Quote:
Originally Posted by Dumesh Uhl'Belk
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Luclin had great potential, but ultimately it was a bomb in my eyes, and I would definitely mark it as the beginning of the end in terms of gameplay and story elements that I enjoyed.
How I would remake Luclin to make it fit classic EQ...
1. It's not on the moon, it's another continent on the far side of Norrath. These are already known to exist form the globes in Skyfire.
2. No aliens, netherbians are gone, 4 arms are gone, grimlings are reflavored as a different kind of gnome/goblin hybrid or something, or just replaced with an existing race.
3. The sky in all outdoor zones is replaced with the standard Norrath sky.
4. NO NEW CHARACTER MODELS.
5. Kitty city is still Kitty city, but they are Kerrans, and Kerrans are now playable... include lore about their ancestors flight from Erudite persecution.
6. Massively expand the backstory and faction dynamics between Katta and Seru, re-write a stronger tie in to the lost Combine empire. Velious style armor and or weapon quests with the opposite city as a raid/xp zone in the style of Skyshrine vs Kael Drakkel.
7. reflavor thought horrors as being servants of Cazic and/or Terris Thule, possible entry point for plane of torment if we wanted to go farther...
8. No bazaar
9. No automatic portals from old world
10. borrow another zone to connect to Shadow Haven that has docks and run a boat from there to stonebrunt mountains... and release warrens + stonebrunt
11. not entirely certain what I would do with Vex Thal yet.
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3 problems:
1.the sun doesn't move in Luclin zones - will have hard time explaining that if its another continent
2. no luclin models is non enforceable - once expansion is enabled, anyone can activate them
3 kerran models - its impossible to just force them onto players, unless you use a perl script to keep them under illusion effect all the time- they also won't have any armor textures. On other hand, there are dumb down vah shir models in style with old ugly models
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