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-   -   Blood of the Akkadian (BETA) (https://www.eqemulator.org/forums/showthread.php?t=30645)

sirgoladith 03-05-2010 02:56 AM

Just so you guys know, the accounts that have logged in so far while it has been open, are able to log in now when the server is locked. I was tasked by Akk to share that with you all.

Secrets 03-05-2010 05:48 AM

Akkadius has asked me to take over with content development for a tiny bit while he finishes up a ton of RL-priorities.

The same quality is to be expected from me as it is him for this server. I will be working on and off and you may see me on when you are on the server.

PS: akkadius, my phone died then I fell asleep again. I'm not gonna let you down. :)

Dunnagan 03-05-2010 07:46 AM

excited...
 
Well I've only been reading about this for about a day and...looks like you have another on the bandwagon.

First eqemu server I played on was discord, YEARS ago

Akkadius 03-11-2010 02:39 AM

Working on the next theme tonight and once that's done we should be up and running here for the next few themes and be getting quite a bit closer.

Also, new site. Click my sig logo

Akkadius 03-15-2010 11:49 PM

So ya'll thought I was going to dwindle based on the massive amount of work I'm putting into this, nope, not one bit.

Actually got about 3 more themes (means quite a bit of content) pretty much done, and going to be revamping the intro to make sense with our story.

If you'd like to come in (I'm leaving it up for the night), the Hub is a little bare, but I assure you the themes are ready to rock. I am going to go through the next few themes, then construct the beginning to be way different than your typical server intro (plans already laid out) then we'll be knocking out our Velious as well as raid content.

Plans for the Velious themes...

Me and my writer (Now don't think because I'm the only one constructing this stuff at the time that it's going to lack) have been laying out what we're going to be doing and the angles we're going to be cutting at before we hit up Velious. But the general idea is that we're going to be taking an approach that still appears challenging but still is reasonable as its towards the high end of the levels (90-110)

The theme will be expressing Coldain and Kael in their own respective views before Tormax and Dain took their positions. You will selectively be able to take the position of either Kael or Coldain to recieve different rewards. The ideal in both is that you will lead an army of NPC's into another mass...

For example in the Dain/Coldain conflict, you will lead a unit and construct it yourself, given the option between different classes for each of your Coldain will ultimately have partial influence on your victory.

As far as server-specific details on execution, you're going to have to play it, there's too much to explain here when you can just see it for yourself. The raid/group system will be very unique, and will tailor to both softcore and hardcore-objective like players...

From people who have seen the work all up until the way it's done will vouch that it is very thorough and you should expect the same as it comes.

If you have any questions PM me or post here.

Isak922 03-16-2010 12:21 AM

Akkadius... What can I say?

I loved your work on the x5 server... and you've completely outdone yourself with this one. I've barely scratched the surface and I'm completely hooked.

For anyone who has the chance to participate in the testing/development phases... Take it while you can! And to those who miss the opportunity... You'll have a server unlike any other to play on once it's publicly released.

tmoney2983 03-16-2010 07:56 AM

i've seen nothing but screenshots so far, but from what i've seen this server looks incredible. i've always been into history and learning from the past, and a time-warp into ancient EQ is a GREAT idea (and no, we're not talking EQ Adventures...). can't wait till this server is public!

aaranin 03-16-2010 12:42 PM

I have been playing on this server during the beta's, and i have to say it is really fun. The old zones that are revamped with new storylines is a really cool concept. With the quests they implimented you smoothly transition from zone to zone. I am on the fourth zone now and its just as good if not better then the previous three. I keep looking forward to the next zone to see how the dev's changed it and how the story continues there.

Akkadius 03-18-2010 03:21 AM

Update: Just release HK theme and Kunark themes are to follow... Stay tuned

Aeldor 03-18-2010 06:05 PM

Been testing this for Akk since Alpha. Got to tell ya guys and gals, nothing like it anywhere. Waiting for next zone to be ready so I can continue on. One thing is, READ everything. You can really get what Akk is doing here by following the lore he has laid out. It also helps to read everything so you kow what you are doing task list wise. :P

Keep up the good work Akk, and stop farting the ol lady out of the room!

Hitex

Akkadius 03-18-2010 06:07 PM

Quote:

Originally Posted by Aeldor (Post 185440)
Keep up the good work Akk, and stop farting the ol lady out of the room!

Wow did you just go there bro... Lol

Akkadius 03-21-2010 06:29 PM

Leaving the server open for another BETA flag night. I usually do it when I get close to releasing another theme, (which is tonight). So log in if you want to test.

Akkadius 04-07-2010 06:11 PM

You can find the update on how this project is going at my signature. Just click it... Not going to say much more about it until we're close to release... If you want in just PM me via forums... We've decided a while ago to add a bunch more content and I'll announce that when that time comes...

I am really really looking forward to the release of this, I think it will be something to be really enjoyed. 8 D We've been quiet because we don't want to keep people on the edge of the seat forever. Stay tuned!

Vaklain_Kinvva 04-08-2010 07:53 PM

Great server!
 
Absolute awesome server, If you haven't got a chance at playing it yet send Akk a Pm and get in Asap.

Fun leveling
Exciting storyline
Very fun Intro
Great playability
Constant bug fixes/Improvments
Unlike any other you've tried before.

Vaklain_Kinvva 04-08-2010 08:06 PM

Great server!
 
Sorry for double post

Akkadius 04-09-2010 03:54 PM

For those who want to get an idea of how this server is, I am going to leave it open just for today (BETA)... Quite a bit has changed since our last night open, such as the intro for one, and the hub zone that comes in after the intro.

This server is intended to be a lot of what players are used to in an EQemulator server, soloable, but not ridiculously easy and everything is handed to you. It's a controlled progression, with tons of customization. When I say customization you'll just have to see that for yourself, there's a lot of things going on here that I haven't seen anywhere else.

CUTSCENES:
We have a story line that has to do with prison for example, you are in your cell, and once the guard comes by on a timed basis he says its time for lunch. When you are ready to go to lunch you will be flagged to do so, whereas another player could be in the same spot at the same point in time an wont be able to hail that same guard to go to lunch. The lunch scene consists of an instance, in which there is a huge table with a bunch of inmates consisting from people you haven't seen before, from characters from old EQ. If you have read up on the server lore at all we have about 4 writers working on this, one of which has a Bachelors almost a Master's in creative writing, this server revolves around time travel.

State of the Server:
We're working on finishing up our main plotline - Which will be the soloable (for the most part) of the server. You will have mercenaries in each theme. There will be about 10 for the release, completely built from the ground up consisting of lore that ties to some existing EQ lore and revolves around our own story as well.

Now alot of people think, ewwwww story/lore... /puke. Well I've played EQ for probably just as long as a lot of you and I can say reading paragraphs from an NPC gets irritating... Well this is a natural and free flow scenario where you glide through the content (for the most part) you still have your challenges, and many will tell you yes you will die many a time, but it's not UN-doable.

TASKS/Quests/Camp raid targets

On that relative subject there WILL be tasks/quests, instance-based missions kinda like monster missions as well that will stem off of those themes once we have the big guys done. WE WANT to bring back that wow factor in the occurrence of mobs spawning and the rarity of the things that they drop, such as spells that are attainable for classes only via those raid targets.

Chaosslayer once drilled me with one of the points I had on the front page of the post... "WHAT IS THIS UNIQUE SPELLSYSTEM!?!?!" Well it's merely a new line of abilities for each class going up until level 110, for now, as we will release "Expansions" on top of that level base. I don't want to develop beyond it until we get an idea of how players react to the content and where its headed, but we have plenty of plans for zone ideas etc. There are abilities that classes don't typically have, and abilities that are added there in attempts to rebalance and make every class a valid and fun class to play soloably... We feel that as this server goes live, it will balance out a lot more...

Considering the amount of content at this time and the amount of dedicated testers considering their free time, not everything is able to be drilled down so posting them on the forums when this becomes live will be sentimental to the server's health in the bug area.

Some unique features that I will point out that haven't been announced prior are some of the things on the Black Market guy in the hub zone... This is a concept that we will be expanding on of course as many ideas go through our heads...

http://img.photobucket.com/albums/v4...e654/wares.jpg

NAME EFFECT
Potion of Vitality I
10% Increase DMG
Potion of Vitality II
20% Increase DMG
Potion of Vitality III
30% Increase DMG
Gift of Life
INCREASE HP BY 1k TEMP
Gift of Thoguht
INCREASE MANA BY 1k TEMP
Gravity Inversion Trinket
Gravity Inversion (lev,movement,vision)
Death in a Can
Feign Death in a can
Stone Essence
War Defensive Discipline in a can (W/Cooldown of 1hr)
Stone of Calling (G)
Group Call of Heroes
Stone of Calling (S)
Call of Heroes


LEVEL CAPACITY: For now is 110, spells and abilities will be released as we release more of these.

All in all, I'd say we are getting closer and closer to having the themes completed which the rest of the content will come by much quicker considering the amount of time/thought/effort put in to each of the segments. Originally we thought wed be done sooner, but we decided to squeeze more of the plotline in between what we currently have already so it is taking us a little bit longer than projected before. But we are still making quite a bit of progress. I will make a post when it's live of course and will be making a credits list to those that have contributed to this project. The overall goal is to have a unique experience with the game we all fell in love with a long time ago and can't seem to get away from it... As a player I always thought, hrmmm, what if it was this way? So that's what we do here, is if players have an idea for a timeline they wanted to express in the midst of the lore here, we say, "have at it." And then we analyze it together.

I'll have posted a full structure of our outline and brief summaries when we release.

Thanks to everyone who has supported us, thanks to Trevius for help with various things, thanks to Secrets, and thanks to the rest of the EQemulator developers who have dumped a huge amount of their time into the project to allow such things to happen.

Lucius2 04-09-2010 09:59 PM

Rozy is sad and cannot login to your server Akka ;-;

Akkadius 04-10-2010 12:43 AM

EDIT: Character creation with a conflict in the variables caused Titanium clients to crash. This has been fixxed... Sorry for the inconvenience

yoshimura 04-16-2010 08:28 AM

Thumbs up, from what I have read here and on your page, you've been doing some tremendous work on your server!

Waiting for my personal experience on it!

Rakayas 04-24-2010 02:58 AM

i haven't been playing as much, mostly just been messing around on other servers. Looking forward to returning to Blood, seems like there's been quite a few changes in the past 2 weeks and hopefully if there's a char wipe i can enjoy starting over =D Akka=ub3r l337 g4m3 d3v3l0p3r

bowmaster 04-24-2010 10:49 AM

You mentioned SoD enabled on the server name

But are ou Making it SoF/SoD only?

Akkadius 04-24-2010 02:04 PM

No, it would be dumb to require SoF/SoD only. BUT there will be minigames that feature SoF/SoD zones. They will be kind of like the one a day missions that I have heard about on WoW (Never played it), but there are soloable instance missions that you can do yourself that are simply for fun that will give you rewards that you typically can get pretty easy with missions that you can do yourself.

I'd post a few examples of our map layouts for each of them but my domain is down for some reason.

Now that it is back up...
Enigma, one of my testers, long time players, came up with some of the early concepts for these as these are just the rough draft ideas for some of them.


http://i40.photobucket.com/albums/e2...Kerra-Kill.jpg

Quote:

I put this together makes sense on paper but still have to look at the zone in person to see if there are any flaws to the design.

Map Outline :

Blue Line = Invisible Wall
Numbers link to corresponding portals i.e. 1 would warp you to 1
Fail = Warp back to start
A = Ambush
OB = Optional Boss, most likely passive but only available in Heroic Daily(group)
Other thoughts = zone could be spawned with a few passive mobs whose loot consists of future craft/Aug mats
http://i40.photobucket.com/albums/e2...Crypt-Maze.jpg

krujo81 05-09-2010 06:00 PM

intrested to see if this server becomes public am vary vary intrested in this content

mastajon 05-09-2010 06:29 PM

Its going to become public. We are going to be hauling arse on it when our school schedule slows down.

mastajon 05-12-2010 03:19 AM

Alright folks I know some or most of you have been anxious to hear what is going on at Blood of The Akkadian. So here is a quick bit about some of the changes and upcoming events. We are pushing hard to go public early June.

Akkadius's schedule has pretty much cleared out and he will be able to devote plenty of time to get the server ready for the second wave of testing and public release. The second wave of testing will be the last few weeks before launch. Changes will be accruing more rapidly, and you will all see exactly what is being progressed on. Standby folks things are coming up fast.

Quote:

Changelog May 11, 2010 *These changes only took a few hours

GENERAL
-Level restrictions now accurately apply to intro zones.

SHADOWREST:
-Adjusted starting scripts for Shadowrest

-Adjusted some background code

-Adjusted color code for the messages of NPC's in Shadowrest

-Adjusted some timer stuff in Shadowrest

UNREST:
-Changed color code for messages of NPC's in Unrest to look more easy.

-Adjusted some of the code in Unrest to have a 1000% damage modification to Unrest to give an obvious different feel to the intro, as you are in a different void (Will also make the intro even more fun to play)

-PC's are now practically invulnerable in Unrest.

-Adjusted the NPC's HP by 1000% for the same reason as above.

-Fixxed and patched dialogues for Acolyte Smithers, Blackburn, Avatar of Death

-Moved locations of many NPC's

-Changed faction ID of the NPC's in Unrest to be scowl and non-assist

-Fixxed some NPC types to show correctly

-Adjusted the broken rift particles to display the current new gate look

-Prompt messages have been added for Shadowrest and Unrest to make steps much more obvious

-Strangely Hued Alloy is no longer stack-able considering the lore tag

-There is now a prompt for the Strangely Hued Alloy part of the task

-Prompts for several parts of tasks added

-Death scripting adjusted to not show wrong parts at the wrong time.

-Locations for all four required NPC's for the 'Gift of Flesh' Task have been moved to more obvious locations

-Respawn timers on all of the four required NPC's for the 'Gift of Flesh' task have been reduced to 2 minutes.

-Adjusted some end scripting on the Unrest Script

-Added more priests to the Chapel prior to the Nagafen instance.

-Added prompting for Blackburns script

NAGAFEN SOLO RAID:
-Changed the particles of the time rift that is used prior to the Nagafen skit

-Length of the Nagafen intro has been dramatically reduced

-Giant HP has been reduced in the Nagafen skit

-New options to 'Hail' any NPC of your raid in the Nagafen skit will prompt for a reset

-Rift in the Nagafen skit looks more appropriate.

-Chest in Nagafen skit no longer attacks you.

BLACKBURROW:
-Blackburrow Mercenaries required toll has been lowered three times

-Script text color has been changed in Blackburrow

-Prompts have been added to the Blackburrow theme appropriately

-Gnoll spawns have been shaved off of the top layer of Blackburrow and added to the caves

-Aggro radius has been shaved in Blackburrow

-Eddie's text color has been changed

-Adjusted pathing and frequency of Gnoll movements"

mastajon 05-12-2010 03:21 AM

If any questions feel free to PM me or Akkadius

mastajon 05-15-2010 11:49 PM

Hello folks,

Tonight we are having an open night to gather testers for the 2nd wave of Beta. We are looking for serious players who want to help us get finalized for public release. If you would like to be part of this please login. We look forward to meeting you and seeing what you have to offer as far as suggestions.

*Note: Everyone who logs in tonight will have their account flagged which will enable you to login and test while the server is locked.

Akkadius 05-16-2010 02:28 AM

Those who are serious about testing, PM me with your LS account # and username, I will manually flag you. I need people who want to help, I'm working on this almost every day now that the semester is shot down.

Get a hold of me if you want to be a part of something very cool. This isn't piddly as I work very fast.

Thanks

rowyl 05-17-2010 09:25 PM

I recently became a tester for this server, and i have to say i was blown away. The storyline, progression, and leveling on this server is something i think no other server has come close to matching. It has a great feel to it, going from the starting zone through to the starter hub. Yes, you have to work to get to the starter hub here.

A lot of servers i've been on, and played through lack a feeling of accomplishment. This server gives you that feeling every step. Akkadius and Insorte have done very creative things with customization, without requiring downloads/patches. You get a sense of this right from the start, and it never stops.

I'm currently testing out the 3rd zone after the intro, and i can say that i hated to tab out to write this, but i think everyone should take the time to read up on this server, and perhaps get a feeling of excitement about it.

Akkadius 05-23-2010 09:06 PM

Here are some recent changes. I'm not going to announce much further until we get closer. But as I have mentioned before, I have a lot more time to put forth towards this and get all kinds of work done much faster.

Here's recent changelog.


Quote:

Just got back from the Korn concert in Bismarck, ND... Back to the grind... Changelog 05-23-2010

-The global credit system now uses your account instead of just one character on the account. This will save tons of space on my database and make it a lot nicer for those who'd like to use this feature. This also has been applied to everything that is laced to using the credit system. The buffer, mercenaries etc.

-The buffer in Forgotten Halls now charges considerably less. Now charging you only the price of what your character's level is. He will not be class-ruining but offers a boost to game-play

-Mercenaries like mentioned above are now using an account credit system.

-The credit system will display the amount remaining on the account as well as what accountname it is coming from.

-This credit system will have an optional "Password Verification," system for those who would like to use it. And anything that requires password verification will ignore the prompt for one if you have not made one yet via Josec in Forgotten Halls.

-The "Rise of the Barbarian," theme is close to being finished - Yes I did this one out of order, the rest of them are done, if not almost done.

-It is now announced that there is a new progression line that is much different from before: (80% SOLO-ABLE CONTENT)

Intro 1-20

Blackburrow: Qeynos-Blackburrow Showdown 20-25

Cazicthule: A Lost Child 25-30

Highkeep: Invasion of the Goblins 30-40

Rise of the Barbarian 40-50

The Reign of Kurn Machta - 50-60

Drogan's Demise - 60-70

Overthere: Age of the Snake 70-90

Jaggedpine: Sethos training grounds 90-110


Considering this new line of progression, items that were made before will be adjusted in order to progression line:

During our 11 hour round-trip, I have laid out new concepts for the server:
-GM Events will be preloaded, meaning I will have them custom made and ready to rock for almost anyone to be able to run them. One of the examples will be Capture the Flag. As well as death-matches and team death-matches. And server-wide effort events.

-Capture the Flag's first Instance will involve Everfrost and two sides. Orc Red/Blue. A huge Igloo on each side for base camps. As well as a huge flag on each side.

-The system will very much resemble Quake 3 in the aspects that there are ground spawns that you can walk up to to obtain health and weapons, as well as armor boosts.

-There will be two teams as mentioned above, and will be inserted into a , and a guild, whilst their actual guild is stored in the database for returning outside of the GM event.

-Both sides will have a hover-over buff pad.

-To resolve differences in gear and levels... The hovering items and weapons will be the main use of attacking a person on another team or having any benefits to the game to balance it out. On the same note players will be blessed with a buff that gives 4k AC 100k HP/MANA

-Both sides will have a hover over stats checker that will show in a pop-up window.

-The team scores will be monitored via the Task-System

-Player scores per person name will be displayed on a hover over in the Igloos (Player - Score)



ALTERNATE MISSIONS:


-I have decided that there be alternative instance missions that will be similar to themes, but not nearly as full-blown as far as customization and story. The Reason for this is 1) The unexpected blow-up of players on live-release (If it does) 2) Another option for players leveling up new toons differently.

-These alternative missions will offer comparable loot, but will substitute the necessity of needing a theme-flag to go on to the next progression-airy theme

-There will be about 4-5 alternate missions up until Rise of the Barbarian if not at Rise of the Barbarian considering

-The only drawback of this is that Epics will require items from both alternative and Theme-type progression zones.

-These alternative missions will have instances that are available to everyone in the server, they are simple a different "slate" of custom content. So that the previous "live-like" spawns are preserved for perhaps later use.

UPCOMING CHANGES

-The completion of the progression-airy themes is drawing near. That means the cosmetics and details of the server will have a chance to be looked at and gone over. This includes:

-The spellfile (Approx. 130 spells 80-110)

-Class balances

-Custom abilities per class (Discs./Spells)

-Pets to be tweaked comparable to that of the mercenaries

-"Epic Armor quests" - Where you perform a series of tasks to obtain a special piece of equipment that has a back story to it.

-15 Instance Group Missions with custom credit to be used on merchants. (Instance Missions can be made A LOT faster than themes, and themes don't take too terribly long.

-Static raid targets spread throughout

-Custom spawns to be added throughout existing themes and other locations for various quests.



I will keep you all up to date.

Quote:

Those who are serious about testing, PM me with your LS account # and username, I will manually flag you. I need people who want to help, I'm working on this almost every day now that the semester is shot down.

Xakkis 05-26-2010 01:16 AM

I am also a tester for this server, and I have loved it so far. The themes take the pre-existing world and make it different in a very fun way. I think anyone who is truly an EQ fan would love the themes. These modifications are very true to the spirit of the game, while still offering a different pacing than the game (especially in the early levels) that doesn't make it EZ mode, just more fun. Akkadius is a beast and he knows exactly what he's doing; when it comes to badass content with a ton of creative drive, he and his devs got it down.

I truly believe that this server will go on to be one of the biggest reasons people download and use EQEmu. I love a lot of the ideas being tossed around for the future too.

I'm very excited.

EDIT: Also, it's true, no additional downloads! Just load up EQEmu as you would for any other server, then play. The only changes atm you need to make are to a couple of lines of text in a .txt file for Forgotten Halls to see the beautiful gates to each theme.

In the future a spell file will be necessary to DL, but that's it as far as is planned I believe.

Wolfgame 06-10-2010 01:50 PM

Dear lord, I wish I could beta this server, all the details have gotten me so excited , im gonna pm the creator and request beta access, but even if I dont get it... I guarantee I will be their when the server goes public, fantastic work OP

Akkadius 06-13-2010 02:21 AM

http://www.youtube.com/watch?v=o4SI5HVVong

Little teaser there.

Quick update, long story short... 1067 spells have been added in the spell file from live (Levels 71-85 classes only). These are spells that are not RK II or RK III. These are spells up to 85, and I have already made the 30-40 or so pets to link up with those pet spells. And the reason for handpicking them was to still maintain support for Titanium users, and for the sake of the size of the file.

Secrets and I also made Runes/Scrolls (Yes 1067 of them, not including the custom spells made for 90-95) that link up with all of these spells and will drop on boss mob encounters for spells levels 71-95 for the ones made at this time.

Content is finished up to level 90. Going through and making retuning revisions that aren't inappropriate use of my time that I could do after the server is released.

Quite a few things are mapped out for the group mission/points system. They won't take long at all to do in comparison to the theme progressions, which include concept mapping and organization of spatial happenings and NPC interactions etc.

Like mentioned on my server's changelog, I will be supporting a Seeds of Destruction alternative progression campaign mode which will isolate you inside of it until you are finished with the campaign. This campaign mode will allow you to speak with other players at the time, but very much holds traditional RPG trends. By this I mean save points, every town has one. As well as a blacksmith merchant, an INN (Sleep, yes you do black out), your gossipers, the head honcho, some Guild-masters depending on the place, and of course, your village idiot. I have this done up to levels 40 but may not finish it until after the release of BotA considering SoD is not a consideration for all audiences.

Nimbuses from live are supported not via the source spell code, but from a packet that Trevius recently found and ported to perl, I am able to use them in a different way by "activating them."

Also, I need some testers willing to go through multiple classes and weed through spells as I just added 1300 of them, most of them should be solid because I number crunched for quite some time. So PM me HERE with account name and LS # found via User CP on the forums HERE.

Regards,

Akkadius

bowmaster 06-13-2010 05:36 AM

ckeck your pm mate :)
sent acount plus login server number

bowmaster 06-14-2010 10:24 AM

you cant get into the last theme ,m droga 1
u go to the gate porter guy , he sys hes actiavted it , u got the the porter himself , and it does work , says hasnt been acticavated

Akkadius 06-14-2010 03:09 PM

Quote:

Originally Posted by bowmaster (Post 188910)
you cant get into the last theme ,m droga 1
u go to the gate porter guy , he sys hes actiavted it , u got the the porter himself , and it does work , says hasnt been acticavated

There is a site forum that you can use for this. And yes, I know, this is a very small issue that intentionally does not work.

Akkadius 07-05-2010 01:29 PM

Just an FYI, scheduled release for July 15th. Further details later.


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