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Development::Database/World Building World Building forum, dedicated to the EQEmu MySQL Database. Post partial/complete databases for spawns, items, etc.

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  #1  
Old 01-03-2007, 09:16 AM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
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I agree with Cavedude, which is why i wanted to start something just like it, but the drawback I knew of to PEQ (haven't really been keeping up a lot lately) was that there were a very very select few in charge of doing any database work, which was good in that you don't have newbins messing everything up, but if those people drop the project/have RL stuff/ get stuck on a project/whatever then the project stalls, and we all look on with frustrated hopes of getting another expansion poped and some of us thinking "Man, I could be helping get stuff done if I were able..." which is exactly why I wanted a truly open server to spawn/test/update/etc... the problem being again the newbins going "Hey! lets make all the giant bats in north Qeynos into mini Cazic Thules!" which then messes up all the hard work we're trying to accomplish.

Solutions? I don't know... perhaps a mass recruition of database editors into a world using the newest databases available to start work... perhaps the best and the brightest move on to PEQ, kind of an 'application' to join PEQ team, thus allowing a larger pool of talented and able people to work on the real database, avoiding the newbins and more importantly getting people in to work on the real database structure that people can use...

As to Angelox's worries about competition, I definitely see where he's coming from, but I don't know if you're going to have a lot of choice if you want to do anything more than just have people post updates and snippets of code every time they finish a half dozen spawns for 'somebody out there' to include into a database that they might then share... /shrug just my thoughts.

And now to eat, hopefully some of that made sense.

EDIT::

Oh yea, as the actual main part I meant to write, The idea of coming up with a cohesive and mandated ID structuring system would be a great idea and a good way to give order to the chaos so that some of us that don't feel like diving into the database for hours at a stretch could do some work occasionally without getting lost in the myriad of mapping ids and tables...

Also, some kind of structure between the loottable id, npc id, and the spawngroup id would be immensely helpful too, but thats for another tangent.
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  #2  
Old 01-04-2007, 06:55 AM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
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@Arewen, the only problem I see with globalizing the zoneid * 1000 are in cases of NPCs, spawns or objects that can appear in more than one zone (bats, rats, orcs, etc). Named or specialized NPCs, sure... but what zone really owns that rat? Or, do we just make 1 rat NPCid per zone that might possibly contain a rat? Heh... rambling starting, I'll quit.

Good ideas tho. I like low numbers, high efficiency. I am rather adept at SQL, so give a PM if you need me to look into anything with you.
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  #3  
Old 01-04-2007, 09:36 AM
Zengez
Hill Giant
 
Join Date: Nov 2004
Posts: 160
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I dunno, people laugh at the different NPCID for the same rat/bat/orc for different zones, but it seems to be that might be a good idea on a few levels;

For one, the above mentioned regularity and predictability of every zone,

For another; it allows quick and easy manipulation/customization straight on the database for a zone. Say I want to make North Karana 5 lvls higher, I can achieve this without having to figure out which mobs I'm randomly updating lvls in some other random zones like east karana or whatnot. This is obviously a bizaar example but I think the point is made.

Another point, the mobs could be easily refferenced by any number of tools and programs for future effort, imagine being able to pull up and edit lists of mobs by zone, or (if my hinted at ideas were put into place!!) loot type, or spawn type etc etc without ruining half your other zones.

That's my 2 cents.
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