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New Xpac!Follow

#1 Aug 17 2014 at 6:50 AM Rating: Excellent
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It's based on The Buried Sea expansion of a while back which promised... SHIP-TO-SHIP COMBAT!

If you don't believe me, check the link! About time!

I want to talk like a pirate AND fight like a pirate! ARRRRGGGGGHHHHHHH! Smiley: eek
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#2 Aug 17 2014 at 10:27 AM Rating: Excellent
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It's early for solid info...

But the title is apparently "The Darkened Sea" with clear "continuing of plot threads for The Buried Sea expansion". Site I was reading also said:

-level cap 105
-8 new zones
-adaptive looting that somehow knows what you like to loot? (sound like a bugfest waiting to happen to me)
-player created robes (should that just be a content fix to match already existing in game feature? lol... spin it SOE).


No word on:

New leveling chain from 1-105
New player races
Permanent world-altering events (like the way they used to revamp stuff pre-omens, the way WoW did Cataclysm, etc.)
#3 Aug 17 2014 at 10:32 AM Rating: Excellent
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Ship to ship combat...Yeah.. I remember that sales pitch ! Smiley: lol

I hope they give us enough content, zones and more tiers of gear and other options in the group game this expansion, as its becoming so generic and linear.

It seems like the developers latest trend is to make only a few static zones an expansion and this with staggered release of the already scarce content and zones. Eight zones is definitely less than I hoped for.

No interest here either for some of the new gimmicks...



Edited, Aug 17th 2014 12:44pm by hexeez
#4 Aug 17 2014 at 2:30 PM Rating: Good
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A Sony apologist told me years ago I was out of line to criticize them for false advertising because some of the zones have ships as part of the landscape (albeit docked and they never move so they're as much a sea-going vessel as a large rock) and you could in theory attack a mob on ANOTHER static ship with any kind of ranged spell or attack hence they met their obligation to provide "ship to ship combat"---never mind that some of the related promo graphics show pirates and other characters trying to hook and grapple and engage from one ship to another both clearly sailing on wild seas. Yeah, poetic license has to be allowed in advertising to some extent but this had to be easily the most gratuitous case of false and misleading advertising ever issued under an EQ logo.

It doesn't even particularly bother me anymore but I just marvel at the ineptitude at that time!

Edited, Aug 17th 2014 4:30pm by Sippin
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#5 Aug 17 2014 at 4:21 PM Rating: Good
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Sippin wrote:
I want to talk like a pirate AND fight like a pirate! ARRRRGGGGGHHHHHHH! Smiley: eek


My Cleric has the perfect (almost, it should have been for the shoulder slot!) item for you sitting in his bank: Bud's Parrot Smiley: lol

Edited, Aug 17th 2014 6:24pm by KC13
#6 Aug 20 2014 at 6:17 PM Rating: Good
snailish wrote:

-player created robes (should that just be a content fix to match already existing in game feature? lol... spin it SOE).

No word on:

New leveling chain from 1-105
New player races
Permanent world-altering events (like the way they used to revamp stuff pre-omens, the way WoW did Cataclysm, etc.)


The player created robes are not part of the expansion. That's something new coming to Players Studio.

There is not a new player race this time. Almost certainly no new levelling chain from 1-105 (they put in Hero's Journey not long ago; though that was using existing quests and stuff.) No word on how or if TBS zones will be altered, but my guess is not at all.

The looting is more than just learning what you like. From what I can gather, they are putting in a system that will do random allocation as well as picking up things you would normally loot.

You didn't mention the mount keyring, which is also a neat feature. Basically you store your mount clickies in a new tab so they are no longer stuck in your inventory. Mounts are "collectable" so they can be shared between different toons on your account and get the mount there without rebuying it. They also said that they could extend this in the future to illusions, pet illusions, etc.

Edited, Aug 20th 2014 8:20pm by amastropolo
#7 Aug 20 2014 at 6:29 PM Rating: Good
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amastropolo wrote:
snailish wrote:

-player created robes (should that just be a content fix to match already existing in game feature? lol... spin it SOE).

No word on:

New leveling chain from 1-105
New player races
Permanent world-altering events (like the way they used to revamp stuff pre-omens, the way WoW did Cataclysm, etc.)


The player created robes are not part of the expansion. That's something new coming to Players Studio.

There is not a new player race this time. Almost certainly no new levelling chain from 1-105 (they put in Hero's Journey not long ago; though that was using existing quests and stuff.) No word on how or if TBS zones will be altered, but my guess is not at all.

The looting is more than just learning what you like. From what I can gather, they are putting in a system that will do random allocation as well as picking up things you would normally loot.

You didn't mention the mount keyring, which is also a neat feature. Basically you store your mount clickies in a new tab so they are no longer stuck in your inventory. Mounts are "collectable" so they can be shared between different toons on your account and get the mount there without rebuying it. They also said that they could extend this in the future to illusions, pet illusions, etc.

Edited, Aug 20th 2014 8:20pm by amastropolo



It was info pulled from a very early site "reporting" on the news. The reporter didn't sound the most intelligent.

The mount keyring is a great idea (which other games have... but good stuff I don't care where they get the idea from even it it is WoW).
#8 Aug 21 2014 at 4:14 AM Rating: Good
snailish wrote:

The mount keyring is a great idea (which other games have... but good stuff I don't care where they get the idea from even it it is WoW).


I agree. I love the idea in general but also the possibility that they will extend it to illusions at some point in the future (they said since the tech was there, it shouldn't be too hard to do that.)
#9 Aug 21 2014 at 7:50 AM Rating: Excellent
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Random thoughts:

I never really understood the attraction of mounts. Maybe that's just because my main being a druid I always have speed available for all my toons. I'm always amazed at how Sony is willing to add so much animation overhead by including mounts yet they have limited other more useful features due supposedly to demand on systems. Like, for example, letting pet classes have 2 pets at once. I mean 2 REAL pets, not swarms and short duration pets. There are illusions that have no sitting animation yet they developed horse-riding animation for practically every race in the game lol.

New race... I wonder if we will EVER see one introduced to Plain Ole Vanilla EQ ever again. A whole new race is a lot of work even if they used an NPC race like goblins,sarnaks or giants, all of which have plenty of infrastructure built into the game now. Goblins would be a no-brainer... there are even goblin bankers and vendors. Same for sarnaks. I do think if they intro'd a goblin race of PCs, starting in Runnyeye, you'd see Misty Thicket overrun with noobie gobs for at least 2-3 weeks, just like happened with frogloks, if anyone remembers what it was like in Innothule Swamp when that race was first introduced. Would be fun but not sure it's worth the time and programming work EQ devs would have to engage in---from a strictly profit-and-loss point of view. Unfortunate, that.
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#10 Aug 21 2014 at 9:14 AM Rating: Excellent
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They could directly monetize a new race and see if there is demand:

$5.00 unlock to your account to be allowed to create a Runnyeye Goblin in all the classes goblin NPC exist in the game lore as, including stretches (Goblin Beastlord with little evil eye slave pet!).


No additional content added. Runnyeye has banks, merchants (may need a soulbinder and class trainers I suppose... but all of these things are templatized so cut and paste the tutorial npc into goblins). Misty Thicket is the oldschool 1-12ish zone. Beholder's Maze (Gorge of King Xorrb) a person can do the teens in or just get into the Karanas.


Buying the race unlock comes with the warning: "Note this is an advanced difficulty race to play. You are hated in much of the world. You will find questing difficult in many areas, particularly older content. Enjoy the challenge".


Easymode of course is that you could still do the tutorial and use the TSS levelling chain. The faction issues are moot by Luclin era content for the most part anyways. I for one, would love something more difficult...


Sarnaks based out of Chardok work too, but would need a quest NPC that ports them to Lake of Ill Omen to do "a mission" and probably a gate item that takes them back to a spot in Chardok or the fort just outside. OR just use the half-empty Sarnak fort in the bottom left of LoIO. Might need a bit more vendor work, but nothing too hard. Kunark has a clear levelling chain. My really old mapfiend map of LoIO has a pok book marked down there... would be a great idea even if they didn't put newbie sarnaks there.

Kobolds you have the Warrens (needs merchants, etc.) and would hunt Toxxulia, Stonebrunt, Gunthak and Dulak.

Denizens of Mistmoore could have a camp in Lower Gfay or Butcherblock. This one works better as an expac carrot reworking some zones and such, but with the right models it would be super popular.

If they wanted to finish something... there is already confusing (broken?) merchants and quest NPC throughout Legacy of Ykesha to do with the pirates and Luggalds. I'm sure the Ratonga would make great pirates...

There's other possibilities: sand elves, Kedge, fauns (as in TSS), orcs, Burynai, Bixie...


Edited, Aug 21st 2014 11:17am by snailish
#11 Aug 21 2014 at 10:03 AM Rating: Excellent
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Does not interest me in the least. Then again my max level is lvl 92 so about the time I finally hit 100 I will once again not be max level. I have never been able to hit max level in this game and I have played off and on since Kunark era.

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#12 Aug 21 2014 at 6:38 PM Rating: Excellent
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fronglo wrote:
Does not interest me in the least. Then again my max level is lvl 92 so about the time I finally hit 100 I will once again not be max level. I have never been able to hit max level in this game and I have played off and on since Kunark era.




Fronglo brought the thread back on original topic! lol.

I haven't been max level since LDoN... and I barely managed it in that era for the first and only time. This has allowed me to skip buying 2-3 expacs at a time ever since they started grandfathering priors in with new purchase.
#13 Aug 22 2014 at 7:35 AM Rating: Excellent
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fronglo wrote:
Does not interest me in the least. Then again my max level is lvl 92 so about the time I finally hit 100 I will once again not be max level. I have never been able to hit max level in this game and I have played off and on since Kunark era.


The closest I have ever come to max level was back when 65 was cap. I had two chars at 64 and two at 63. Then I went AFK for about 6 years when my entire guild defected to WoW.
#14 Aug 22 2014 at 9:12 AM Rating: Excellent
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snailish wrote:
(Goblin Beastlord with little evil eye slave pet!).

Shouldn't that be an Evil Eye beastlord with a little goblin pet? Smiley: grin

Even using an existing race as a PC race would take a lot of work. You say the goblins would be hated throughout the old world, but 98% of Old World mobs and NPCs have no opinion on Runnyeye goblins at all. They would still have to add in factions for everyone or else you could freely walk around Freeport, Kelethin or Odus with no one caring. Someone would complain if you took Runnyeye out of the xp chain (like if Frogloks had started in Guk) so even repurposing the zone would cause issues. Which is likely why they half-assed the Froglok city thing and just used Grobb and now threw them into Rathe Mts. Need new models (the mob models don't show equipment) since no one is going to want to play as a naked goblin for 100+ levels. Heck, you don't even have a jumping or archery animation among others.

Don't get me wrong, I think a new race would be great but I don't think they'd save themselves much work by using an existing race.

Edited, Aug 22nd 2014 10:21am by Jophiel
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#15 Aug 22 2014 at 12:39 PM Rating: Excellent
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Jophiel wrote:
snailish wrote:
(Goblin Beastlord with little evil eye slave pet!).

Shouldn't that be an Evil Eye beastlord with a little goblin pet? Smiley: grin

Even using an existing race as a PC race would take a lot of work. You say the goblins would be hated throughout the old world, but 98% of Old World mobs and NPCs have no opinion on Runnyeye goblins at all. They would still have to add in factions for everyone or else you could freely walk around Freeport, Kelethin or Odus with no one caring. Someone would complain if you took Runnyeye out of the xp chain (like if Frogloks had started in Guk) so even repurposing the zone would cause issues. Which is likely why they half-assed the Froglok city thing and just used Grobb and now threw them into Rathe Mts. Need new models (the mob models don't show equipment) since no one is going to want to play as a naked goblin for 100+ levels. Heck, you don't even have a jumping or archery animation among others.

Don't get me wrong, I think a new race would be great but I don't think they'd save themselves much work by using an existing race.

Edited, Aug 22nd 2014 10:21am by Jophiel



...Depends which side of the Xorbb rebellion one aligns with I suppose (the goblin vs. evil eye which is pet question) Smiley: smile


You're right... orcs are probably the best-factioned of any of the races people often talk about but even then there would be lots to do to have them lore-logical walking around the old world, and they don't have all the aspects of a complete race.

I suppose the Sol C & Chardok B precedent would be a better way to do it: create a mini newb zone off the existing piece you want to patch a new race onto. I've always liked the idea of being able to be a Thurgadin dwarf but of course that would be a disrupted place to live from time to time. That's if they wanted to "lore-in" more sublimely.

I suppose the shortcut is to toss a few tents in the mostly empty west side of Crescent Reach and have all the "refugee" types seeking asylum align with the Drakkin. Default-wise they could cut-paste the Drakkin faction onto these new versions of said races. Though it really would be better if each was "tuned" a bit more to the in-game tradition.

I also wonder if their is a shortcut that would work: it's been talked about before, but expanding the heritage tab (as used for Drakkin) for other races.

So Dark Elves heritage wise could be expanded to include: Mistmoore Vamps, and Crushbone orcs and maybe even Luggalds (though you could lump them with Trolls too). The new skin for each race (including dark elf, which to me would be just a further refined version of the existing --no radial change but more face/hair options) would run off the same animations and faction tables. Armor looks we'd want some difference...

Dwarves would be easy, as icy Thurgadin as an option makes sense and allows for more class choices.

We've seen some other elven tribes/races? in lore throughout the game. Having 1 of them come and live with the Wood Elves isn't necessarily a huge stretch.

This "cheat" doesn't have to be combo that would precisely live together. Look at how half-elves have such a range of deity/starting city choices despite the limited number of classes available to them.

For example: if there is nothing to pair with Barbarians... they could add playable gnolls and make Crescent Reach the only starting City option.

I concede that this "shortcut" works best for something like the Dwarf example where it is really just the model skin colouring that differs. So maybe that is the reality check. Granted they could put a Pirate Newb Beach off Stonebrunt and let half the existing races heritage into pirates... Inny worshipping gnome rogues for the win!

Edited, Aug 22nd 2014 2:40pm by snailish
#16 Aug 22 2014 at 7:33 PM Rating: Excellent
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Sippin wrote:
Random thoughts:

I never really understood the attraction of mounts. Maybe that's just because my main being a druid I always have speed available for all my toons.


I can't speak for everyone, but for most casters I know it is not about speed at all...it is about constantly being in regeneration mode for mana and getting into fast regen mode immediately once the combat timer wears off. Use a mount outdoors in a good chain pulling group then go to a zone where you are not allowed to be on a mount. You will notice a huge difference on your mana and how many times you need to stop for a quick med. Even with quick regeneration mode making the old days of constant med breaks obsolete, in the right conditions, mana can still be an issue and medding necessary. Mounts honestly help a ton with that.

#17 Aug 23 2014 at 8:04 AM Rating: Excellent
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Sippin wrote:
Random thoughts:


New race...which have plenty of infrastructure built into the game now. Goblins would be a no-brainer... there are even goblin bankers and vendors. Same for sarnaks. I do think if they intro'd a goblin race of PCs, starting in Runnyeye, you'd see Misty Thicket overrun with noobie gobs for at least 2-3 weeks, just like happened with frogloks, if anyone remembers what it was like in Innothule Swamp when that race was first introduced. Would be fun but not sure it's worth the time and programming work EQ devs would have to engage in---from a strictly profit-and-loss point of view. Unfortunate, that.


When Frogloks joined us there was no Crescent Reach. Then there were Wood Elf Beastlords .... And where did they start? And where (at least to this point) may they not start?
#18 Aug 23 2014 at 9:33 AM Rating: Excellent
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So anyways. What ELSE do you guys think about this expansion? There's a zone filled with big tyrannosaurs; a space ship with sleeping golems; some other things, i guess. All of the zones are open at launch, which is much better than the previous expansion's system, so that's a major improvement.
Apparently mounts can have stats now. Guess that leaves my bard in a bit of a bind... Though I never did get him to 100. And now the cap is 105.

Do you guys intend on buying this xpac? What's the general consensus on the official forums?
#19 Aug 23 2014 at 12:16 PM Rating: Excellent
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xlitin wrote:
Do you guys intend on buying this xpac?


From what I've read so far, I won't be buying. I love the 1-65 game, but I no longer have the time nor the inclination to pursue the high end any more.
#20 Aug 23 2014 at 1:44 PM Rating: Excellent
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xlitin wrote:
So anyways. What ELSE do you guys think about this expansion? There's a zone filled with big tyrannosaurs; a space ship with sleeping golems; some other things, i guess. All of the zones are open at launch, which is much better than the previous expansion's system, so that's a major improvement.
Apparently mounts can have stats now. Guess that leaves my bard in a bit of a bind... Though I never did get him to 100. And now the cap is 105.

Do you guys intend on buying this xpac? What's the general consensus on the official forums?


I Have no issue with the space ship and sleeping golems or the dinosaurs once they find a way to make the added lore work to keep its integrity.....I know they already messed up lore a long time ago but just saying as a wish....

Other than that my main crew is still 95 (necro main at 96) and only now inching towards 100.

So there really is no rush for me to buy the expansion in a hurry either, except for the mount changes which is not game changing like the Target window from UF or Mercenaries at SOD launch were imho.

So I will only order the new expansion on my mains account and see how it works out.

Re: The mount stats and bards. I have noticed that after a recent patch (cant remember which one) when I now summon a mount (with stats) the stats now go as a separate long duration buff in my effects window alongside the mounts icon in the same effects window.

So the bard can just summon a mount for the stats buff and then click off the mount in the effects window and you still have the mounts stat buff in the effects window..

Though with the new incoming system it may even be easier to manipulate the mount and stats buff issue-if purchasing the new expansion..

#21 Aug 26 2014 at 11:29 AM Rating: Excellent
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I will buy the xpac because I'm addicted and ultimately $40 a year is chump change in the world of entertainment.

My complaint about mounts regards the fascination with having many mounts in such quantity that a keyring would even be required to keep track of them all! For mana regen any ole mount works so that's irrelevant to my point. (Vaguely relevant aside: remember when mounts couldn't be summoned indoors? That really made XPing in the best dungeons a slow process with having to sit and med every few pulls. How the EQ-Care-Bears have changed the game, eh?)

I share the traditionalists' objection to trashing the original game lore by adding moon people, aliens, dinosaurs, etc. to the game but that ship has sailed---off the edge of Norrath---long ago and there's no putting that genie back in the bottle. Heck, I'm happy if they have a half-dozen mob designs AND animations that I don't recognize as cannibalized from earlier work.
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#22 Aug 26 2014 at 12:47 PM Rating: Excellent
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I haven't been paying attention to EQ to know how dinosaurs fit in now within the context of the new expansion but they did have dinosaurs in Kunark and Velious. Well, and the Alliezewsaur in the original game who isn't a dinosaur based on the lore but yet is a giant reptile with a name ending in -saur.

Edited, Aug 26th 2014 1:47pm by Jophiel
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#23 Aug 26 2014 at 1:51 PM Rating: Good
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Yeah. I distinctly remember a group of us running through EJ in Kunark back in the day, and turning around to check where the rest of the group was only to see a *large* number of those raptor thingies chasing us! Ah, the good old days when your map didn't show where your party members were (Hahah! There were no maps!), and there were no handy dandy agro indicators telling you even that you had attracted the attention of something nasty (much less how angry it is at you personally), which then called a few of it's friends for a light snack.

There's just something about running along and the whole time not actually knowing if you had something on your tail. Sometimes, if it was like a giant or something, you'd hear the ominous stomping of feet. Other times? Silent death!
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#24 Aug 26 2014 at 2:03 PM Rating: Excellent
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And, of course we were into alien moon-men by then ( Smiley: rolleyes ) but Luclin was chock full of dinosaurs as well. Once again, raptor-style ones but still dinosaur stuff.

Personally, I think Emerald Jungle would have benefited from a triceratops or anklyosaur.
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#25 Aug 26 2014 at 3:22 PM Rating: Excellent
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Jophiel wrote:
And, of course we were into alien moon-men by then ( Smiley: rolleyes ) but Luclin was chock full of dinosaurs as well. Once again, raptor-style ones but still dinosaur stuff.

Personally, I think Emerald Jungle would have benefited from a triceratops or anklyosaur.


It's ANKYLOSAURUS! Smiley: sly

Actually the giant mosquitoes freaked me out even more than those nasty looking raptors. Just imagine being "stung" by a mosquito the size of a giraffe.

ARRRGGGGGHHHHHH!
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#26 Aug 26 2014 at 4:12 PM Rating: Excellent
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Well, mine would have been mind controlled by the Kly.
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