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#101
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re: Luclin - it wasn't all bad but it just wasn't thought out well. Personally I would have: 1. picked a different theme (Shadow World that exists in paralel with normal world and has multiple points of entry, rather than the moon) 2. even if doing the moon, I would have avoided outright sci-fi themes like bogling aliens, neitherian aliens etc. 3. Would not put insane XP modifiers on newbie zones, and would not offer so many new newbies zones to begin with - made the leveling up path just for Vah Shir, and make the rest of expansion in the high end. It was pretty clear that only 1-30 zones on Luclin were mostly in demand, and then most of 40-60 zones were majorly empty, except the raiding parts. 4. general level lay out of the zones was poor. Take Twilight Sea - its a 35-45 zone that is located in between of 3 45+ zones - how would you ever get there if you were 35? WHY would you go there? 5. Vex Thale - the end game zone was beautiful , but time sink to key for it, and play in it was retarded. I don't mind hard questing. I don't mind hard raiding. But what I do mind is retarded endless camp grind of of lev 20-40 mobs for some stupid shard, when I am lev 60. What they should have done instead is spread the shard between 10 RAID target mobs located all over Luclin which would be hard to kill (50+ raid force) but would have a 24 hours repop. It would have been much more reasonable. Good points: 1. Vah Shir 2. Beastlords 3. Spell updates to sucky classes like Rangers and Paladins 4. SSRA - next level of smart raiding content 5. Spires! (yes! spires!) 6. Bazaar! 7. Mounts! - however I would have made it so you cannot fight/cast from mount - so they are for travel only 8. New Models - I liked majority of new models, and disliked some of them, but model point being moot, since you can turn them off.
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Last edited by Kika Maslyaka; 08-12-2013 at 01:40 PM..
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#102
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And t0lkien: I usually agree with your posts, but your opinion-- "Luclin *did* break the game, in so many ways, and it has been pointed out in many threads before this" --is still just an opinion, even if it is dressed up like an absolute statement. In fact, a lot of evidence points to Luclin being a profitable and well received expansion. Was everyone who played it foolishly deriving pleasure from a broken game? Luclin had a bunch of shit in it, but so did EQ classic. Everyone is simply less critical of classic EQ because it was still establishing a baseline for how to think about MMORPGs. So we don't revile things like horrible melee itemization and class balance in classic because we thought that that's Just How It Is. The whole point is moot because AAs were "gutted" from the code early on. But I would be much more enthusiastic about playing here if I knew the server would stop at PoP where raiding would open up once and for all. Quarm event is somewhat anticlimactic, but it does feel like it put SOME kind of a capstone on the game. It is odd to me that some people don't see Luclin and PoP as adding anything worthwhile. Sony left the elf fantasy canon to do something original but flawed, and I think it is remarkable that they were able to release 4 playable expansions before coughing up the turd known as GoD. If we were taking sides, I would much rather hang out with the apologists than the purists. Nobody likes a hipster. | |||
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#103
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![]() I had a ton of fun in Luclin and PoP era on Live. in hindsight yes, I enjoyed the classic era more...but a large part of that has nothing to do with the mechanics of the game itself. But when Luclin came out I don't remember thinking that the game was being destroyed, in fact I liked a lot of the features it brought to the game. Yeah the whole moon thing is kinda dumb and it could have used a little more time on the drawing board...but what stage of EQ couldn't have used a little extra dev time or a little more testing etc? But overall I enjoyed myself during Luclin, it never once prompted to me to write a dissertation on the downfall of EQ.
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#104
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![]() I'm told most people either think Velious or PoP was the high point of EQ. I'm curious why people hated whatever expac came after PoP (I quite on Live just after Kunark, so all these expacs are new to me)
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#105
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![]() I loved GoD because of the challenge it presented [even if it was unintentional], OOW was ok, I forgot what came next but if it was DoN I really hated that one, the ones with mayong were fine [DoDH/TBS], I thought PoR was good, TSS sucked imo, SoF was good, SoD good, UF real good, HoT lame.
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#106
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#107
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![]() Hot needs cold, happy needs sad, up needs down.
Original EQ had a lot of severe consequences. That ding when you level is certainly no musical masterpiece, but its significance of your accomplishment is what makes it the greatest sound you could ever hear. We all love the features that make it easier, but they affect the long term enjoyment in a negative way. Unless of course you add new "features". There was an article written a long time ago around PoP era regarding SOE subscribers/profits. A small % came from people actually logging in to play on a consistent basis, the majority came from new and super casuals. | ||
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#108
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#109
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![]() shard camps. Vex Thal, aka candy land.
I liked Luclin. My guild rocked it, and we really pulled together to get to the imo well-designed end game of that expansion. But I agree with the sentiment, that it got unlocked way too early on the progression servers a couple years ago. No problem with that happening here, of course. I'm guessing Luclin sometime around 2019. You know you want it.
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go go go
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#110
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The next expansion after PoP was predominately a grouping expansion that was incredibly casual friendly. The raids for it were ridiculously difficult for the rewards though. The first 'true expansion' after PoP was Gates of Discord which most people attribute to the death of the game. Gates of Discord was intended for and tuned for level 70 characters, but the level cap was still 65. IMO, it was the first time in EQ that the game was actually difficult (and by difficult, I don't just mean very punishing for stupid mistakes like EQ up to then was). Gates had awesome encounter design, but the content was completely overtuned and I think the expansion had only 6 or 7 different NPC models. Every zone also looked the same. To give you a rough idea of how difficult the expansion was at release - take Uqua 1.0. For starters, the entire zone had an unresistable permanent AOE that reduced your base stats to 100ish. This was only blockable by archetype-equippable items that dropped 1 per trash mob. Each trash mob quadded for 3000 (what 72man raid bosses in the previous expansion hit for. This was in an era where top end warriors were 10k HP with the zone debuff. Every death in the zone spawned another trash mob that quadded for 3k. Now, you could single pull trash, but pulling was complicated in that mobs were spawned off traps rather than static spawns. The entire zone had a timer so you had to move at a certain pace. As time went on, NPCs got more ATK, HP, Armor, Resists, etc. And that's all before the first bosses of the zone. Now, I'm sure people who never experienced it like the increased difficulty, but the game was bleeding subs and WoW was in beta at this time. The majority of the playerbase was basically confined to a few really shitty instances simply because they didn't have the gear to progress. If you look back at this time, you'll see most of the 'old uber' guilds died off around this time and there was a changing of the guard of top dog guilds. Kinda sucked that Omens of War was such a great expansion since the damage from Gates had already been done. | |||
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