#121
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The debate over EC-NFP-GFay establishes the central hub that everyone congregates. EC wins because it is equidistant from good banks, evil banks, low level zones, mid level zones, original EQ high level zones, boats, and wizard/druid port locations. EC won because it has the least amount of time wasted and player hatred. If you want a certain race/class/deity combo to have to work at faction, then make them work at faction in PoK/Shadowhaven/Bazaar/wherever. Place original EQ/Kunark NPCs and factions throughout the various sections of those cities (but expect a major backlash from players because arbitrary time sinks suck - hello bane weapons and travel time). Quote:
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#123
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Having to wait 15 minutes (or whatever it was) for a port up and then some more time to port down to another continent didn't hinge on the porting classes, IMO. It was done well. You still had to run a few zones to where you had to go. PoK clicky books were horrible. You were essentially 3 zones away from everything in game. On the PoK NPC relocation, are you serious? do you know how much effort would be involved in relocating ALL of those NPC's? You're talking hundreds and hundreds of quests that need to be thought out to make sure they still have the original intent (can all classes get to those places now, etc). | |||
Last edited by moklianne; 04-16-2011 at 12:05 PM..
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#124
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#125
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The only Luclin model I liked was Iksar and male Gnomes >.>
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(10:59:44 PM) Haze1: your cat is cuter than naez's confirmed | ||
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#126
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dance!
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#127
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I going to make a personal list of Luclin Cons and Pros:
Pros: -Significant upgrade to environment graphics - new amazing design zones like Ssra, TV, Seru, Kata, Deep -New player models! [You must be logged in to view images. Log in or Register.] ok not all of them as great as they could be, but mostly better and more realistic that they were before. Exceptions probably the shorties - they never were very different to begin with, but now they totally indistinguishable [You must be logged in to view images. Log in or Register.] -Most of the new npc models are very cool - Gorgons, Shissar, fungoid fiends -Vah Shir [You must be logged in to view images. Log in or Register.] Ok given that players (myself included) were asking for Kerrans to be made playable, but oh well [You must be logged in to view images. Log in or Register.] -Beastlords - just awesome [You must be logged in to view images. Log in or Register.] -Horses! -new weapon models Cons: -Nexus and Hubs (factionless Shadow Heaven) - could have been done better rather than all out access (thought PoK was way worse) -Some silly looking mobs: netherian 'aliens', rockhoppers (cartoony looking dinos) -unequal zone range progression - many redundant areas -despite massive new high def textures, still poor outdoor zone design - barely any landmark features (just like the old world) -pain in the arse Seru/VT key progression, which requires ton of individual farming which is totally pointless time-sink (same goes for bane weapon quest which has to be for just a single mob in netire expansion) Uncertainty: -AAs - interesting concept in theory but poor implementation in a form of endless grinding. I would design this better overall i would give Luclin 8/10 [You must be logged in to view images. Log in or Register.] | ||
Last edited by Kika Maslyaka; 04-17-2011 at 04:03 PM..
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#128
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FYP.
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Marlon: Halfling Druid of the Trees
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#129
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My own list of Luclin pros and cons.
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#130
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Con: Paludal Caverns' huge +exp modifier trivialised all other leveling content from L4 to ~L23 (Or you can call it a pro if you are into powerleveling) Pro: squishing Grimlings never got old for me | |||
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