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#1
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![]() Those bottom two quotes are obviously not Noselacri's.
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#4
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![]() Best memories of Velious were actually in Tower of Frozen Shadow, great place to be. I didn't care much for the hundreds of "mash the keyboard for random names" dragons that were dotted around...though the race to get there first was always interesting.
Still though, EQ Live has all the expansions - so if you absolutely can't wait and are jumping up and down in your chair, channel your enthusiasm in that direction [You must be logged in to view images. Log in or Register.] | ||
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#5
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![]() Noselacri I suspect you are right about The Sleeper. Here is the thing though. Project 1999 is a beautifully accurate recreation of classic eq. All of those little obscure quests actually work! It's an amazing project by Nilbog and Rogean. Unfortunately, there are three huge problems which really affect the endgame:
1. Variance on the raid mobs means unless you are willing to sit there mashing a track button and batphoning at all hours you can't experience the endgame at all. 2. Invis pulling trivializes the entire game (two players camp the spore king by pulling to the tube instead of a full group on the spawn point, VP dragons are solo pulled to the zone in with SK hide, any two casters can split any number of mobs without issue, making stuff like the Chef/Repairer room trivial instead of very scary) 2b. See invis mobs don't see sneaking rogues, which means that CR in these dungeons (and in VP) is borderline trivial with a rogue rather than extremely tricky for an enchanter/monk. 2c. Mobs that are aggro don't add players by proximity, making trains way less dangerous. 3. Bugged resist system/quadding mobs screws up the raid balance hugely. You get some mobs like the Bee Queen or Hoshkar that become insane (-150 resist mod on a really nasty aoe, quads for 750 and will proc that ranger dagger for 650 all the time if he has it. He might not even be killable with 24 players), while other mobs like Phara Dar or Trak become much easier because the players can hit 400+ in the resist instead of being capped at 255. All of these things have been posted in the bug forums for months now, and it seems that for whatever reason Nilbog/Rogean aren't interested in fixing them, because they are simply ignored. So while in my ideal world Nilbog/Rogean would spend the 1 week it would take to fix them (compared to the thousands of hours it spent getting all the quests and npc spawns and such right) I've pretty much given up on that and just accept 1999 for what it is, which is an amazing recreation of classic everquest with a few glaring flaws. So my point is that if the Sleeper devs just spend the 1 week fixing those huge issues, even if the overall quality on a per quest/npc basis is far lower, the endgame may actually be more fun. Also Velious is out, and two boxing is an interesting challenge. Who knows, I may recoil in horror at the unclassicness within hours, I don't know, but its interesting enough to give it a shot. I kind of think at this point I'm going to box an Iksar Monk/Shaman (creative I know, but I think Monks might actually be kinda fun if invis pulls are disabled)
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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#6
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#7
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![]() I logged on last night. It's a far cry from classic. A slightly modified live with 3 expansions.
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#9
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![]() My guess is you will recoil in horror at the unclassicness.
From what I saw, it is essentially a snapshot of EQ in 2005/2006 (When Titanium was released). The key changes are: 3 expansions, only items from those expansions exist and spell effects from classic. Most of the engine uses Titanium mechanics, values and stats. You get maps, compass, vendor descriptions under vendor names. The zones are quite inaccurate as far as content goes from what I saw. Tons of mobs that weren't around in classic, more spawns, more decaying skeletons for instance in several zones than were in classic. In my opinion, it would almost seem more feasible to create a Classic-Velious themed live guild that only participated in old world encounters. Nice idea, but it really shows just how amazingly dedicated the Project 1999 staff is to this project. | ||
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#10
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![]() As much as I love p99, and think it has superior quality, I find the endgame unplayable here. I want to do high end content, but I'm not willing to batphone/poopsock. I love the idea of raid tokens. This lets smaller guilds experience end game content, and it keeps the competitive aspect of racing as well.
I'd love to hear what people are thinking in terms of box combos. I'm thinking mage/mage: Easy and powerful. The idea of two air pets, wielding stun whips makes me drool monk/shaman: There's going to be a million of these combos, but it does sound fun. mage/necro: Not quite as easymode as mage/mage, but fear kiting with a mage pet is very strong. Necro also allows for more creative pulls. other ideas? | ||
Last edited by LizardNecro; 04-04-2013 at 03:35 PM..
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