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guineapig 07-13-2010 03:27 PM

Adding the Planes of Power in to the original trilogy
 
The dream expansion thread made me think of this:

So this is all completely hypothetical of course.
I just wanted to see if I could place all the Planes of Power zones (besides Knowledge and Tranquility) in to the original trilogy in a way that would make sense.

This is what I came up with for zone connections:
(UPDATED 5/13/11)
Quote:

Lavastorm/SolC
* Doomfire, the Burning Lands
- Solusek Ro's Tower


Ogguk (possibly a port from Arena?)
* Drunder, Fortress of Zek (Plane of Tactics)

Qeynos Catacombs, A'Kanon or (Innhotule)
* Plane of Disease
- Ruins of Lxanvom (Crypt of Decay)

Steamfont
* Plane of Innovation

Halas
* Plane of Justice

Plane of Fear
* Plane of Nightmare
- Lair of Terris Thule

Plane of Air
* Plane of Sky
- Eryslai, the Kingdom of Wind

North or South Karana

* Plane of Storms (possible druid port?)
- Torden, the Bastion of Thunder

Plane of Hate
Plane of Torment (reason being that Saryrn is most closely tied to Innoruuk)

Lower Guk (live side)
* Plane of Valor
- Halls of Honor
-*- Temple of Marr

Kedge Keep
* Reef of Coirnav (yes, I know Prexus is not directly related to the plane of water.)

Lake Rathetier
* Vegarlson, the Earthen Badlands
- Ragrax, Stronghold of the Twelve

The Hole
* Plane of Time A
- Plane of Time B
on the fence:
Plane of Knowledge: would not be in the game unless it was somewhere real f'ing hard to get to like through the Tower of Frozen Shadow Mirror.
I think if it just had a single zone in zone out like that and no portals/books to anywhere else then it would be okay.
(In my original draft PoK wasn't even listed... I just added the idea based on posts below)

For the zones that are located in cities: The location of the zone in would always be the corresponding race's Cleric or Shaman guild hall. (Possibly an alter of some sort or what have you.)

This adds a little bit of challenge because obviously you will have members of the raid party that would be KoS in these cities which would further add to the importance of factions in the game. (Alternately you could just invis through the zone every time.)
Also, this creates new life for old cities.

Note that while Kunark and velious zones will be all the rage for the next couple of years, thereby lowering the classic zone populations, the introduction of this version of PoP will reignite the need for travel in the old world zones. There will be multiple options open for low level players and no matter where they go there will be some high level players hanging around as well. This is something that we never see in EQ now, except in PoK on live (or EC tunnel in the case of this server.) Instead of creating one main hub , many cities will have people in them and therefor resons for low and high level players alike to revisit.

I would go as far as to say that most of the things that were added to PoK should be added to the old world cities (and Cabalis) instead.
(Druid and Wizard ports should never be useless in my vision! ;) )

For the Planes that are located within the older planes (Fear, Hate, Sky, Growth) zoning in to the next zone would be a one way ticket. This makes it not possible to use this zone line as an easy way to clear agro and jump right back in. Also the zone line to the second Plane would be somewhat deep in the zone, requiring you to clear your way to torment from Hate (unless the zone was already cleared). Whether or not you need to have killed Inny to be flagged for Torment remains in question (I could care less either way).

I’m on the fence about where to put Plane of Time so I just figured The Sleepers Tomb being the end game in Velious would be appropriate. ( EDIT: Someone suggested leaving out PoT all together... not a horrible idea. )

Level cap increased to 65 with PoP
AA's (if implemented) are capped per level and you can never get them all. You have to specialize.
Re-specialization is an option via a semi-complex quest.
Minimum level requirement (if the zone is even implemented) to enter PoK (somewhere between 46 and 60).

Feel free to add your own opinions and ideas.
(Can you tell I’m bored at work?)


EDIT: Thanks for all that added ideas. I still prefer the use of starting city shaman and cleric guilds for the portals that lead to major deities but there is definitely something to be said for keeping raids from having to zone through a town. So I added both. (Personally, I really like the idea of keeping factions an integral part of the game, something that PoP kind of ruined.)

Nedala 07-13-2010 03:32 PM

So cool. i would have loved Pop if it was that way.

Aeolwind 07-13-2010 03:46 PM

Give mages the ports to the elemental planes.

Disease = Innothule
War = Arena
Valor = Rathe Mtn
Justice = HHK
Innovation = Steamfont
Storms = EK
Underfoot = Hole

Lock the rest. No point in time, as the story will be DRASTICALLY changed here.

I'd prob add POK, Wiz port only, quest hub. Stones down to Norrath, but none up and the plane is unbindable.

frefaln 07-13-2010 03:50 PM

Nice list, although it seems a little strange to go from Qeynos anything to Plane of Disease. I guess you're thinking of the plague rats or whatever dwells down there?

It also seems like Kithicor should have an entry to one of the PoP planes, or at worst, a physical entry to Plane of Hate to align with the lore. Talk about a challenge, try getting everyone zoned in, buffed up, and prepared before nightfall :)

guineapig 07-13-2010 03:57 PM

Worshippers of Bertox are found In the Qeynos Aqueducts as well as in Akanon.

I choose Qeynos because Akanon was already covered.

To my knowledge, Trolls aren't big Bertox worshippers.

guineapig 07-13-2010 04:01 PM

Quote:

Originally Posted by Aeolwind (Post 95888)
Give mages the ports to the elemental planes.

Not a terrible idea as long as it doesn't mess up the whole "class balance" thing :p.

Quote:

Originally Posted by Aeolwind (Post 95888)
I'd prob add POK, Wiz port only, quest hub. Stones down to Norrath, but none up and the plane is unbindable.

This is interesting. Once you are up there is is certainly much easier to get to an exp group or whatever. But a huge bummer if the group bails before you get there or someone decides to just play tricks on you.

I have a feeling it would still end up being too much of a hub for players, and everyone would just level a wizard alt to whatever level you need for the port.

scecie 07-13-2010 04:10 PM

Excellent idea. Implementing the Planes of Power without breaking the game would be epic indeed. Keeping the gods the end all and be all would rock, however down with the PoT storyline altogether. What crap.

Nagash 07-13-2010 04:12 PM

You can leave a PoK tp spell to wizards but I would say access to PoK should also be made via stones but one stone per continent (max) in a remote location (aka, not one at the front door of avery city rather more like one at the bottom of the lake in Dagnor's Cauldron for Faydark for example or even better, add one pot to the pot room in Timorous Deep to get there).

Kind regards,

Nagash

whitebandit 07-13-2010 04:20 PM

this does all seem pretty interesting haha... I would be willing to play it that is for sure, I enjoyed a lot of the planes of power.

I do like the idea of the mages only getting the Elemental planes ports, Even Druids might be able to get some planar ports to like Growth and BOT maybe..

scecie 07-13-2010 04:28 PM

Quote:

Originally Posted by whitebandit (Post 95942)
Even Druids might be able to get some planar ports to like Growth and BOT maybe..


Growth will be as it was since it is pre-POP.


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