#151
|
|||
|
That would be amazing!! it would take out the PoK books which would make it really interesting! I'm all for this!
__________________
___________________________
| ||
|
#152
|
|||
|
THink this is a terrible idea skipping EQ's best expac Luclin. And POK came from PoP not Luclin. The bazaar came from Luclin (though it was not used till during PoP) and the spires teleporting to the continents. LOL And I'm sure there are those that will flame over my opinion but it is just that. My opinion. [You must be logged in to view images. Log in or Register.]
What i'd love to see is the later expac's put in without the huge bump in exp they came with. Keep it difficult to lvl/AA. Including the best. Luclin. [You must be logged in to view images. Log in or Register.] | ||
Last edited by Shadey; 05-11-2011 at 07:13 PM..
|
|
#153
|
|||
|
Gear inflation isn't nearly the problem that level inflation is. Because to get the new gear you have to get the previous gear. Its a natural progression that keeps old dungeons and raids in use. Leveling doesn't have that requirement as long as there's a blue mob you can kill.
Now its somewhat diluted of course by non-raid gear from the new expansion eclipsing low-level raid gear from the old expansion even without increasing levels. But that is far better and more natural than non-raid gear from five levels higher. The "But Kunark increased the level cap by 10" argument only proves my point. Vox and Naggy were completely trivialized after the level cap increase, and well before everyone even hit 60. The only reason people went there was for easy haste and 100% bags for minimal effort, the rest of the gear was throwaway. Verant then cludged in some viability and challenge with the level 53 cap to engage those two dragons and the epic quest drops. So 1) Even Verant realized at the time they needed to act to keep the old raids viable, and 2) It very convincingly illustrates what happens to old raid encounters when the level cap increases. If there's any loot that's still good they get farmed as soon as the content respawns without any challenge at all, if there's no loot worth having it will be completely ignored by everyone. If a classic + PoP zones server increases the level cap to 65, there will be no one doing anything but those PoP zones, and the best zones in the game will be going to waste.
__________________
Archfiend Harmdalet Epicursed
The Scourge Knight of Freeport Alumni of Five Rings guild, retired Luclin Server | ||
|
#154
|
|||
|
ah but this is because Verant/Soe failed to create a proper chain of progression
They kept lowering the difficulty threshold for loot, with each next expansion - this what caused "ghost zones" to appear. Kunark 1-50 zones had BETTER loot, than same difficulty classic zones Velious 30-60 zones had better loot than Kunark zones of same range Luclin 1-60 zones had better loot than all previous content in same range and this trend continues till today The ONLY way to preserve old zones value is to make sure than new released content doesn't give you better things for less effort, or, alternatively ONLy keep adding new zones in a higher level range. Think about it like this: Classic world had zones lev 1-50 now Kunark would ONLY have zones 50-60 Velious would ONLY have zones 60-70 Luclin would ONLY have zones 70-80 etc This way, your all time favorite Crushbone/Unrest/Guk NEVER gets obsolete, cause there are no substitutes for that level range This of course make bad marketing for the game company, since none of the low level people will buy any of the expansion - that why you have what you have today Such things like required level and attuneable items make another great contribution to stopping mudflation, since they continuously take items out of server economy | ||
|
#155
|
|||
|
Most PoP gear had a minimum level requirement anyway and you had to be 46 before entering the teir 1 zones. Nobody is mentioning that.
Less talk of mudflation, more talk of lore! How would you guys go about the discovery of the first portals? (Justice, Disease, Innovation, Nightmare). Who would make the most sense to spill the beans? Which deity or character would have the most to gain by showing mortals the way to the planes of power and influence? | ||
Last edited by guineapig; 05-12-2011 at 07:32 AM..
|
|
#156
|
|||
|
If you increase the level cap you might want to make the planes easier to get into. 60 to 65 everyone leveled in the planes, and if it takes effort to get in there people will glob to the most accessible plane and ignore the others except for raiding.
| ||
|
#157
|
|||||
|
Quote:
Even on this server our guild had all of our active members keyed to Seb in the first couple of days and most of us have been keyed to howling stones for a couple of weeks now. As long as there are zones to be unlocked, there will be players actively attempting to unlock them. Besides, having 4 46+ zones to start with is huge and teir 2 really isn't that difficult to get to which already doubles the available zones to 8. Considering the population of emu servers it would seem like this is plenty. And lets keep in mind were talking like at least a year after Velious. ANYWAY: Quote:
| ||||
|
#159
|
|||
|
Definately need to figure something out how to do this. Whether level cap stays at 60 and events are re-balanced according to or what. And maybe have the POK port system based on NPCs that are on a faction? And you cant use the NPCs to port to the different places unless you have the proper faction, which is ubtained by unlocked/flagging for certain zones or tiers of PoP (which prevents everyone and their alts from hopping all over the place).
| ||
|
#160
|
|||
|
I think it might be interesting to make "The Hole" some sort of gateway to the planes. There was a HUGE magical war there that blew an enormous hole into Norrath. Where better place to have the fabric of space/time torn open than there? Probably the perfect place to step into the planes.
I imagine that in the hole, planar rifts might open up and for a short time (30-60 minutes) players can go through and enter the respective plane. -------------------------------------------- Further, I am personally on the Luclin fan-boat. I still consider Classic, Kunark, and Velious to be uber, but I did like some of the things Luclin brought to the table (Vah Shir were not among them). Grieg's End, Ssra, heck, even beastlords! Perhaps the spires could all teleport to Luclin at some time, however, rather than every 15-30 minutes for each spire, perhaps each spire is attuned to Luclin for a week. For example, from May 8th - 14th the Toxxulia spires are attuned, and every interval of time (30 minutes perhaps) they lead to Luclin. Then, May 15th - 21st the NK spires are attuned, and later May 22nd - 28th the Gfay Spires attune... etc... and cycle through. Further, make Shadowhaven and the bazaar more of a fallen and deteriorated city... not unlike Sebilis. The Nexus would be a small safe area surrounded by plenty of danger. Shar Vahl could be a raid zone too!
__________________
Project 1999:
Tpyo - Iksar Necromancer Xegony: Saezuru Matsudai - 65 Wood Elf Bard | ||
|
|
|