#11
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Ekco Ad'Infinitum - 60 Wizard
"I'm a wizard and that looks fucked up." - Ryan Davis. | |||
#12
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I beta tested EQOA and got a free month when it came out, it was nothing special, nowhere close to the "new 1999-esque EQ" I wanted. Was easy to run across the whole game world with no real danger and after visting the waypoint in a given area you were able to teleport back there for free.
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#13
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>In what world are any of the zones more polished
reality? lol it just objectively looks better... i would honestly flip your criticisms back to EQ1 with the "less interesting details, assests..ect" basically every zoneline and skybox in EQ looks like complete dogshit and unfinished it's immersion breaking and makes it feel like the zones aren't connected at all EQOA tech of streaming in the assets without zoning alone makes it a better fucking game lol
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Ekco Ad'Infinitum - 60 Wizard
"I'm a wizard and that looks fucked up." - Ryan Davis. | ||
#14
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Not having zones didn't make EQOA better. Honestly that is a charm to Everquest, you feel transported to a new place when entering a different area, in part because many of the zone entrances visually and physically feel like a clear demarcation. This is important to the game world being an avatar of something more; a game is always going to be smaller in size than an "actual" world, unless you want a game where it takes months to travel across a continent, but it should still give that feeling of largeness and difficulty to traverse. There still were "zones" anyway in EQOA. The areas of the game were very boxily-conceived, which means that even though the zones are superficially more "open" to each other, it ends up feeling more same-y and less expansive, as things are uninterestingly spaced out and you just take a shortcut to get somewhere.
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#15
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no it objectively looks like someone spent 10 minutes doing the geometry on eq1 freeport or most zones for that matter and didn't know what the fuck they were doing and shipped that shit anyway
EQOA had people with actual experience working on it and it shows >There still were "zones" anyway in EQOA. yeah okay, Odus and Faydwer and Antonica are 3 separate zones + the planes but the 1 zone of Antonica on EQOA is bigger than Classic,Kunark and Velious fucking combined though i'm pretty sure so yeah the waypoint system was fine considering how fucking massive the world felt [You must be logged in to view images. Log in or Register.]
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Ekco Ad'Infinitum - 60 Wizard
"I'm a wizard and that looks fucked up." - Ryan Davis. | ||
#16
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The zones I am talking about in EQOA are the squares you can see on the map you just posted. There were notifications when walking into a new "zone" and MOBs never moved out of their zones, I seem to remember MOBs would never chase very far in general. The game world was more sterile and the zones being more "open" wasn't interesting at all, because everything was clearly designed as a specific square area with "content" in the middle.
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#17
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shit's kino idk what else to say
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Ekco Ad'Infinitum - 60 Wizard
"I'm a wizard and that looks fucked up." - Ryan Davis. | |||
#18
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EQOA came out in 2003, EQ came out in 1999. It does "look better" than EQ1 on like a pixels per second basis or whatever, because obviously. Doesn't tell you much about the expertise or talent or abilities of anyone who made either game. Vanilla Quake 1 looks much much better than EQ and came out in 1996. All about the art direction.
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#19
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That video proves exactly what I was saying - there was not much change in geography or anything interesting to see when running across the entire continent, and it didn't take very long either (obviously the video is sped up but now time running across the continent in Everquest with no buffs, not to mention how dangerous it is).
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#20
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should really be a run from grobb to everfrost tho showcasing the diffrent biomes the transition of tree types in the karanas was kinda nice wondering if they did that elswhere
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Apophis is closest to earth on 2029 April the 13th (a friday) lol
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Last edited by magnetaress; 07-12-2024 at 07:53 AM..
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