Title: Zone Ideas for new Development Post by: Draca on May 25, 2021, 02:28:29 pm During the course of my development of Tier 11, it has become clear that I need to start with a smaller zone, with less complexity, and a limited number of bosses (likely 2), so I'm asking for some input on which small zone you would like to see used for this development? My initial thought was Befallen or Unrest, mostly because I spent a lot of time in them in original EQ and they are geographically small, but I'm not stuck on those. I'd asked in OOC yesterday, and Kerra Isle and Crushbone were both mentioned as possibilities, so I've added them as well. Someone also mentioned Runnyeye, that person, along with whoever designed Runnyeye, was drunk. If you have any other suggestions, please let me know in the comments. This will be a max level zone, as most developments will be, but will be very difficult, despite having few bosses.
-Draca Title: Re: Zone Ideas for new Development Post by: Nakemdun on May 25, 2021, 02:45:26 pm Don't forget that Crushbone. Unrest. and Befallen are used for FG/CG quest drops. :o
How about Skyshrine... got to love da maze. ;D Title: Re: Zone Ideas for new Development Post by: Fecs on May 25, 2021, 03:43:02 pm I'd suggest in no order
1: Karnor's castle - set up pretty well for 2-3 bosses but 2: Veeshan's peak - Might be better for more than 2 bosses 3: Kurn's tower - Might feel too much like TOFS and huge chance of stuff pulling through walls i bet 4: Fungus Grove - start-end progression possible 5: The Deep - HAHA BRIDGE 6: Akheva Ruins - designed for a 1-2 boss zone 7: Split paw - because almost no one went past the entrance on live Title: Re: Zone Ideas for new Development Post by: Poker-ecaf on May 25, 2021, 04:27:29 pm voted for karnor but whats about bring back Tacvi ?
Title: Re: Zone Ideas for new Development Post by: Draca on May 25, 2021, 04:34:26 pm Tacvi is already on my radar for something else, so we'll avoid that for now.
I like Karnor's Castle as well, so I've added that. Several of the other zones are a little physically large, but again, I'm open if people overwhelming want something not listed in the poll. Original zones would remain as they are, as they relate to existing quests and such. If a zone is used it would be assigned a different zone id. Title: Re: Zone Ideas for new Development Post by: akpainter on May 25, 2021, 06:20:43 pm Crushbone was always my favorite zone, very compact and fun. "Train to zone!" was coined here
Karnors is always fun! More room to play and good layout. Thanks Draca for the efforts!! Tankmeout Title: Re: Zone Ideas for new Development Post by: wolfegunr on May 25, 2021, 06:26:03 pm Another Vote for Karnor's here.
Title: Re: Zone Ideas for new Development Post by: omnikain on May 25, 2021, 10:01:49 pm Seems small for a whole tier, but I love Unrest
Title: Re: Zone Ideas for new Development Post by: Draca on May 25, 2021, 10:04:25 pm Seems small for a whole tier, but I love Unrest It's not a tier, it's not even half a tier. It's more of a development exercise, but with some fun loot and boss fights.Title: Re: Zone Ideas for new Development Post by: wachna on May 26, 2021, 02:18:08 am so it is like T10.75?
Anyway: +1 Karnor's Castle! Loved that zone and Dreadlands while playing on Live back in 2002 Title: Re: Zone Ideas for new Development Post by: Ginge on May 26, 2021, 07:00:27 am Another vote for KC here, spent a huge amount of time there on live and for some reason I'd like to relive that torture ::)
Tank Title: Re: Zone Ideas for new Development Post by: Draca on May 26, 2021, 08:25:12 am Sure, let's call it 10.65, because there's probably going to be a 10.85 as well before Tier 11.
Also, as this goes forward, either I will, or won't let you know what's required to enter these zones. There will be no one with special information. Yes, I'm friends with a few people in the guild I've been in, yes, a few people have my phone number, but they won't get anymore information than you do, regardless of how they contact me. Part of what makes new content fun, and interesting, is the unknown, I'm not putting this work in to spoil it. That being said, if you can get into Sleeper, you can get into this zone... Title: Re: Zone Ideas for new Development Post by: Sarthin on June 04, 2021, 12:58:59 pm Karnor's Castle has TERRIBLE pathing fyi. May be fixed at this point though with path patches in EQEmu. Just thought I should mention.
Title: Re: Zone Ideas for new Development Post by: Draca on June 04, 2021, 01:02:06 pm It’s been ok so far in some loose testing I’ve been doing, but I’ll keep an eye on it. Thanks Sarthin.
Title: Re: Zone Ideas for new Development Post by: WatchYouDie on June 05, 2021, 02:49:41 am kurn's
Title: Re: Zone Ideas for new Development Post by: Ekiir on June 05, 2021, 07:55:26 am Wish that I could read ;D
KC sounds great! |