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#321
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![]() Quote:
Various sources: https://www.google.de/search?q=everq...LsfbsAThg4PADQ | |||
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#322
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![]() the lore for luclin was pretty cool imo. lizards fighting dragons on an island isnt much less crazy than erudites getting into a huge shitstorm of magic and accidentally copypasting some cat nobility to the moon
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#323
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![]() Adding beast lords in without other class spells that came out in luclin would make for some balance problems. A full complement of BL spells would arguably make them very overpowered without others getting their spells as well.
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#324
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![]() Beastlords were a totally pointless class. When their pet buff was an ability they were completely overpowered in a hilarious way, then they just became lame shamans. Their whole class was then centered around the Paragon AA, which they could have just given to druids in the first place. Conceptually the class was interesting I guess, but they didn't fit any sort of role.
Really, Luclin just tried to do way too much. It was too ambitious. The "improved" graphics and models divided the player base when it came to agreeing if they were really an improvement. It felt like they wanted to really improve the game graphically, but didn't really have the technical means to properly do so. The mount system was another interesting idea that was implemented poorly. The mounts forced you to use the strange new character models, and they didn't control very well. Unfortunately they had an impact on gameplay (being able to meditate while casting) so certain classes were kinda forced into using something that was frustrating. The raids were pretty cool. Emperor Ssra was epic, and then you got to Vex Thal which was a total boner killer. It was an unfinished mess and even after a few updates it was just a boring slog fest where every mob looked the same and had the same abilities, even bosses. It was so disappointing after experiencing raid events like the Cursed cycle and Shei Venitras. So yeah, like I said they were just a bit too ambitious. They changed the game so much it started to feel foreign. A lot of content was either hit or miss. Luclin did have a lot of positive contributions to the game though, like the revamped Flowing Thought system, focus effect items, and AAs. Basically, outside of Vex Thal the gameplay improved, but the world suffered a bit for it. Overall it wasn't a terrible expansion. Planes of Power was essentially an attempt to do Luclin again and they were a lot more successful the second time.
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#325
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![]() I was taking a break from EQ after getting burned out from Velious to play DaOC with friends when Luclin was released. After some convincing from guildies I decided to come back to EQ and got the xpac a couple months after release. Everything was rushed from that point on for me, I had to catch up to whatever it was everyone else was doing.
Eventually I got to enjoy quite a bit of the content, and I don't hate it like some others do. For me it will always be that expansion that I just wasn't quite ready for. I was like a fish out of water.
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Mindwarp - Gnome Enchanter
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#326
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![]() Somewhere during Luclin's development is when an important part of the core development / design team left Verant / SoE, and it really showed. Because of this Luclin deviated quite far from the game's original vision, and the later expansions continued down that route.
Nexus ruined the idea of travel meaning something, made the existing world feel much smaller, and made travel through old-world zones completely trivial. It didn't entirely ruin, but certainly damaged the player interaction of finding ports and helping other players by giving them ports, thus killing one of the greatest aspects of Druids and Wizards. Nexus (bazaar) also ruined trading by removing almost all of the individual effort and player interaction required to be a successful trader. All but killed EC / Gfay / North Freeport trade-hubbing in a single fell swoop. A huge amount of my time played during classic EverQuest was wheeling and dealing in Gfay (the trade hub on Xegony) and in EC on Fennin Ro. To see those zones become almost completely barren within days of Luclin was a massive disappointment for me. Mounts, while potentially a neat feature and improvement to the game were done in such a way as to require many players to use them, and as such, use the Luclin character models. The Luclin character models were higher polycount with higher resolution textures, but lacked almost all of the 'character' and charm of old-world models. Myself and many of my friends at the time hated them, and turning them off on P99 was one of the first things I did when I started. Kerran race and Beastlord class I could go either way on. AA's were a great improvement to the late-game and end-game, hands down my personal favorite feature, and something I felt EQ needed for a long time before that... Something to spend time on at lvl 50/60 that wasn't raiding the game's very limited raid content. All-in-all, I would not say I hated luclin, nor did any of my friends at the time, rather it represented the beginning of the end of what was our obsession for 3+ years. I played several months into Luclin and enjoyed a lot of the time grinding AA's and raiding Ssra / keying for VT. I never personally made it into VT raiding, as I quit before it was really doable on Xegony. | ||
Last edited by tizznyres; 05-27-2015 at 01:17 AM..
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#327
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![]() I hate the way its pronounced
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#328
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![]() Quote:
Seriously, the only argument ever made against Vah Shir is this: Quote:
What's next. The graphics? What? The world isn't rendered exclusively in right angles? THE HORROR. The models? Turn off the luclin models, you don't have to use them. In fact i recommend it, that way you still see all the nice velious armor. I personally really liked the Luclin world graphics, because they didn't look like someone had blown up a low-resolution jpeg x2000 and smeared it across the world. The interface? yeah well, that's the interface we're using on P99 anyway, like it or not. The bazaar? Pissed people off because it didn't work until really late in the expansion. Neat thing is, if it' a problem, it can be disabled. It'll be just like classic luclin that way. "Aliens"? Oh lawd, you can use a talking dirt clod to beat up a frog that casts spells and threatens you from beyond the grave while snakes kick you, but some dude with a big walnut head stretches it for you? Gimme a break. The raiding was an endless grind? Yes. Yes it was. Somehow, most of the game got by just fine without worrying greatly about the raiding game. AA's ruined the game? Well. Now we have an argument worth making! Yes, we could definitely say that these were a net negative to the game. some classes got pretty much nothing, others got fixes that should have been inherent to the class, and others got broken-ass manaburn. Then you have the AoE groups slurping up light blue mobs in barely-level dungeons, preventing players in the proper range from using them. AA's were a right fine mess, that's for sure. | ||||
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#329
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#330
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![]() I don't get why people think that the bazaar and nexus had a negative impact on social interaction in the game. If anything it let me spend more time on more meaningful social interaction hanging out with my guild and friends instead of spending an entire night or even multiple days watching auction spam looking for an item I want. I dunno about you guys but spending the night grouping or raiding was a lot more fun than spending the night sending dozens of "will you take xx for that" tells.
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