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View Full Version : Racial Cities: Putting the identity back into EQ2


LadyEternity
05-10-2007, 11:41 PM
<p>With the recent release of Neriak, and returning to it with my Darkelf I sudden realized what has been missing for so long. And now that I have experienced it ( in a role playing sense ), I want all my other characters to have the same.</p><p>I think it's time to restore the home cities for a good portion of the races. Rivervale, after having so many adventurers help, should be restored to the Halflings. I think Kaladim should be retaken by the dwarves. I think the swamp should be found off the Ferrott and the Trolls given thier home back in Grobb. I think Halas should be discovered and taken back by the Barbarians in Everfrost. I think the entrance to Oggok should be found and the Ogres allowed to take up residence once again. Once Kunark is released, a thriving settlement for the Iksar should be established for them also. Odus and Erudin should be taken back for the Erudites, and the isle home should be liberated by the Kerran. I feel the taking back of each city should be a server wide event for each one. Once taken back the liberated races would be able to start at thier racial home. For to long the races have been displaced. They are not 'refugees' any longer really. There is enough of each race on most servers to realistically say that I am pretty sure most races would be going out of thier ways to restoring all thier lost heritage and lore. To find and preserve all that was lost...for future generations. I can understand the sectioned area's in Qeynos and Freeport when the game was young, and people were still washing up on the isle of refuge. But it's been a good amount of time in-game now. Have we not gotten past all that now?</p><p>Old dungeons should be found and put back into action, in addition to some new ones. Guk, Befallen, Najena and I think new dungeons should be put in to replace the 'dungeon towns' being liberated. I feel this would give the players all a feeling of 'world' and making and effect on the world they play in. Give out titles to every single person who participates in liberating the cities. "Liberator of Rivervale" or "Champion of Grobb"...and so on.</p><p>I feel that doing this will put something back into the game that is missing for alot of us.</p><p>------</p>

Josgar
05-10-2007, 11:50 PM
What about Felwithe? <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

LadyEternity
05-10-2007, 11:58 PM
<p>Felwithe as well. All the racial cities, unless it was destroyed utterly...inwhich case, it should be rebuilt and called "New (insert city name)". SOE, in the interview I listened to has admitted thier return to Kelethin was a raging success. Why? Because people WANT to go home. They want thier identities back. It's one of the things that made EQ1 so awesome.</p>

Tuetatesu
05-11-2007, 01:17 AM
<p>Oh and Kaladim!  Arrrrg!  </p><p>Dargh despises those wretched beasts that occupy his city!</p><p>Dwarf Mystic</p>

Mirander_1
05-11-2007, 01:46 AM
I agree that the old cities should start to be retaken slowly over time.  However, I don't think they should be starter cities.  With RoK, we're going to have five starting cities, which strikes me as more or less enough.  I think that the rest of the cities should be added as Maj'Dul-esque cities, with partial alignment restrictions.  This simplifies things a great deal, I think: you don't need betrayal quests, just a short quest to get housing and a Call spell; you don't need another lvl 1-20 zone for every city; and you don't need to make a new broker market for every city. We haven't heard a whole lot about the new Iksar Empire in RoK, so who knows, maybe Sebilis will end up like that for Iksar and evils.  And even if not, it could easily be done with Rivervale (good), Oggok (evil) and Halas (neutral).  You'd just need to make a new dungeon to shift Rivervale's content into.

Tuetatesu
05-11-2007, 01:54 AM
<p>I like what <b>Mirander_1</b> said, I agee.  They should not all be starter cities.  Perhaps they become jumping points to large expansion conent.  For example...  Prehaps Kaladim gets re-taken by the Dwarves, but the overall these years those beasts have mined below and created an underworld of evil beneath Kaladim.</p><p>Kaladim would have all the services of a city, crafting, prehaps homes, etc... but not as a starter.</p><p> That would be a great story and allow a jumping point for perhaps higher level content.</p>

Melciah
05-11-2007, 10:29 AM
I honestly don't care if they are starting cities or not, it feels more like home if you go through what everyone else went through to reach your home city and return home.  These really need to be added though =)

Halo of G4
05-11-2007, 10:51 AM
<cite>Mirander_1 wrote:</cite><blockquote>I agree that the old cities should start to be retaken slowly over time.  However, I don't think they should be starter cities.  With RoK, we're going to have five starting cities, which strikes me as more or less enough.  I think that the rest of the cities should be added as Maj'Dul-esque cities, with partial alignment restrictions.  This simplifies things a great deal, I think: you don't need betrayal quests, just a short quest to get housing and a Call spell; you don't need another lvl 1-20 zone for every city; and you don't need to make a new broker market for every city. We haven't heard a whole lot about the new Iksar Empire in RoK, so who knows, maybe Sebilis will end up like that for Iksar and evils.  And even if not, it could easily be done with Rivervale (good), Oggok (evil) and Halas (neutral).  <b>You'd just need to make a new dungeon to shift Rivervale's content into.</b> </blockquote><p> <i>"One day Kithicor Forest rises up from the south of the enchanted land and Rivervale and then as the dark forest slowly comes back, all the shadowmen grab their stuff as they daze among the forest and then start moving in there."  (fake a story btw)<img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></i></p><p>Lol I don't know but they could make the enchanted lands a 1-20 and then make Kithicor a 30-40. Which would be good sense it can connect to Nektulos (20-30) or even the Commonlands as well.</p>

quamdar
05-11-2007, 11:07 AM
imo it is nice they are making more starting cities but i don't think bringing back every single city would be a good idea because it would spread people out too much, take a TON of time to make all those cities (even if they just redid area in game then you would lose a lot of higher level content for lower level content you don't use for nearly as long), and turn a lot of higher end areas into T1 or so zones which are only used for a week or so until you outlevel them.

Apocroph
05-11-2007, 12:24 PM
<cite>Mirander_1 wrote:</cite><blockquote>I agree that the old cities should start to be retaken slowly over time.  However, I don't think they should be starter cities.  With RoK, we're going to have five starting cities, which strikes me as more or less enough.  I think that the rest of the cities should be added as Maj'Dul-esque cities, with partial alignment restrictions.  This simplifies things a great deal, I think: you don't need betrayal quests, just a short quest to get housing and a Call spell; you don't need another lvl 1-20 zone for every city; and you don't need to make a new broker market for every city. We haven't heard a whole lot about the new Iksar Empire in RoK, so who knows, maybe Sebilis will end up like that for Iksar and evils.  And even if not, it could easily be done with Rivervale (good), Oggok (evil) and Halas (neutral).  You'd just need to make a new dungeon to shift Rivervale's content into. </blockquote> Hate to be the bearer of bad news bub...  Halas is under the ice floes of Everfrost.  Wouldn't be that easy to bring it back. The landmass that Grobb and Oggok sat on is MIA.  Currently, the Feerrott map ends at the Temple of Cazic-Thule, which was the middle of the zone in EQ1.  None of the land east of the temple is there anymore, and the southern border of Sinking Sands is Maj'Dul and mountains.  That land very likely sunk completely, as it was partially submerged from the beginning. Also worth noting is the fact that it's been said by devs that a significant portion of Cabilis is now underwater too.  Per the story posted on the RoK site, Venril decided to retake what was left of Cabilis, and then move toward Sebilis, which means that both cities are likely to be held by a faction that is not going to welcome any player. Don't get me wrong, I'd like to see the cities as they were before, but remember what it was really like in EQ1.  You had most cities going unused and unpopulated past level 10, and those that did get used were jammed.  The nostalgia trip would be nice, but after the first time or two through, we'd be right back to how it was then. Bottom line is that the cities are gonna see more use as dungeons than they would as actual cities.  It's unfortunate for those of us who held an affinity for a particular city, but them's the breaks. Edit:  Finally found the link I was looking for.  Here's a map for those of you that are as curious as I was about how EQ1 Norrath and EQ2 Norrath sync up.  It doesn't have Faydwer or Desert of Flames landmasses on there yet, but the point is largely served.  Faydwer is mostly intact and accurate anyway.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <a href="http://eq2.gamepressure.com/new_antonica.asp" target="_blank" rel="nofollow">http://eq2.gamepressure.com/new_antonica.asp</a>

Vyrance
05-11-2007, 12:29 PM
i agree to an extent.  i just think we should get to live in some different cities.  some examples would be Thurgadin in Velious, along with starting as a Coldain ice dwarf... or the subterranean continent of Stormhold, with some city of the Kaladim dwarves (if thats where the majority of them and their King is), etc.

Occam
05-11-2007, 02:04 PM
<p>While it's a nice sounding romantic notion, I think that having so many starting cities would do more harm then good to the EQ2 community. If we're forced to have a certain city as our home, it will spread people out too much. It will make the servers feel more sparcely populated then they already are and make regular interactions more difficult. If we can switch home cities, then you'll find everyone will tend to gravitate towards the most convenient city and all the others will become ghost towns just like they did in EQ1.</p><p>Add to that that you're asking for a MASSIVE amount of new content. I would prefer that SOE put that energy into new expansions that focus on adventuring/raiding, rather then on something that we've already got.</p>

LadyEternity
05-11-2007, 02:31 PM
<cite>Occam wrote:</cite><blockquote><p>While it's a nice sounding romantic notion, I think that having so many starting cities would do more harm then good to the EQ2 community. If we're forced to have a certain city as our home, it will spread people out too much. It will make the servers feel more sparcely populated then they already are and make regular interactions more difficult. If we can switch home cities, then you'll find everyone will tend to gravitate towards the most convenient city and all the others will become ghost towns just like they did in EQ1.</p><p>Add to that that you're asking for a MASSIVE amount of new content. I would prefer that SOE put that energy into new expansions that focus on adventuring/raiding, rather then on something that we've already got.</p></blockquote><p> I see what you are saying, but EQ1 was sparcely populated because of other game mechanic's. They chose to focus on the end game instead of building the lower and mid game, that and the fact that only a few classes could solo meant no new players were really coming in. No people = no groups, in a group based game = no new players. It's been dwindling down now for years. I imagine eventually it will totally die out and not be cost effective enough to keep going. All it has left now are the hardcore raiders and a handful of die hard casuals that box. I don't think having racial towns is what drove the nail in the coffin for EQ1. If anything, when they destroyed the newbie experience and had everyone going through that horrid tutorial and starting in the PoK to be overwhelmed by tons of zone portals.....now that...in my opinion contributed to the decline. New halfling--->Hands in guild note explores Rivervale--->Goes out into Misty Thicket and plays, doing armor quests and having fun vs. New halfling------->Spawns in a cave and escapes------>Spawns in another game lagged to all heck overwhelmed by popup windows and tons of NPC's------>explores and quests till 10 then gets spit out in a HUGE zone with billions of NPC's and is led around a merry go find this person hunt, and eventually is lead into doing armorquests that are 100 times harder then the armor quests given in the hometown....for basically the same rewards---->is asked to go back to original trainer in hometown (which most newbies have NO clue on how to get to and in some cases die repeatedly trying to find). Sorry, I just don't think having racial home points hurt EQ1 in the slightest. If they wanted players to be able to get together easily, they could have the mages guild in each city do teleportations to other starting towns for a small fee....facilitating exploring and grouping. It fits, it's simple, and retains the lore of the game, and doesn't overwhelm the new player.</p><p>But hehe here I have gone on all about EQ1, when we are talking about EQ2 <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> I like some of the idea's about the cities being higher level, but I feel not allowing players to start in the racial home would hinder some of the racial character bonding that happens as a player feels thier character out and becomes attached at the early levels. My little halfling in EQ1 sure was mighty proud to "Be one with the wall". Faction really plays a large part of things I think. Helping your home at the early levels just FEELS right....and then you branch off to bigger things as you level. Just feels natural and logical.</p><p> Could even allow players to group up and 'teleport' to thier party by clicking on them and selecting 'go to'. That would be a bit jarring, but would also facilitate grouping and finding comrades.</p><p>---</p><p>-------</p>

Josgar
05-11-2007, 05:21 PM
<img src="http://i110.photobucket.com/albums/n104/Ghaztha/TheShatteredLands-EQ2.jpg" border="0"> Don't forget about this preliminary map... what would Highbourne be? What coulthe far seas trading company be keeping from us>

Halo of G4
05-11-2007, 06:46 PM
[email protected] wrote: <blockquote> Edit:  Finally found the link I was looking for.  Here's a map for those of you that are as curious as I was about how EQ1 Norrath and EQ2 Norrath sync up.  It doesn't have Faydwer or Desert of Flames landmasses on there yet, but the point is largely served.  Faydwer is mostly intact and accurate anyway.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <a href="http://eq2.gamepressure.com/new_antonica.asp" target="_blank" rel="nofollow">http://eq2.gamepressure.com/new_antonica.asp</a> </blockquote><p> That map is way off. According to that map Splitpaw is half way in Ro, Nektulos is covering the whole Kithicor forest, Qeynos Hill (now Antonica) is covering most of the Karanas.</p>

Draska
05-11-2007, 07:05 PM
That map is official Vhalen material mate... i wouldnt be soo quick to debunk it

ke'la
05-11-2007, 08:45 PM
<cite>Tuetatesu wrote:</cite><blockquote><p>I like what <b>Mirander_1</b> said, I agee.  They should not all be starter cities.  Perhaps they become jumping points to large expansion conent.  For example...  Prehaps Kaladim gets re-taken by the Dwarves, but the overall these years those beasts have mined below and created an underworld of evil beneath Kaladim.</p><p>Kaladim would have all the services of a city, crafting, prehaps homes, etc... but not as a starter.</p><p> That would be a great story and allow a jumping point for perhaps higher level content.</p></blockquote>It could be the Faydwar enterance to an Underfoot expaintion. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

Mildayr
05-11-2007, 09:53 PM
think highbourne was the erudites city in eqoa.  maybe erudite content

Tuetatesu
05-11-2007, 09:57 PM
ke'la wrote: <blockquote><cite>Tuetatesu wrote:</cite><blockquote><p>I like what <b>Mirander_1</b> said, I agee.  They should not all be starter cities.  Perhaps they become jumping points to large expansion conent.  For example...  Prehaps Kaladim gets re-taken by the Dwarves, but the overall these years those beasts have mined below and created an underworld of evil beneath Kaladim.</p><p>Kaladim would have all the services of a city, crafting, prehaps homes, etc... but not as a starter.</p><p> That would be a great story and allow a jumping point for perhaps higher level content.</p></blockquote>It could be the Faydwar enterance to an Underfoot expaintion. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </blockquote><p>You must have seen my other responce in another post about what's the next expansion...</p><p>"Perhaps some kind of underworld with huge open areas, waterfalls, lava, incandescent beings and plant life, stalactite filled rooms, weird plant life, and have the underworld connect and come above ground in numorous locations across Norrath.  Has the potental to be a whole new land."</p><p>That would be pretty cool... the Underfoot world. </p>

Josgar
05-11-2007, 10:26 PM
Felwithe will HAVE to become a new starting city (just say that New Tunaria is in the wrong spot and add felwithe somewhere on the eastern wall) It will have to have this layout: <img src="http://img.photobucket.com/albums/v334/josgar/Felwithe2.jpg" border="0"> and it will have to be ruled by me <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /><I guess this part asks too much