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-   -   When did Everquest start to really decline in quality of experience? (/forums/showthread.php?t=376338)

jolanar 01-17-2021 11:47 AM

Quote:

Originally Posted by Malik_Gynax (Post 3245433)
For me it was when dungeons changed from this:


To this:


Everquest was a WORLD. Going into a dungeon was terrifying. You could get lost anywhere. It never cared if you were receiving a "fair challenge." You were entering a dangerous dungeon!

If you died, you may never find your body again. At some point it stopped being a world and turned into a playground where you go from room to room boss to boss.

One of the coolest things about the early dungeons was 3D level design. It took a lot of skill to craft such cool places. Later expansions just went fully 2D and boring. It's a shame.

I wonder how much of that had to do with in game maps being released. The maps were notoriously bad for zones with any verticality.

Ennewi 01-17-2021 12:17 PM

Luclin models really were a departure, being too exaggerated for the old world in a breast implant sort of way. Even looking back at alpha/beta screenshots and footage, however clunky those models were, a rough impression of the same artistic style still remains present, like the very first Simpsons episodes.

foxchris509 01-17-2021 04:13 PM

Quote:

Originally Posted by Malik_Gynax (Post 3245433)
For me it was when dungeons changed from this:
https://i.imgur.com/bk5BOSi.png

To this:

https://i.imgur.com/iNpiBSn.png

Everquest was a WORLD. Going into a dungeon was terrifying. You could get lost anywhere. It never cared if you were receiving a "fair challenge." You were entering a dangerous dungeon!

If you died, you may never find your body again. At some point it stopped being a world and turned into a playground where you go from room to room boss to boss.

One of the coolest things about the early dungeons was 3D level design. It took a lot of skill to craft such cool places. Later expansions just went fully 2D and boring. It's a shame.

To be fair tho Tacvi is a raidzone not really a dungeon like lower guk.

Mblake81 01-18-2021 07:45 AM

An observation I have read many times in DOOM communities. Something happened to level design when graphics engines got more powerful. You would think the opposite would have happened, like today we should be discussing some of the most complex, useable and overall beautiful works in level design.

You know what's cool, a dungeon like Permafrost where you have to click levers and such to open gates. That swing blade trap in SolA. Heads on pikes at the entrance to Befallen and a well that takes you straight to the bottom if you are dumb enough to fall in.

Something was also lost when games became focused on maps and specifically quest markers. You can toggle that stuff off but the game world is not setup for it. Everquest is a sweet spot in design and player involvement (with other players sharing knowledge).

Ennewi 01-18-2021 08:39 AM

The penetrable rock crevice leading into the Hole; whether intentional or not, it was a nice perk for small races and those able to shrink themselves. The shortcut dropdowns and zoneout pads in the Hole. The bookcase door leading to the basement of Unrest. The icy terrors in Permafrost, how with bad positioning and one knockback, players will get flung into the bear pits. NPCs that knockback/grav flux in Plane of Sky. An epic fight that requires group members submerge themselves in lava. Dragons spawning at or in the vicinity of Druid rings, which are still preferable to the Skyfire Wizard ring. All nice touches. It's easy to see the devs' minds at work and imagine them laughing as they built these zones that would later grief/reward players for being too curious or too careless. AE dispels were the cruelest though. Unforgivable.

Mblake81 01-18-2021 09:53 AM

Quote:

Originally Posted by Ennewi (Post 3245894)
The penetrable rock crevice leading into the Hole; whether intentional or not, it was a nice perk for small races and those able to shrink themselves. The shortcut dropdowns and zoneout pads in the Hole. The bookcase door leading to the basement of Unrest. The icy terrors in Permafrost, how with bad positioning and one knockback, players will get flung into the bear pits. NPCs that knockback/grav flux in Plane of Sky. An epic fight that requires group members submerge themselves in lava. Dragons spawning at or in the vicinity of Druid rings, which are still preferable to the Skyfire Wizard ring. All nice touches. It's easy to see the devs' minds at work and imagine them laughing as they built these zones that would later grief/reward players for being too curious or too careless. AE dispels were the cruelest though. Unforgivable.

This post makes me smile.

Welp, who's ready for some spit polished Unreal Engine mobile games? Raid: Shadow Legends. Millions of players.

Bonethunder 01-18-2021 10:19 AM

Everyone agrees gates, but they got it back at omens and kept it till seeds

then it was gone for good

OuterChimp 01-18-2021 11:30 AM

The penetrable .... crevice leading into the Hole....

DMN 01-18-2021 11:45 AM

Well, I quit not too long after velious so you know my answer. You could tell they were walking down the Monty Hall path.

Toxigen 01-18-2021 12:25 PM

Quote:

Originally Posted by Mblake81 (Post 3245128)
Ere come the hot steppah.

That was probably the most fun raid ever for me.


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