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Old 12-29-2014, 08:22 PM
Pringles Pringles is offline
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They have talked about maybe adding POP zones / planes here that are accessible though classic zones only. Would be sweet imo but I'm sure 5+ years out.
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Old 12-29-2014, 08:29 PM
loramin loramin is offline
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Originally Posted by Pringles [You must be logged in to view images. Log in or Register.]
They have talked about maybe adding POP zones / planes here that are accessible though classic zones only. Would be sweet imo but I'm sure 5+ years out.
In another post one of the devs (possibly Haynar?) said that if they ever did custom content it would be purely custom, not a revamp of existing EQ zones. Apparently it's a lot easier for them to make new zones than it is to re-create existing ones.

Not saying it won't happen, but I wouldn't hold my breath (even after 5+ years).
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Old 12-30-2014, 04:04 PM
Nuggie Nuggie is offline
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Quote:
Originally Posted by loramin [You must be logged in to view images. Log in or Register.]
In another post one of the devs (possibly Haynar?) said that if they ever did custom content it would be purely custom, not a revamp of existing EQ zones. Apparently it's a lot easier for them to make new zones than it is to re-create existing ones.

Not saying it won't happen, but I wouldn't hold my breath (even after 5+ years).
PoP would have less stuff to fix I'd think.

Also could just wipe it clean and start from fresh since it doesn't need to be classic or fit any description. Whatever they wanna do.
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Old 12-31-2014, 11:05 AM
mokfarg mokfarg is offline
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Quote:
Originally Posted by Nuggie [You must be logged in to view images. Log in or Register.]
PoP would have less stuff to fix I'd think.

Also could just wipe it clean and start from fresh since it doesn't need to be classic or fit any description. Whatever they wanna do.
I would rather they play with the trilogy more. They could do a lot with all the vacant zones that would feel more natural in the world of EQ. I would like to see a lot of long epic quest chains and maybe some adjustment of classes/game mechanics etc.

* Warriors could stand to have a little rework for a more natural way to obtain agro

* Experience could be reworked some to greatly reduce solo in favor of groups and also reduce things like power leveling by adding restrictions

etc etc etc
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Old 12-31-2014, 11:41 AM
webrunner5 webrunner5 is offline
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Quote:
Originally Posted by mokfarg [You must be logged in to view images. Log in or Register.]
I would rather they play with the trilogy more. They could do a lot with all the vacant zones that would feel more natural in the world of EQ. I would like to see a lot of long epic quest chains and maybe some adjustment of classes/game mechanics etc.

* Warriors could stand to have a little rework for a more natural way to obtain agro

* Experience could be reworked some to greatly reduce solo in favor of groups and also reduce things like power leveling by adding restrictions

etc etc etc
I would actually like the see them do the opposite on soloing. When Velious comes out VERY few classes will be able to solo. People do not have the time, grown up like most are, with families and jobs, to be in a group for hours at a time, and God help you if you want to Raid in Velious. We are talking Hours before the fight even starts. [You must be logged in to view images. Log in or Register.]

So help more classes be able to Solo is what I am saying. Not Classic, but not having the time like when you were a kid in your mom's basement is sort of Not Classic either. [You must be logged in to view images. Log in or Register.]
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Old 01-01-2015, 11:36 AM
Jimjam Jimjam is offline
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Quote:
Originally Posted by mokfarg [You must be logged in to view images. Log in or Register.]
* Warriors could stand to have a little rework for a more natural way to obtain agro
That's easy, fix taunt so it isn't autofail on yellow/reds (live devs eventually said this was an unitended bug that wasn't looked at since kunark) and make bash's stun have similar aggro stun spells (I think this disparity may also have been a bug, I think devs mentioned it when talking about the addition of the furious bash focus, but by that time the meta of the game had evolved too far away from original eq to just fix innate aggro on bash).
  #7  
Old 12-29-2014, 08:28 PM
sox7d sox7d is offline
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10/10 question, this thread.
  #8  
Old 12-29-2014, 08:54 PM
Daldaen Daldaen is offline
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Skipping from Velious -> PoP would be neat, but so much great stuff would be missed from Luclin.

All the General-Archetype-Class AAs -- Likely could still just add this to PoP
Luclin Spells - Group Aego, Group Marzin(Symbol), Group Elixir, Group Haste, KEI, AE Chorus (Regen or PR/DR/MR or FR/CR/MR) songs, Druid CH, No-Reagant Lev/EB, etc. etc.
**Many Luclin spells were limited to a single mob or camp, which made them more "questy" to obtain. Kunark/Velious spells are almost all just RNG based on whether you roll the dice and get Torpor or Aego to drop. Whereas Luclin had some great spell camps. No-reagent Lev was a single mob in the corner of the Deep. No-reagant EB was a single vampire in the Tenebrous castle. The AE Resist songs were limited to certain mobs as well.
Luclin Quests - There were some great ones. The Earring of Solstice was fantastic. Loyalist Shield of Honor was good fun, great 50 AC tank back. Seru Earring chain was awesome. I seem to recall many being a fan of the Shield of Bane Warding as well.
Luclin Tradeskills - So many good changes came to TSes in Luclin, it set the groundwork for PoP TS. See above Earring of Solstice quests for examples. Updated Cultural armor (Rallos Zek warrior armor was amazing). The steins with CHA/Mana etc.

And I would miss some of those fights.

Ssra and Akheva Ruins had some great raids.

High Priestess, the fight of 12 adds that chain respawn
Cursed, the fight of Charms, DTs, AE FDs and fun DoTs
Creator, learn2rampage tank and cure tanks
Arch Lich/Rhag 2, permarooted fights ftw
Emperor, a GREAT all-around fight. CC control, Off-tank control, Bane-weapons encouraged group-questing to advance your raiding power, Cure-control

Shei was probably the best Luclin fight mechanics wise, it had everything.

Fake mobs
Offtankable or charmable adds
Death Touches (you could negate the first with DA if clever)
Adds spawning upon death (first fight to penalize zerging)
Mana drain floor trap

Vex Thal did suck though. Once you had CotH bots parked around the zone it was more manageable but... Still was just a boring loot pinata. A loot pinata that allowed you to progress further into PoP if you didn't have the numbers to brute force your way past certain fights.
  #9  
Old 12-29-2014, 09:58 PM
Taminy Taminy is offline
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Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]

Vex Thal did suck though. Once you had CotH bots parked around the zone it was more manageable but... Still was just a boring loot pinata. A loot pinata that allowed you to progress further into PoP if you didn't have the numbers to brute force your way past certain fights.
I liked some of the effects on VT items though - but yeah it was a brutal raid.
  #10  
Old 12-29-2014, 10:15 PM
Bumamgar Bumamgar is offline
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I never really liked "cats on the moon" but I pretty much ignored that aspect of Luclin anyway. I did like AA, Luclin raiding and keying however. Some of my fondest EQ memories involve Ssra temple and getting keyed for VT. Oh, and I prefer new models to old, but I'm a heretic that way!
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