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#51
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Velious came out and some parts of it were all right, but than they completely made classic irrelevant after level 35 so I hated that. Near gear made classic obsolete, new factions also completely ruined faction/religion differences that made classic quite fun.
Every expansion after Velious felt like it was horribly done, made it too large of the world, trivialized more content, etc... | ||
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#52
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I know it's mentioned, but the Bazaar ruined the original feel for me. I looked forward to weekends in EC hawking the items I'd collected during the week.
Having to interact to make trades forced a certain level of social interaction and some cooperation, even upon soloers. While this may seem like a slice of the overall game, to many, it's an important slice. Once you could enlist the code to buy and sell on your behalf there was a segment of interaction gone. Then, in the sake of convenience, more and more of the same type of thing occurred. I am reminded of the interface for finding instance groups in World of Warcraft: you don't even have to form a group. The code does it for you from all LFG folks. To me it's the same thing: letting the code perform a social interaction for you in the name of convenience. If this keeps escalating, you're no longer playing an MMO in spirit at some point.
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Lagaidh Smif
Proud Paladin of the Rathe | ||
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#53
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I'd say luclin stunk because it was so damned different. First we got goblins, giants, dragons, imps and orcs and whatever. Basic fantasy lore stuff. Then we suddenly jump into a particularly crappy episode of Star Trek.
The lore also seemed like it was a bad fanfic. Like someone read about the Combine Empires and Shissar and then just said "oh wish these guys were still ingame... maybe they could all be chilling up in the moon!". And the few zones outside nexus/bazaar that I actually glanced at were horrible. Large open cave zone A, large open cave zone B, large grassland A, large grassland B, large desert A, large desert B, etc etc. Oh and that Grief Benedictus zone that seemed to be nothing but a chain of identical rooms with completely random monsters in it. Put any of these next to places like Velketor's Labyrinth or ToFS and they look absolutely abysmal (altho velious had it's share of utter lameness, coughSkyshrinecough). Maybe it's just that I hate the newer graphics they introduced in luclin, be it the zones or the characters, which looked so much different from what we had before, like a whole different game.
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Brutillus 60 Dragon Hero Bracer Shadowknight - <Awakened>
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Last edited by Brut; 09-26-2011 at 12:51 PM..
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#54
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I think you mean Griegs End, and that was one of the better zones in Luclin.
Mobs would randomly turn you into different monsters, and you'd hear tons of strange audio files like children crying, insane laughter, etc. I dunno, felt like you were being drawn into Greigs nightmare. Also the Deep was kinda neat as a zone.. huge illusionary bridge and falling to your death in a chasam.. There was only one big crime in Luclin, and that was the Cat People. They did not belong up there at all, should of just turned Kerra Island into a noob city for the cats, Odus could of used the extra fleshing out anyways. Acryllia Caverns was pretty unique too, just recently we have dropped some bosses in Acryllia Caverns and done some ring events there that have not been done on any server, ever (as soon after PoP timeframe that zone was redone and all those old rings and items/npcs were changed). Pretty hard ring events at that, think Corinav of Water type hard, we have no idea how lvl 60's were supposed to do them. Maybe with a 90 man zerg. Point is.. Luclin seemed like "crap" because it came right after the masterpiece that was Velious. Truth is, it was not that bad at all. Im telling you all, it was PLANE OF KNOWLEDGE that was the true turning point in EQ. The book of classic EQ was closed the moment PoK opened up. I think this EMU would be perfect if it went up to Planes of Power, minus plane of knowlege. Just have the book in Nexus teleport you straight to Plane of Tranquility and call it a day. | ||
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#55
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Luclin (good)
1. Raid zones 2. AA Luclin (bad) 1. Safe zones ruined pvp servers 2. Bazaar too away some of the social aspects 3. Every new expansion resulted in the leveling zones for old ones being obsolete 4. Mobs were for the most part really uninspired 5. Lots of guilds suffered player loss due to the keying process (I liked it mind you, lots of guildies working together, and less committed guilds dying) 6. Cats on the moon? ugh, terrible idea. | ||
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#56
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Quote:
In regards to #3 I'm not sure how that's avoidable. I always think that if they took existing content and added adjacent zones that might solve some of the problem. Like for instance, if they made an entrance in Kaladim to an entire "underground" continent that was only accessible through kaladim then I could see how old zones would remain populated. But it seems sooner or later they would have ran out of idea's eventually and old zones would have started to become desolate. I think like all things you reach a climax and then spiral down;velious/luclin was the zenith for EQ and then they started running out of good content. | |||
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#57
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#58
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#59
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Yeah..Malev said it. Super EXP modifiers and drops that made uber oldworld gear look like poo made all old world irrelevant and pointless beyond like level 10.
I did like spelunking on day one and getting mad lost but that was just because it was fun exploring new zones. All of the expansions are fun but Luclin and beyond really made everquest as a whole a bad game. I think regular pre kunark classic is the best honestly. | ||
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#60
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