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#1
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It is a known fact that luclin ruins this game.
If we do anything beyond velious, it will be custom content. I could easily see the luclin era updates to zones like runnyeye happening to make those dungeons worth visiting (upgrade to ALLOY instead of iron) and other stuff possibly taken from luclin and beyond content. This stuff could be implemented in such a way that the whole old world isn't more of a desolate wasteland than it already is. | ||
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#2
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Quote:
"Verant, from 1999 to 2001, and SOE, from 2001 to 14 January 2004, issued formal statements giving some indications of the number of EverQuest subscriptions and peak numbers of players online at any given moment.[12] These records show more than 225,000 subscriptions on 1 November 1999,[citation needed] with an increase to more than 450,000 subscriptions by 25 September 2003" | |||
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#6
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I think if Classic was the golden age then Luclin and PoP were certainly the silver. I disagree where the progression server voted to stop at GoD, they should have stopped at PoP.
When Luclin dropped, I admit I was excited to get a computer that could run the new models but today I prefer the classic ones. So, if I prefer the classic models now its because of hypercorrection on my part, not nostalgia. Whether classic or improved, what's always been important to me is that I played with a consistent enough style to feel immersed. As new expansions came out and the new zones progressed in style and graphics this was all undone. Eventually the disunity of the game world is what drove me away. | ||
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Last edited by planeofdreams; 08-14-2013 at 09:15 PM..
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#7
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The Nexus, the Bazaar, PoK, stat inflation, loss of friends and job, etc. None of this killed EverQuest for me. I was okay with every bit of it. What killed it for me was the revamp to the Commonlands, Freeport and the deserts. My heart wept and my soul died a bit when the realization set in that I would never see that blocky EC tunnel ever again. My time at T1 was done.
</3 | ||
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#8
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#9
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That's a huge thing modern MMO's are getting wrong with their design - overly pristine/crisp visuals. The sense of foreboding and/or character created by so much of the classic Everquest World has been completely unmatched for 12 years. You need more deep shadows, more rough edges, and more ambiguity to truly engage a person's imagination. Until we get technology that fully places our entire senses and personage within an alternate World, ala Inception, then games are always going to need to follow a lot of the same visual principles as painting/photography/film. There's a huge difference between the typical car commercial and art. Right now, MMO's are aiming for car commercial.
__________________
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#10
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