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View Full Version : How I think the races/cities should have been done.


BLOODka
04-07-2005, 06:21 AM
<DIV>Ok, I know how EQ2 is and it cannot be changed. But here is my opinion on how it should have been done. Please note that this is not "perfect" and I may have missed some races and/or classes and I am open for suggestions or changes that others may see fit. Also note that these cities would be the size of what Qeynos and Freeport are in EQ2 now. Of course this also includes parts of Odus as well so "The Shattered Lands" would include most of the continents.</DIV> <DIV> </DIV> <DIV><STRONG><U>GOOD CITIES</U></STRONG></DIV> <DIV> </DIV> <DIV>Rivervale: Home of the Short Races.</DIV> <DIV> </DIV> <DIV>Now in EverQuest 1, Rivervale was just a bustling little hollow in the mountains surrounding Highkeep and Kithicor Wood.</DIV> <DIV> </DIV> <DIV>But with the growing events of The Shattering and Rending, the Halflings were in need of some help from the increasing invasion of the Runnyeye Goblins and Evil Eyes of King Xorbb.</DIV> <DIV> </DIV> <DIV>The<STRONG> Halflings</STRONG> expand Rivervale to include Highkeep and basically create a giant citadel inside the mountains. The "old" Rivervale would remain the village type area it always has been and where most halflings would live, however the leadership of the halflings would reside in Highkeep Castle (while keeping the gambling going as well.) Now in order to create tunnels between the village and castle within the mountains the halflings take in the now homeless <STRONG>Dwarves and Gnomes</STRONG>. Using the Dwarven mining skills and the machinery of the Gnomes....the three races unite and create a huge bustling Rivervale Citadel. As before it would consist of the old Rivervale village, the tunnels and caverns of the mountains between and of course the conquored Highkeep Estate.  With their combined armies they stand a chance against the Goblins, Minotaurs and Evil Eyes of the Enchanted Lands of Misty Thicket and Kithicor Wood.</DIV> <DIV> </DIV> <DIV>Erudin: Enlightened Captial of Norrath.</DIV> <DIV> </DIV> <DIV>Over the course of the 500 years, with the events like The Rending of Antonica, Odus, and other continents, and the Shattering of Luclin, the intellectually elite races (<STRONG>Erudites, High Elves, Gnomes</STRONG>) form Erudin into the Arcane and intellectual captial of Norrath.  With a few gnomes and their technical technology the High Elves and Erudites in result "rule" Erudin. They are for the forces of good and expanding their minds. The guards have been replaced by summoned elementals and machine guards.</DIV> <DIV> </DIV> <DIV>Liberated Stronghold of Blackburrow: Nature's Last Refuge</DIV> <DIV> </DIV> <DIV>With Blackburrow being the halfway point between the destroyed City of Barbarians, Halas, and the nature oriented Surefall Glade, the Barbarians, druidic humans and elves (including half-elves) as well as the Shamanistic Kerrans overthrow the Gnolls of Blackburrow and drive them to ally with Splitpaw. Here, on the temperate plains side of the stronghold, Jaggedpine Forest holds the homes of Kerrans, Wood Elves, Half-Elves and Humans, while inside the cold stronghold the more barbaric humans and shamanistic Kerrans reside in.  Druidic and Shamanistic arts as well as Rangers, Beastlords, and Berserkers take home in this wild corner of Norrath.</DIV> <DIV> </DIV> <DIV>Qeynos: The Noble Holy City</DIV> <DIV> </DIV> <DIV>Qeynos stands strong against time and this kingdom now ruled by Antonious Bayle VII is the holy capital of Norrath consisting of mainly humans, frogloks, and noble high elves who wish not to partake in magic. Clerics, Paladins, Bards and Monks keep this place inhabited.</DIV> <DIV> </DIV> <DIV><STRONG>EVIL CITIES</STRONG></DIV> <DIV> </DIV> <DIV>Neriak: Underground Lair of the Tier'Dal</DIV> <DIV> </DIV> <DIV>Neriak remained mainly unchanged throughout it's history, only expanding further and further underground. The dark elven inhabitants have run out the trolls and any other race who once took refuge, even in their foreign quarters. The dark elves have given up most physical forms of combat and mainly dwevle into magics. Most of the dragoons have been replaced by skeletal warriors and wraiths.</DIV> <DIV> </DIV> <DIV>Freeport: Desert Refuge</DIV> <DIV> </DIV> <DIV>Mainly inhabited by humans, but also home to half-elves, Kerrans and Ratongs, the humans segregate the other "inferior" races as they deem them. Freeport is a nest for the roughest thieves, and evil knights in Norrath, Assassins, Rogues, Shadowknights, malicious Warriors and other assorted cutthroats plague the city. No one dares step foot in without fear of being mugged or murdered.</DIV> <DIV> </DIV> <DIV>Oggok: Jungle Home of Savages</DIV> <DIV> </DIV> <DIV>Oggok has grown tremendously since being isolated due to the natural disasters that have stricken Norrath. The most savage of races now dwell within it's walls, Ogres, Trolls, evil Barbarians and Iksar all roam the ancient streets. Tall pyramids have been constructed and skirmishes with lizardmen are still common. The Iksar still despise the other races and are secretly planning an overthrow of Oggok and enslavement of the other races. Tensions run high between them all. Rotting corpses, carrion beetles, bloody bones and stone houses are a common sight. Beserkers, Warriors, Shaman and Beastlords make their homes here.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Again open for suggestions on what you would change or re-arrange.</DIV>

Cusashorn
04-07-2005, 06:59 AM
<DIV>Yeah except for the nightbloods corrupting Rivervale and everything around it. I don't think it'd be appropriate for dwarven noobies to be killing Hellspawns from another dimension at low levels.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Oggok? I don't even think the ogres would want to go back and live there, and the trolls sure as hell wouldn't like it either. They've still got thier disputes with the ogres.</DIV>

BLOODka
04-07-2005, 07:23 AM
I said this is how I think it should have been done, as you can tell most of the current EQ2 lore was left out except the Shattering and Rending. <DIV> </DIV> <DIV>Imagine nothing in EQ2 other than those events happening.</DIV> <DIV> </DIV> <DIV>And Ogres and Trolls live in Big Bend together, so...why not? Again, Oggok still stands in this version. </DIV><p>Message Edited by BLOODkane on <span class=date_text>04-06-2005</span> <span class=time_text>08:24 PM</span>

Cusashorn
04-07-2005, 07:47 AM
<DIV>Oh thanks for spoiling the Feerrott for me... >_></DIV>

Trei
04-07-2005, 05:27 PM
I dunno man.. This kind of format you just suggested has been done to death and, I believe also, exactly what SOE did<b>n't</b> want done yet again. And I agree with em. <div></div>

mrewul
04-07-2005, 06:12 PM
<P>Ok... So... why don't we just put some more graphics on top of EQ and call it a day?</P> <P>It wasn't done this way for EQ2 because it's a whole different game. The Shattering changed the world and filled some places with water that were there before. No, I wouldn't be playing this game if they had done the way you suggested. I refuse to pay more money, to play the same game. The idea is that the game is two sides, good and evil, against the world.</P>

BLOODka
04-07-2005, 06:41 PM
<P>Look you all misunderstand this, the problem with EQ2 is just that there is NO MORE THAN TWO CITIES, it totally killed any sense of adventure in EQ2. This combines the two, the shattering still occurs, the rending still occurs, and races have to take refuge in what little is left. These cities are scattered miles and miles from each other. The concept of only two cities is the only thing in EQ2 that bugs the heck out of me, and cannot understand why the measure was taken, please, by all means, explain to me how having only two cities makes EQ2 better?</P> <P> </P> <P>This concept I put up is *NOT* just EQ with flashier graphics, if you think that you didnt even read what I said.</P>

Risedm
04-07-2005, 07:39 PM
<DIV>Ill answer this</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>The world has been devastated and mankind is still just slowly creeping back out.  There more then two cities.  Windstalker Village, Thundermist Village are examples of mankind trying to restablish footholds.  I for one dont want more  then that.  If their is a city every hundred yards wheer is the traveling into the unknown.</DIV>

Cusashorn
04-07-2005, 08:15 PM
<DIV>2 cities = *EVERYONE* has access to the same quests without needing to travel around.</DIV> <DIV> </DIV> <DIV>*EVERYONE* has to focus only on a couple newbie zones instead of Misty Thicket inevitably being 5 times better as a newbie zone than the Commonlands or Antonica.</DIV> <DIV> </DIV> <DIV>*EVERYONE* Has a centralized market to focus on, instead of players selling the uber items in one city and barely anyone selling anything in the others because nobody wants to play those races.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>This issue has been beaten to death and it's even bee clarified by Moorguard himself just why there arn't more than 2 cities. (although that was probably purged when EQ2 went live and they reset the forums here.)</DIV>

BLOODka
04-07-2005, 09:08 PM
Also it crowds everyone into two areas, no sense of adventure, no sense of looking for quests, they are handed to you on platters, it sets a VERY *VERY* narrow path for people to follow instead of the *FREEDOM* the previous installment allowed.

MrD
04-07-2005, 09:56 PM
<BR> <BLOCKQUOTE> <HR> BLOODkane wrote:<BR> <DIV> </DIV> <DIV>And Ogres and Trolls live in Big Bend together, so...why not? Again, Oggok still stands in this version.</DIV> <P></P> <HR> </BLOCKQUOTE> <P>Troll and Ogres don't like living together in Big Bend. The Ogre guards are always threatening the Trolls there. Trolls threaten the Ogres.  You can see alot of hostility and graffitti directed to each other.  If they weren't forced to live there by the Overlord then they probably wouldnt.</P> <P> </P> <P><BR> </P>