Gameplay and artistic quality combined
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For its time, Everquest had some pretty cool dungeons.
Estate of Unrest was the horror equivalent of comfy to me. There's still a small but dedicated playerbase and I still log on every few months and enjoy some zone I've never been to before.
>Everquest
Yeah, playing on p99 now, Unrest is so much fun. Crazy when you realize how small it actually is compared to somewhere like Guk (which I also enjoy) that's so large and easy to get lost in.
Eq dungeons are tense, too. Nightmare doing CR in some of them.
Yeah.
Moments before festering hags in a train delete you.
I really hate the nameplates of EverQuest enemies, like they just cut them out of sentence and put them over the mob
"a death beetle" instead of "Death Beetle"
Triggers me more than it should
this was standard practice in the MUDs that inspired it
I respect the stylistic holdover, it just looks really weird to me
yeah, I agree with you, it looks dumb. the MUDs do it because the monster names actually are parts of sentences, but that's not the case for a graphical game.
>I really hate the nameplates of EverQuest enemies
I agree.
An orc warrior
A orc warrior (yes they both are in game)
Sometimes one is a placeholder spawns (lioness vs. a lioness) so devs could keep track of so much shit but it's stupid.
XIV's dungeons often aren't that great, but Aumarot still gives me chills
i'm a big fan of Classic's dungeons, same with WoTLK.
Otherwise Guild Wars 1 (even if Missions are a bit different)
This, GW2 has some good Rifts or whatever theyre called. I havent played it in a long time, MMOs take up too much time I don't have
>Partying up with random ass people trying to climb thanatos tower
Good times
Ragnarok Online had really great dungeons.
Not corridor-tier shit, but actual mazes where you could go with your friends and unironically have a great adventure.
Vanilla WoW has really well designed dungeons too.
Wildstar, even moreso if you count raids.
Too bad everything outside of the group content needed work, and 95% of the MMO playerbase despises any kind of challenge.
rip torghast
Nevermind, OP said "has".
Eternal Ring
u mean that old from soft rpg?
For me it's Glast Heim.
For me it's Clock Tower.
Everquest
Vanilla WoW with dungeons like Wailing Caverns, Blackrock Depths and Shadowfang Keep. No game, old or modern, even comes close design-wise.
Those dungeons were horrible and not fun at all, though.
Cry more XIVranny
>Blackrock Depths and Shadowfang Keep
Sure.
>Wailing Caverns
Awful, boring and too long with few enemy variety. Same goes for BFD, RFK or, Gnomeregan, the worst dungeon in the game. You must be mentally challenged to use WC as example of a good dungeon.
>Gnomeregan, the worst dungeon in the game.
Good meme my friendo
>boring
>too long
You are just casual filtered. The exact type who whines about the Deep Roads in DA. So, get filtered.
I like BRD which is longer so guess you got "le filtered" by basic reading comprehension.
Think you misunderstood. WC was too long for what it is, a fricking bland cave system.
BRD is way longer and justified in being so. It's a great dungeon.
There is more variety in WC than in BRD which is essentially a dwarf-golem fest.
You need education.
>There is more variety in WC than in BRD
The key to pretending to be moronic is leaving some room to credibility. Going full moron only makes you look like a complete and legit moron.
>Wailing Caverns, Blackrock Depths and Shadowfang Keep
did just play classic and havent gotten passed level 30 or something? wailing caverns sucks fricking ass
Wailing Caverns has a great location, the entrance dungeon adds to the mystique, the dungeon itself has variety when it comes to enemies, visuals and map-design, the place feels like an adventure. If the dungeon is a cave, WC is a great example of how to do a cave dungeon right.
wailing caverns wasnt even designed as a dungeon. one of the design guys was a big autist for caves and designed that + ragefire chasm and they were turned into dungeons
DAoC for not making them endgame.
WoW has really good dungeon design overall. They all fit the generic fantasy theme and feel like dungeons. Bosses get bland and boring fast with one or two stand outs.
FF14 dungeons feel more like hallways leading to bosses with a coat of paint for the setting. Their bosses make up for this though. The designs get wild and they throw in some weird fun mechanics now and then.
Everquest has the most labyrinth-like dungeons by far - navigating through that shit in 2000 while trying to find a group, knowing full well every time you die you lose all your shit (if you don't recover it) and lose exp was intense.
Dungeons and Dragons online has a dungeon master narrator, which is kind of unique to the genre and awesome
Dungeons as we know them now in MMOs are just instances that have a pretty straightforward paths usually
To add to this - back in 99 Everquest didn't have in game maps so you had to navigate through the tunnels with player made maps
I mean most of that map consists of pseudo-labyrinthism. Instead of a straight line, they just make you choose whether you want to reach C through A or B. If you streamlined the corridor parts, the map's simplicity would be exposed. But the map is still alright, I give you that. But that's not a genuine labyrinth.
>But that's not a genuine labyrinth.
I'm saying it's the most labyrinth-like of any MMO to date; take into consideration that originally there were no in-game maps either so it was insanely easy to get lost.
This one looks better. But the first one is pseudo-complex.
What you're missing from the first one is you have to navigate this upper dungeon to reach it and more so.... a lot of those paths that look like connections to some central passage? They're dead ends since the map captures verticality poorly.