Veksar, Unrest, Crushbone my top 3 favorite EQ1 zones!
EQ2 turned Unrest (When it finally got added) into a sort of puzzle like zone where you had to perform certain actions to gain access to various parts of the zone. Nektropos Castle, Tower of the Frozen Shadow, and some other zones had that whole puzzle feel to them.
It would be cool to see puzzle type zones like that in Pantheon.
arazons said:Veksar, Unrest, Crushbone my top 3 favorite EQ1 zones!
EQ2 turned Unrest (When it finally got added) into a sort of puzzle like zone where you had to perform certain actions to gain access to various parts of the zone. Nektropos Castle, Tower of the Frozen Shadow, and some other zones had that whole puzzle feel to them.
It would be cool to see puzzle type zones like that in Pantheon.
Maybe a Minotaur maze.....heheheheh
I have an idea for a re-"imagineer"ing (tm- heh) of Kithikor zone.
I would add that during a certain length of time of the year or moon phase, that not only undead soldiers would spawn at night but also much higher toughness undead fortresses,castles and outposts. But the thing is- they would also poof at dawn. So you could be fighting high on the ramparts and the sun peeks over the clouds and the castle vanishes. You, in-mid fight, then find no target and you fall to the ground taking fall damage. You would have to come back next evening to fight up to the place ytou went on to continue kinda like the mario, "ribbon-style" type games. I am bizzarly thinking from a psychological perspective for some gamers this being a known series of steps and they might be drawn to it from having played mario and knowing to have to get through the whole zone again before getting to the point of going on and therefore be innately drawn ot this kind of game play and embrace it. Maybe even slotting it as "casual" for its familiarity and not realizing its actually a hard encounter :)
During this phase the days would be shorter so lowbies would not have enough time to take the shortest route to the other zone through kithicor- they could not run fast enough, even with a speed buff- but instead would be forced for this season to take the long way around. Which would coincidentally be nicely progressive for their levels so when they come out the other side (through misty, through befallen *ugh*, through beholders and into West Karana *breathes fresh air* they would find themselves skilled enough to either maybe visit highhold or continue on to the big city of qeynos instead of freeport, their original destination as well as maybe becoming decent potters.
Yes there would be alot of grumbling how they had to take the long way etc etc for the 3 months of RL time it took for the season to pass in game or whatever, but there would then be two groups: soime that had one experience conveniently heading to freeport and najena and environs, and another that was inconvenienced but headed to qeynos, the warrens, blackburrow, stonebrunt etc and this dichotomy would be somewhat generational depending on when you started.
The you could anticipate the next moon-phase, maybe from using the clocktowers in cities where you have to return regularly to bank and maybe sell because banks are no whereelse, tossing buffs or travel protection to other lowbies as you come and go.
Manouk said:I have an idea for a re-"imagineer"ing (tm- heh) of Kithikor zone.
I would add that during a certain length of time of the year or moon phase, that not only undead soldiers would spawn at night but also much higher toughness undead fortresses,castles and outposts. But the thing is- they would also poof at dawn. So you could be fighting high on the ramparts and the sun peeks over the clouds and the castle vanishes. You, in-mid fight, then find no target and you fall to the ground taking fall damage. You would have to come back next evening to fight up to the place ytou went on to continue kinda like the mario, "ribbon-style" type games. I am bizzarly thinking from a psychological perspective for some gamers this being a known series of steps and they might be drawn to it from having played mario and knowing to have to get through the whole zone again before getting to the point of going on and therefore be innately drawn ot this kind of game play and embrace it. Maybe even slotting it as "casual" for its familiarity and not realizing its actually a hard encounter :)
During this phase the days would be shorter so lowbies would not have enough time to take the shortest route to the other zone through kithicor- they could not run fast enough, even with a speed buff- but instead would be forced for this season to take the long way around. Which would coincidentally be nicely progressive for their levels so when they come out the other side (through misty, through befallen *ugh*, through beholders and into West Karana *breathes fresh air* they would find themselves skilled enough to either maybe visit highhold or continue on to the big city of qeynos instead of freeport, their original destination as well as maybe becoming decent potters.
Yes there would be alot of grumbling how they had to take the long way etc etc for the 3 months of RL time it took for the season to pass in game or whatever, but there would then be two groups: soime that had one experience conveniently heading to freeport and najena and environs, and another that was inconvenienced but headed to qeynos, the warrens, blackburrow, stonebrunt etc and this dichotomy would be somewhat generational depending on when you started.
The you could anticipate the next moon-phase, maybe from using the clocktowers in cities where you have to return regularly to bank and maybe sell because banks are no whereelse, tossing buffs or travel protection to other lowbies as you come and go.
This could be interesting. Sort of like the castle in the movie Krull, only in reverse. In the movie, the castle only "exists" in a place during the day. At night, it disappears and teleports to a new location. Maybe instead of teleporting to a new zone, it teleports to a different location in the same zone. So that , not only do you have to fight your way back up, you also have to find it again.