![]() |
|
|
|
#1
|
||||
|
Quote:
This - with some sort of alternate advancement included (tree based AA's perhaps) | |||
|
|
||||
|
#2
|
||||
|
Quote:
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
__________________
[50 Warrior] Rumzuck Umbatsch (Ogre) <Remedy> [34 Druid] Vito Corleone (Wood Elf) <Europa> [35 Necromancer] Torak (Dark Elf) <Europa> [13 Shadow Knight] Rumzerg (Dark Elf) <Europa> EQEmuLauncher Have your files up to date, switch between servers nice and easy, and more! http://moestaverne.com/ | |||
|
|
||||
|
#3
|
||||
|
Quote:
I wasnt thinking luclin tho, just using those zones set up differently in a custom expansion. | |||
|
|
||||
|
#4
|
||||
|
Quote:
| |||
|
|
||||
|
#5
|
|||
|
My suggestions.
Near the end of velious bring out AA's just so the rest of the common folk can check out what they missed in late game raiding. Release Luclin zones inside old world zones through NPC key quests or put zone ins in random dead ends. Examples Maybe put SSRA off of OOT and keep it the same content but change the lore up a bit. Move VT to an NPC who would trigger you to zone in from Lfay. Put a zone in for the Deep as a cave under BB mts. Let people still get the Luclin experience but keep the game to old world map and play-style. Later on after that Bring out PoP in the same mannor where you zone into Powater from kedge ect. | ||
|
|
|||
|
#6
|
|||
|
*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 | ||
|
|
|||
|
#7
|
|||
|
Hypothetical or not, this is how it starts.
/mourn | ||
|
|
|||
|
#8
|
|||
|
This is your guy's playground, I absolutely love playing in it! I am sure that whatever you implement, if anything, will be great. The best part about this server is getting to see and do everything i didn't get a chance to. So idk if it is something modified or original. I am pro planes tho, seeing the clockwork dragon is on my bucket list!
| ||
|
|
|||
|
#9
|
|||
|
Nilbog's post gives me a lot of hope, and at the same time makes me lament the fact that SoE didn't share his philosophy back in the day. Somewhere along the line they convinced themselves that it was the quantity of zones that mattered, instead of zones that actually felt "alive" like the old-world/Kunark/Velious zones do. Starting with Luclin there's no question about it — with each subsequent expansion the zones got a lot prettier but felt progressively more hollow.
Nilbog gets it, which makes me feel a lot more confident that P99 isn't doomed to repeat history. | ||
|
|
|||
|
#10
|
|||
|
I'd fancy all the non-implemented areas and concepts to be made in some way or the other. Empty places that seemingly serve no purpose, or stuff that clearly was supposed to be for something, but neer was. Ones I can think off the top of my hat:
- Rujarkian Hills. The LDoN zones, where the orc highway in Oasis would've led. But not the stupid-ass caves with storages of barrels and crates as in LDoN. I dunno what zone it could be, but it bothered me to no ends that you could clearly see a zone entrance reserved for the deathfist orc clan, but it wasn't there. I still run to the invisible wall occasionally thinking to myself: "if only!!". - The Rathe Mountains. The sphinxes, for instance... One of them is clearly guarding some entrance to somewhere. Why are they on different factions? What are they? What about the weird ruins everywhere with big blue flames erupting from everywhere in them? SOE just threw ghostly frogloks in there later, but those ruins were there for a long time, one of Norrath's great mysteries. Some trolls are also guarding one of the haunted towers in there. What's that all about? Broken Skull Clan? - Broken Skull Clan. These guys are supposedly the big enemies of the trolls of Grobb, and I didn't fancy the pirate-business they added as LOY. - There's a clear entrance to some zone inside Oggok, near the smiths. It makes that S-shape that indicates an entrance somewhere. North from Oggok would be Karanas, so maybe it was meant to be a shortcut for ogres to get there? - The weird tombstones and pillar-things in the Feerrott and at the West Karanas with ogres around them. I'd assume they were meant to be some form of teleportation for evil races to go around with somewhat less trouble, but that'd be PoK-ish so don't know. - The angry Efreeti in Solusek Temple, and the secret room near him! SOE again added a quest for this guy later on, but going to the Dreadlands and summoning and killing some huge giant djinni imprisoned in some alternate dimension was a bit of a "bleh" thing to me. - The dreadlands with those huge ruins. I thought there were just a couple of skeletons or something there, if they weren't completely empty? Such mysteries bother me! - Loch Ness Monst-errr.. Lake Rathe and Dagnor's Cauldron. I remember always being scared as all heck of some huge giant serpent or something jumping me from the water there, and ofc there were rumors of such flying around everywhere back in the day. Prince Kermt Kyroppi doesn't really count to me. - Unsolved quests! The tusk from that named mammoth in South Karanas, Eye of Petrifin, Evil Eye Optic Fluid, them sphinxes, that efreeti in solusek temple, so forth so forth. There's tons of stuff no one ever figured out on live. Despite us not knowing what these quests were meant to be, something could be come up for them eventually. I think. Despite how it might contradict with how much the decisions of SOE to make quests around them later agitates me.
__________________
Brutillus 60 Dragon Hero Bracer Shadowknight - <Awakened>
| ||
|
|
|||
![]() |
|
|