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#11
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#12
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#13
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![]() You might be right, but I remember seeing announcements and so forth around the time luclin came out. My MMO timeline is sorta squashed together.
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#15
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![]() Not being able to stop/start them on a dime was annoying as hell and made them unusable as an enchanter doing CC. Accurate I guess, but annoying. WoW did mounts right. /dodge thrown tomato for mentioning WoW
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#16
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![]() My favorite part was how in beta the FAQ included a question about mounts, and they more or less said "no fucking way". SOE did such a 180 from 989.
Tried to find the beta FAQ but it doesn't look like the wayback machine ever picked it up =( | ||
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#17
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![]() They said no way to bags larger than 10 slots for over a decade, siting some coding reason that would make it virtually impossible. Now you can get massive bags.
I'm sure it's total coincidence that they sell them on the cash store. lol
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#18
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Step 1. Use old character models. Step 2. Use Amulet of Necropotence for (luclin) skeleton model. Step 3. For instant stop, remove Illusion: Skeleton. It would put you in old model and dismiss horse. | |||
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#19
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![]() I really liked mounts, and the idea of them, at the time they were released.
However, looking back I think they were a horrible thing to implement in EverQuest. The mounts gave a perma-med, fast-movement stance. It changed the game dramatically in my viewpoint, at least in terms of leveling and small groups. They were immediately no longer a luxury but rather a requirement. In my mind they were a small part of destroying the vastness of the world and class uniqueness. Equalizing travel was a first and easy step for SOE to make without facing too much resistance. As changes go, however, they snowball. The fast travel of Luclin wasn't fast enough so even faster travel was added. The mount speeds of Luclin, outside of knights, weren't fast enough so even faster mounts were added. Then it was easy to step into (and it started in Luclin) no other class has this, let's give it to this. I digress, but I feel like the implementation of mounts, and Luclin in general, really started a major shift in the core gameplay of EverQuest for the negative. If you look at the monster EQLive is today it all stems off of the changes started with Luclin. Kunark and Velious very much kept EQ true...Luclin, PoP, etc - not so much. Just my 2 cents. So looking back...I hate EQ mounts. With a passion. Would I be okay if only one class had them as a unique ability (say both knights), yes...everyone - no. | ||
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#20
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Maybe that's the root of why I think Luclin is such an ugly expansion overall. Ugly, generic, blobby barb models.
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[60 ORACLE] SPITULSKI <The A-Team>
Batmanning today for a better tomorrow. | |||
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