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#1 |
Loremaster
Join Date: Dec 2004
Location: Tampa, FL
Posts: 2,157
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![]() I'm going to kick this dead horse another time. Could we perhaps simply get them added to the world globes as optional adventuring areas accessible from the existing starting towns? I'm not suggesting we actually start there, but treat them as a lowbie adventuring zone like Oakmyst Forest or Sunken City. Please? |
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#2 |
Server: Antonia Bayle
Loremaster
Join Date: Aug 2008
Posts: 108
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![]() [email protected] DLere wrote:
Does it make sense as a meeting place for the Qeynos-Freeport alliance? Maybe fighting invaders from the sea? Maybe a Far Seas Trading Co. post? Compared to more recent areas, it does need a bit of work (it might be too much of a hassle). I'd rather see something new (as cool as it would be).
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The EQ Next Ideas Thread http://forums.station.sony.com/eq2/posts/list.m?topic_id=399389 |
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#3 |
Loremaster
Join Date: Dec 2004
Posts: 540
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![]() ProteinPlus3 wrote:
The problem I see with that is that it's been done with each expansion, even Shin is something like that. They could make it a delapidated form of it's original self, as it would be as the story has progressed. In it's first incarnation, it was just some goblins being directed by an orc in the cave, then it got some undead and mages... where does it go from there? |
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#4 |
Loremaster
Join Date: Dec 2004
Location: Tampa, FL
Posts: 2,157
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![]() I'd be happy if they just linked them from the globe, no extra work required. Easy peasy. |
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#5 |
Loremaster
Join Date: Dec 2004
Posts: 2,727
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![]() [email protected] DLere wrote:
Agreed. I miss them! |
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#6 |
Server: Storms
Guild: Les Furies d Innoruuk
Rank: Matriarches
Tester
Join Date: Jan 2008
Location: France (Storms)
Posts: 3,161
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![]() Same here. Or create some kind of Tour Operator that would allow to visit both isles and the old version of the Freeport and Qeynos suburbs. |
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#7 |
Server: Antonia Bayle
Guild: Ancient Prophecy
Rank: Skirmisher
Loremaster
Join Date: Dec 2005
Posts: 189
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![]() [email protected] wrote:
*sickly feeling ensues...* I've been gone for 2 years. What do you mean by 'old version of the Freeport and Qeynos suburbs'? |
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#8 |
Server: Storms
Guild: Les Furies d Innoruuk
Rank: Matriarches
Tester
Join Date: Jan 2008
Location: France (Storms)
Posts: 3,161
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![]() Freeport city was revamped in December. The city was painted with less faded colours, whole questlines were added (heavy with lore). That's the nice part (well, not for everybody, but I'm one of those who loved the change). The bad part was that some old questlines were removed. The worse part is that the suburbs (longshadow alley, stonestair byway and so on) were made into quest instances: you can enter the suburbs ONLY while you're on a quest asking you to enter the suburbs. The inns were all moved to a door in Jade Tiger inn. The suburbs, while on quests, are not the same at all. In big bend, you're attacked by spirits and crazed trolls and ogres. In Longshadow Alley, followers of Cristanos Thex are trying to root out Thexians. In short: nothing like the old burbs. A lot of old players had very strong ties to those suburbs. For example, my guild was a pure dark-elf female guild, so for years we all met in Longshadow Alley. It's the reason why, while in beta in November, I asked, and asked again, for a possibility to reach the old suburbs, or at least be able to "tour" them as a group/raid. Tour operator could be added to the guild registrar office and would allow to enter in the old Freeport suburbs and evil Island, a bit like the chronoportal events. Qeynos revamp is shedulded for next week on test, July/august on live and will see the same removal of suburbs. |
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#9 |
Loremaster
Join Date: May 2008
Posts: 2,601
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![]() Yeah, guess I'd better go take screenshots of the Qeynos burbs this weekend. Soon I'll just have a door in an inn to remember them by. |
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#10 |
Loremaster
Join Date: Sep 2005
Posts: 149
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![]() Its still there, I have a toon on it that I log in from time to time to play
__________________
a href="http://u.eq2wire.com/soe/character_detail/459561625044" target="_blank"> |
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#11 |
Loremaster
Join Date: Jul 2005
Posts: 22
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![]() They could add it as a special Chronothingy quest area accessible from the shady characters hanging around the docks offering to de-level you |
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#12 |
Loremaster
Join Date: Dec 2004
Location: UK
Posts: 627
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![]() I'm dreading the day when my toons are no longer able to call Nettleville home I didn't like the FP revamp at all and I don't see the Q one being any better. |
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#13 |
Loremaster
Join Date: Mar 2005
Posts: 79
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![]() I'll Kick the dead horse even more so. The Isle (of both sides) the original starting zones for both cities, are way better then the options of today. its just annoying. Once I make my toon, I just vet call my new toon to my guild hall and then place do there call of qeynos outside the door. So making me go to new halas when I have no intention of staying there(or Kelethin) is a joke. I want to go DIRECTLY to Qeynos. Bring back the isles! |
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#14 |
Server: The Bazaar
Guild: Wherever the Wind May Blow
Rank: Wind
Loremaster
Join Date: Oct 2005
Posts: 1,115
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![]() Oh boy.This is more like beating an indestructible horse. I asked, pleaded, and practically castrated myself asking for something as simple as "putting them in somehow not necessarily as starters, just hook something up to go there" Have fun with that.
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You must be joking. SoE? Reputable? Don't make me giggle. Ah, you went and made me giggle. There goes my sandwich. |
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#15 |
Server: Storms
Guild: Les Furies d Innoruuk
Rank: Matriarches
Tester
Join Date: Jan 2008
Location: France (Storms)
Posts: 3,161
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Oh yes I know, I was right behind you on that one. Still, I keep asking time and again, when the subject comes once more on the table ;p
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#16 |
Server: Unrest
Guild: Shoukin
Rank: Yakuin
Loremaster
Join Date: May 2005
Posts: 144
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![]() Theres a questline in freeport that sends you to areas like The Big Bend and other "starter" areas. |
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 453
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![]() This comes up in chat all the time. +1 to getting them back and going to Q or FP as starting cities. |
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#18 |
Loremaster
Join Date: Dec 2004
Location: Tampa, FL
Posts: 2,157
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![]() They are sticking to their guns with this universally hated position. It costs them nothing to just make the zones accessible again and make everyone here happy while having absolutely no effect whatsoever on those who would rather use the newer zones. I don't understand it. I'm waiting for 'Isle of Refuge' to get the |
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#19 |
Loremaster
Join Date: Nov 2004
Posts: 2,274
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![]() isnt that "indestructable horse" known as Shadowmare from Oblivion? |
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#20 |
Loremaster
Join Date: Nov 2004
Posts: 270
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![]() Just bring em back Ah well atleast we have our memories |
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#21 |
Loremaster
Join Date: Nov 2004
Posts: 2,274
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![]() maybe also as new "prestige/elite" housing zone theme? possible as one of newer dungeon maker zone? |
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#22 |
Tester
Join Date: Dec 2004
Location: Texas
Posts: 1,807
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![]() I have a little toon still on the isle. Poor thing has done every quest available, a mere 10 at the time of thier removal. She is level 10 and maxed out in many ways, but still I love to visit and see the old zone. Its even fun listening to the outdated tutorials. |
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#23 |
Loremaster
Join Date: Dec 2004
Location: Tampa, FL
Posts: 2,157
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![]() [email protected] Bazaar wrote:
See, that's even worse. The zones are still live and we just can't access them. C'mon, link em to the globe network or the city bell networks. |
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#24 |
Loremaster
Join Date: Feb 2005
Location: Belgium
Posts: 64
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![]() +1 the isle got me hooked on eq2,it was a good sample for things to come. I dont see why it needed to be removed,so I hope we can get it back... |
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#25 |
Lord
Join Date: Dec 2010
Posts: 2
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![]() This is pretty much a universal thing. I mean, some of my fondest and earliest memories of my time in EQ2 are on the Isle of Refuge, Queen's Colony. Seeing how many of us like it, perhaps we should start a petition, a real one. See if we can talk them into it. Like its been said before, the zone is still available if you have a character parked in there. So has anyone TRIED petitioning(I don't mean /petition, I mean getting people to sign something) SOE to implement it before? |
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#26 |
Server: The Bazaar
Guild: Wherever the Wind May Blow
Rank: Wind
Loremaster
Join Date: Oct 2005
Posts: 1,115
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![]() Isuldor wrote:
Don't petition, or even really mention it. This isn't a petition. It's against forum policy to petition anything. They'll lock this faster than if you said 20 expletives about someones mom.You won't talk them into it.I tried many ways to get this turned around. I don't even recall how long that old forum topic was when they first suggested it, and how many people I got incensed about it, for the fanboys to guard their every word and no real answer from the devs.I'll say this, someone doesn't want the isles to exist, and as long as they are at SoE. They'll never see the light of day.It's like all the other content reductions that made no sense that made me quit in the first place.A: There's no detriment to sony to have them hooked up and useable, albeit not choices at character select if they desire it so. They're still hooked up, just unvisitable unless you have a character there. There is no /saving/ of any sort, hardware wise or otherwise suggested.B: There's really no argument you can put up against putting them back in besides, you're an idiot. Content is content. To hook up pre-made, tested, and bug free voice overed content that shouldn't be removed is well worth the time to add it to the world travel list.I made the arguments for all of you, but not like anyone will care. They wouldn't listen to me when I played. Why listen when I don't, but still wind up being correct?
__________________
You must be joking. SoE? Reputable? Don't make me giggle. Ah, you went and made me giggle. There goes my sandwich. |
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#27 |
Loremaster
Join Date: Dec 2004
Posts: 540
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![]() They seem to be specifically removing all voiced content a bit at a time. Like the islands, those Freeport districts were full of voiced quests, even the wandering NPC's in town had voices when insulting you, but now they're just "Freeport Denizen" and do nothing but stand near "Freeport Guard" or "Freeport Militiaman". Bars and inns removed to be replaced with sparring monks that do nothing. A tour of the islands would probably just be a hall with paintings you could look at, things seem to be moving specifically away from interactive content and into just window dressing. |
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#28 |
Loremaster
Join Date: Sep 2010
Posts: 75
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![]() you can still get on the starter island if you are nostalgic, it is part of a prismatic or heritage quest I believe |
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#29 |
Loremaster
Join Date: Nov 2004
Posts: 2,274
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![]() Come on Devs! stop avoiding. we did like to know what plans for refugee island. will this make a new "dungeon" outdoor setting? or will this going to be a new "Elite" prestige house zone? i KNOW it not hard to use this blueprint copy of the island for newer contents, good for house zone and even make dungeon format. it release it again, it is "Win-win" for both devs and players, even for SC guys want money, lol. |
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#30 |
The Vigilant
Join Date: Nov 2004
Posts: 1,250
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![]() Dreamclouds wrote:
Yup, part of the Prismatic 1.0 quest. Which begs to say why can't we visit them if they leave in in there? I despise cut content that is still in a game that I canot get to anymore. Like dangling a carrot in front of a horse. Grrr |
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