Forum Settings
       
Reply To Thread

New Zones in Old worldFollow

#1 Dec 18 2006 at 5:01 AM Rating: Good
**
387 posts
Would these ideas sound good?

Runnyeye Chapel: Lvl 60-70, decent loot, just below Runnyeye citadel, a hole new set of Rivervale quests.
Runnyeye Undead zone: lvl 60+

City of Guk: Lvl 40-60, decent loot, you can gain faction with.
Expand Troll city into an xp zone.

Crushbone City: Lvl 40-75, decent loot, can gain faction (hard), dark elves have faction there.

Kerra Isle expansion: Lvl 15-60, actual city, perhaps with kerra as a playable class.

Kejekan city expansion (a cave leads to a possible zone in, so this isn't too much to ask for)

Plane of the Underfoot (there is a defunct ZL to it in the Hole)


Kurn's Chamber: Lvl 60-75, very good loot, Kurn is the boss mob.

Expand upon the Velious quests
#2 Dec 18 2006 at 6:20 AM Rating: Decent
Skelly Poker Since 2008
*****
16,781 posts
Yeah, the idea of expanding on what's already there seems like it would flow ok, at least as far as lore and whatnot goes. Would also force peeps to travel through the old world zones.

Crushbone City sounds fun. Smiley: grin

There are some places that look as if they were put in place with expansions intended, such as in Gunthak in the first lake; there's that fenced off part????
____________________________
Alma wrote:
I lost my post
#3 Dec 18 2006 at 6:58 AM Rating: Good
***
1,625 posts
I like the idea of taking old zones (like Crushbone, Kurns, Blackburrow) and creating instanced zones off of them with higer level content. It creates the nostalgia that most people who play Eq seem to constantly strive for.

As the original poster stated, they would be zones (instanced preferably) for solo, group, and raid content.

Maybe instances that scale to the level of the party like LDON's??

The new expansion for EQ2 seems to do a good job with this concept. Have a zone like Crushbone and make a few instanced areas for higher level players. Also put a raid zone nearby (or on top of a castle) for the Uber raiding Guilds...

Plus I always wanted to know where that door in the snake pit of Blackburrow went to......

Or the rubble strewn corriders way on top of Kurns Tower.... WHat happends if someone decided to remove the rubble? Afterall we have toons with 355+ strength.. Me thinks that's enough to clear out a few areas...

Or even the Qeynos Aqueducts? Maybe Qeynos needed to expand the sewers and in doing so unearthed some ancient evil that was sleeping.... Muhahahhaha.

Instead of re-inventing the wheel with each expansion, just develop the existing zones a bit more. Just my opinion, of course.



Edited, Dec 18th 2006 10:05am by bubspeed
#4 Dec 18 2006 at 7:07 AM Rating: Excellent
Liberal Conspiracy
*******
TILT
Lost City of Kolbok!

Off of the Warrens, naturally, since that's currently all that remains
____________________________
Belkira wrote:
Wow. Regular ol' Joph fan club in here.
#5 Dec 18 2006 at 7:16 AM Rating: Decent
**
480 posts
Wasn't there stories that involved a dragon at the bottom of the lakes in Ak'Anon? I know I went looking for the dragon before. Perhaps make the zone in at the bottom of the lake in Ak'Anon. I would make the first zone a free zone for everyone, and then have an expansion proceed from there.

Remember sea monster in Lake Rathe? There were even "Loch Ness" quality screen shots of the sea monster. An optional zone (or instance) that involves the monster's lair.

An expansion involving the Aviaks would be interesting. Have the clickie to their "city in the clouds" at the Treehouse in SK and another one in the treehouses in Tim Deep on the evil island.

Shouldn't that mine in N Kaladim eventually unearth some sort of evil?

In the lore that came with the Shadows of Luclin expansion...

Quote:
The banquet hall was cleared, and only a trusted few were allowed to remain. As Katta lay on the floor, dying, he spoke his last breath into the ear of his closest advisor, a fellow bard named Lcea. The druids then came and wove stasis spells to keep him alive, and put a sleep charm on him so that he would not have to endure pain or suffering. Then the elves of the forest came and took Tsaph away, to hide him within their realm so that no further attempts on his life would be possible.

As soon as word spread around the world that Katta was "dead", the Combine broke into a thousand tainted pieces. The petty disagreements that had shattered the world before his coming resumed with even more passion. The elves continued to keep watch over the resting place of Tsaph Katta while a few loyal officials, led precariously by Lcea, fortified the Loyalists last remnants.


Perhaps Katta isn't dead. Maybe the elves found a way to revive him.

EQ has a ton of lore that they could expand as well as a ton of possibilites from the zones/creature that they have in the game.
#6 Dec 18 2006 at 9:51 PM Rating: Decent
Scholar
Avatar
****
4,445 posts
There is 2 spots in Stonebrunt that could support a zone. The obvious one is the cave in that village. There is also another spot along the east wall that has a movable stone. It looks like it should be a hidden entrance to somewhere but its not.
____________________________
Hi
#7 Dec 19 2006 at 8:21 AM Rating: Decent
**
820 posts
I find the idea of a "Plane of the Underfoot" based off the lore with the Hole to be very interesting, should it ever make its way into the game.
#8 Dec 19 2006 at 8:38 AM Rating: Decent
I wish they would do this, there is plenty of changing or updating to old zones or adding on they could do. I am not a fan of all your ideas ( sorry Kerran anything should be answered by the Vah to me) but some of them are brilliant.

One thing I personally would like is some reason for "newbs" to actually come out of tutorial and actually visit their homecity. Like best drops/exp come from the now level 10-20 upgraded zones outside Ak Anon, Rivervale, Halas etc. I know its probably more work then they want to do but I would love it if Hobbits, Gnomes, Ogres, etc actually had some reason to feel that their hometown was their hometown and not some obsolete zone that us old foggies remember fondly.
#9 Dec 19 2006 at 10:51 AM Rating: Decent
Scholar
Avatar
****
4,445 posts
I personally thing the tutorial is boring. If I make a new toon I usually stay there until about lvl 5 and then head to crushbone till about 9 or 10.
____________________________
Hi
#10 Dec 20 2006 at 8:22 AM Rating: Good
I left tutorial at level 2...

Open up the tunnel behind the Guardian of the Seal in the Hole.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 99 All times are in CST
Anonymous Guests (99)