navigate through hostile invisible creatures you can't see otherwise:P There would be locked doors (rogues). Every class should have some type of use.

Quests would be hard, possibly requiring you to complete different objectives with one faction, then requiring parts from an opposing faction. Quests might even yield different rewards depending on the route you take to reach the end. I believe quest-rewarded items should be more about effects, and less about crazy hp/mana stats. In my post-Velious world, loot would be only marginally better than the best gear obtainable in Velious, but it would be hard to get and very unique.

I am a fan of real time strategy as well. Optional pvp is a good thing. I believe squads of npcs could be utilized for pve and pvp purposes. Mixxit demonstrated this with the Infinity's Edge server quite nicely. Warfare between cities where you could choose your side based on faction work, with the possibility of your city falling into enemy control. City uptime or battles won could yield temporary titles/rule to certain PCs, etc.

The original zones inspire me more than the new ones. I suppose I would try to make each and every npc and monster have a story, and have it mean something. This is what I missed post-Velious on live eq.

you got some nice ideas there..
uuaellaen made a meeting once with some friends and we discussed a mmo concept, we had lots of nice ideas, but i dont know where the log is tbh.. we wrote all down on paper.. must be somewhere :P
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  #67  
Old 06-06-2010, 03:52 AM
nothsa nothsa is offline
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I say go in the direction of planes of power, but no PoK books but the planes content with out the flagging, Maybe throw in a few luclin zones with that raid content.
  #68  
Old 06-06-2010, 04:19 AM
vinx vinx is offline
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Quote:
Originally Posted by nilbog [You must be logged in to view images. Log in or Register.]
Mixxit just wanted to know people's opinions on what they would like to see post-Velious. This has no bearing on what will happen here.

This is a prekunark-velious server. Nothing has changed about our mission goal :P

Since this is a hypothetical discussion, I will join in.

There is no way I would go forward with Luclin and beyond. (cat people and aliens? really. It went from a fantasy setting to 1990s scifi.) Custom content would be fun though. My idea of a post-velious world would include fewer zones, with more content in them. It would have strong faction relations between centralized cities similar to the way Kael, Thurgadin and Skyshrine operated. NPC humanoids could have family factions, and hidden factions you might know are linked. There would be a lot of npc interactions to promote the sense of zones being alive. There would be fights in the bars, and guards that don't show up to work sometimes.

I would try and make use of player characters abilities and spells. example: Instead of track being used to farm loot, it might be used to safely navigate through hostile invisible creatures you can't see otherwise:P There would be locked doors (rogues). Every class should have some type of use.

Quests would be hard, possibly requiring you to complete different objectives with one faction, then requiring parts from an opposing faction. Quests might even yield different rewards depending on the route you take to reach the end. I believe quest-rewarded items should be more about effects, and less about crazy hp/mana stats. In my post-Velious world, loot would be only marginally better than the best gear obtainable in Velious, but it would be hard to get and very unique.

I am a fan of real time strategy as well. Optional pvp is a good thing. I believe squads of npcs could be utilized for pve and pvp purposes. Mixxit demonstrated this with the Infinity's Edge server quite nicely. Warfare between cities where you could choose your side based on faction work, with the possibility of your city falling into enemy control. City uptime or battles won could yield temporary titles/rule to certain PCs, etc.

The original zones inspire me more than the new ones. I suppose I would try to make each and every npc and monster have a story, and have it mean something. This is what I missed post-Velious on live eq.
I was also thinking along these same lines, with faction work and skirmishes between katta and sanctus seru (good vs evil) sorta the same way they started EQ2 out,..with opposing factions but you could work up that faction to gain access into the other.

I wasnt thinking luclin tho, just using those zones set up differently in a custom expansion.
  #69  
Old 06-06-2010, 04:22 AM
vinx vinx is offline
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*yes, i know these 2 cities alrdy have faction issues,..just bringing it to another level* [You must be logged in to view images. Log in or Register.]
that was spose to be edited in the bottom of ^ but i went to far into the quick reply haha
  #70  
Old 06-06-2010, 04:53 AM
eqdruid76 eqdruid76 is offline
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Hypothetical or not, this is how it starts.

/mourn
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