You get to play a monster in the game, fighting off an attack of player characters. This may prove the most fun use for spirit shrouds, and that's role reversal. Monster Missions There's another use for the technology that changes players into monsters, and that's monster missions. The success or failure of spirit shrouds will depend on whether or not the classes are appropriate for their levels and make a good stop gap, or are underpowered. But for the rest of the player base, it could fill out their groups nicely. Since the shrouds are good only up to level 65, it's not a fix for high-end players needing that one last class for their group in Riftseeker's Sanctum. However, the shroud remains with you until you return to the PoK and remove it, so you keep the illusion when you change zones. You can only get your shroud in the Plane of Knowledge, which players may find a nuisance. The experience you gain while in the shroud will apply to your character. Need a warrior? Have a mage go to the Plane of Knowledge and get turned into a warrior-class spirit. So rather than sit around for an hour waiting for a warrior or a cleric, a player can simply make a shroud in the class they need. On my server, at least, EQ suffers from a serious lack of melees while other classes - mages, necromancers, rangers, druids - are too plentiful, but can't fill some needed roles. There is another use for Spirit Shrouds, and that is to replace a missing class. By choosing between different monsters, you can be a melee, caster or priest class, as each has different skills. You can make yourself into something as low as level 5 or as high as level 65. It lets the high-level player remake themselves as a creature within the game, but at a lower level. On the other side of the coin, high level players may be nostalgic for old zones that they have "outgrown." Spirit Shrouds are to EQ what the sidekick system is to City of Heroes. This means that friends might not be able to play together if one is level 25 and the other is level 65. In a group of six, you usually won't find a gap of more than 10 levels between players. EverQuest requires players to be within a reasonably close level gap. Spirit Shrouds Here's where Sony did something really different. You simply zoned in to the dragon's zone and there it was, kill or be killed. One of the things people liked about DoN was there were no trash mobs to clear. The drawback, as some beta testers have noted, is that getting to the mission can be harder than the mission itself, requiring players to fight their way through a lot of monsters, some times taking an hour just to get to their mission. However, to encourage variety, DoD gives you a unique reward for doing each mission for the first time, so hopefully players won't do the same mission ad nauseum as they do now in DoN. The mission progression consists of a set of missions in each of the static zones, similar to Dragons of Norrath. This should keep people busy, as very few guilds have defeated the final mob in Anguish. For the high level player, DoD has two dozen events and raids, ranging from a 24-person raid for players at the Planes of Power elemental plane level, to a 54-person post-Asylum of Anguish level raid. To obtain another, you had to kill and eat a mushroom. In one mission, you must take the form of a spider to complete it, using the new Spirit Shroud feature in the expansion. More than 40 single-group missions exist, and some of them have a unique twist. The Darkhollow area has its own faction, so maintaining it and building it is important for gaining missions.
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