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#71
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Now, I do think Everquest has a design flaw in that running around and trying to hunt random stuff in West Karana doesn't give you a good reward. In zones like this, individual monsters in the spread-out areas should give exp bonuses because it takes you extra time to actually get to them. Groups should be rewarded for having a tracking Ranger in these areas, since they can find stuff to hunt quicker that way. With West Karana being such a large zone there's definitely room for more content as well, although you don't want to overdo it because the point of the zone is that its supposed to be a giant plains/farmland.
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#72
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So much hate for the karanas... I think they're awesome and norath would feel much smaller and lesser without them.
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#73
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Even if there was an mmo where everybody is the same, have the same spells and items, people would still find a way to argue why they're the best and everybody else sucks. I agree with your comment about the luclin and PoP AAs, that's why i said i believe PoP is the pinnacle of Everquest. Other expansions just added bloat and unnecessary things to keep people in the rat race, give them something to do. | |||
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#74
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/wrists | |||
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#75
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There may be hope for you yet... probably not though.
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#76
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1) casual, not yet 60 2) casual, 60 3) raiding, 60 4) top-end raiding 60 "Social mobility" between those tiers was pretty fluid: even if you weren't yet 60, all you had to do to become "the 1%" was get to 60 and join the right guild (which might require doing annoying work like getting your VP key, but it wasn't that hard). After AAs you had three new tiers within each of those: 1) no or very few AAs 2) essential AAs 3) tons of AAs Now suddenly the gulf between the 1% (tons of AAs top-end raiding) and the <60 player was HUGE. Now you had to get to 60, and at least earn all your essential AAs to even be considered by top guilds. And it only got worse as more AAs were added. TLDR: AAs made it nearly impossible for a casual player to catch up to a hardcore player in a way that new raid zones and new level increases never did. | |||
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#77
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Najena could be given more reward for the depths of the dungeon. The top part of the dungeon is fine for exping already and I've frequently seen people there. Runneye needs wayyyy more reward as you go deeper into it. Dalnir/Nurga/Droga just need better drops. Kaesora could use a bit of love too. Quote:
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#78
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Eq is a game that has always had more of a 'world' to it than any other MMO, ever. I attribute this to multiple 'happy accidents' in the games design but one of the main things I believe helps shape that, is the lack of instancing. Yes it means zones are camped & over crowding can be frustrating. But the result is that its an open living world where you have to interact with people. Instanced zones destroy this illusion. Ill never forget the feeling I had when I hit 40, and went to lguk for the first time, the dead side of the zone was completely camped. You could walk a level 1 toon around in there without fear of death, anywhere (unless a spawn happened to pop right on top of you). Though some people found this to be frustrating, I found it to be magical. The gear people wore running around in this 'player made underground city for the elite' was beautiful, gold, blue, high level spell particles flowing all over the place. The auction channel was on fire, updated with gear you couldn't even find in EC, Ooc chatter was flowing. It was incredible, a secret city under a mysterious dungeon, all run, organized, managed, and exists because of of over crowding & players. The froglock tad hunting trolls of Innothule had no idea what roared beneath their feet. Classic EQ is 100% about, what you make of it. | ||||
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Last edited by iruinedyourday; 05-16-2014 at 04:26 PM..
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#79
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Instanced content is the roadway to modern mmo crap game play. Never ever ever ever ever add any instanced content to p99 please.
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#80
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