filename : zonename
tacvi : Tacvi, Seat of the Slaver
txevu : Txevu, Lair of the Elites
inktuta : Inktu`Ta, The Unmasked Chapel
ikkinz : Ikkinz, Antechamber of Destruction
kodtaz : Kod'Taz, Sullied Ritual Hall
uqua : Uqua, The Ocean God Chantry
yxtta : Yxtta, Pulpit of Exiles
vxed : Vxed, The Crumbling Caverns
tipt : Tipt, Treacherous Crags
snfurnace : Sewers of Nihilia, Emanating Furnace
snplant : Sewers of Nihilia, Purifying Plant
snlair : Sewers of Nihilia, Lair of Trapped Ones
snpool : Sewers of Nihilia, Pool of Sludge
ferubi : Ferubi, Forgotten Temple of Talosia
barindu : Barindu, Hanging Gardens
riwwi : Riwwi, Coliseum of Games
qinimi : Qinimi, Court of Nihilia
natimbi : Natimbi, The Broken Shores
abysmal : Abysmal Sea
edit: tidied list up a bit, and note these aren't all the zones, just the ones SOE left lying around for people to find the names of. =) Edited by: mikebridge at: 11/11/03 8:11 am
Where, precicely, are you getting these from? The <general location>, <specific location> format of the names makes me think more of the LDoN zone names, so this could be a couple of new themes they're getting ready. Perhaps for missions launched out of Nedaria's Landing to facilitate the construction of Morden's Big Boat?
I'm guessing they were pulled out of the test exe, there's a big old table of zone names in that thing, all you have to do is open it up and look. Some new AAs were just patched to test, too, so I wouldn't be surprised that other stuff leaked out as well.
Oh, a new sewers zone. If they do it right and make it more like the sewers from Morrowind, then it may prove to be quite interesting and fun. As much as I hate to say it, I love the sewers. mmMMmmMMmm....feces...
and trolling the trademark database, the only name i saw (i didn't look very hard) that might be the next expansion is "kingdom of stone", but that could be another SOE game that hasn't been announced yet
i hope its not another set of LDoN things, its an interesting expansion, but lets face it calling these new zones dungeons is a crime against anybody whos spent time in guk and seb etc etc, they arent dungeons theyr just rooms, lots of them, looking remarkably similar to each other, they arent even hard to pull, theres 3 or 4, maybe upword as 6 mobs in a big room on a regular adventure, i want to see a room full of 10 mobs in hard places to find, ups downs interesting rooms, named mobs, respawns, give an option to have instanced or regular, it sucked ass to get trained in KC and guk and what not but lets face it, asside from KC dont you all miss the glory days of CT and other great dungeons, make me a high end exp dungeon (better than PoP exp since thats the only way you could get the scared groupmates to leave the safety of chain pulling povalor for days on end) and ill be the happiest rogue in the game
They need to take what they learned from pop (raid content thats not always just ch/def tanks) and ldon (instantiated content) and make an expansion that combines the best of both.
Quote:
it sucked ass to get trained in KC and guk and what not but lets face it, asside from KC dont you all miss the glory days of CT and other great dungeons,
No I don't miss it. Old style dungeons are boring compared to LDON imo. Sit in one spot while a monk or someone else pulls to you all night is anything but exciting. Being able to move as a group through the adventure is much more fun than sitting in the same spot for 4 hours.
They don't all look the same if you do more than one camp. It's much better than the single same dungeon over and over like say lower guk. Sure, lower guk tower was exciting when we were all 40 and there wasn't a 50 on the server yet but those days are long gone. It's a lot more fun to be able to get a group together and trudge through an adventure and not have some *plug in most hated class/guild* run through and train you, KS or any number of things.
You miss being trained? Wow, odd. Edited by: Celestian at: 11/12/03 2:26 pm
Quote:They don't all look the same if you do more than one camp.
I think that wasn't exactly what he meant... The fact is that most of the different "dungeons" within a given theme do look the same. I don't know what it is, but the rooms are lifeless and boring, often reused multiple times in various different dungeons within a theme, and usually look like every other room even when they're not. They're like containers for mobs with no actual zone lore or apparent purpose behind them :/ And yeah, there is story tied in with the themes, but none of it really has anything to do with what you're doing.
Of course, the instanced dungeons are still a good thing. I'd have to say though that I'm also afraid they'll keep churning out more of what they did in LDoN rather than try to do something more creative. And it would make me cry if any future raid content used the current LDoN setup.
I would LOVE for them to up guk to say level 63+...camps like exe and friends were fun 4 years ago becasue you had to time it right, run up the stairs to a room of frogs...risk getting nuked to death in the sage room....and if you timed it wrong you were screwed...becasue players weren't all that powerful in comparisons to the mobs they were fighting =) or seb when it first came out...or ssra as an xp zone when it forst came out...etc...
You mean... Huge, sprawling dungeons like Sebilis with an actual HISTORY and integrated quests from the outside world, formed architecturally with constructs other than corridors and ramps and possibly a bridge here and there, instanced for just you and your friends, and which do not have time limits for completion but in fact promote exploration, caution, and interesting events?
You mean... Instead of eight dungeons operating under mostly the same textures and mobs and placeables, we have one theme for each dungeon that changes as the dungeon progresses from the outer courtyards of some mighty fortress into the dark depth of its abyssal core? You mean instead of five "themes" advertised as forty dungeons, we'd have forty themes for forty dungeons?
You mean... The tried and true style of discovering ancient, forgotten loot while exploring, rather than knowing that you gotta farm this adventure 50+ times in order to buy that shiny new loot with augment slots that you have to adventure another 50+ times in order to fill? You mean having unique and interesting loot dropping off of mobs rather than clones of previous loots with +2 hp and +3 mana here and there?
You mean... Zones that would actually expand the rest of the EQ world, rather than making them obsolete. Zones that never quite lose their use, but are still populated even years after the majority of players have moved on by soloers and small groups looking for a challenge or simply farming some equipment for their twinks?