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  #1  
Old 06-10-2009, 08:29 PM
blackdragonsdg
Dragon
 
Join Date: Dec 2008
Location: Tennessee
Posts: 669
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A few things I would like to see on a server like this is to really return things to the way they were like setting the old world spells back to the way they were at the release of Velious. SOE changed the spells some where along the way and really screwed them up. Both levels to acquire the spells as well as the mana to effect ratio needs to be returned to normal instead of the garbage that it is now on live server.

Old world zones like Rathe Mountains need to be restored to there original state as well. When SOE redid the spawns in that zone I was pissed for a long time as it was one of my favorite zones to camp in the mid thirties.

The usage of coin needs to be altered because going from finding 2cp at level 5 to finding 5pp at level 55 sucked. Combine that with only having a couple of mobs in the game that dropped more made things near impossible as a new player as most were in there 50's before they got rid of the banded armor they were using. While it is unlikely that any sort of economy will take hold on any emu server the need for money can still be used. One of my friends suggested to me to create custom merchants where you could buy higher end armor, grant it at a cost but still it would be better than having to have 50-70 of your closest friends help you kill a mob for the chance at something decent.

Just my opinion however but your server sounds interesting and I would be willing to try it out once it goes live.
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  #2  
Old 06-10-2009, 09:34 PM
Godhand
Fire Beetle
 
Join Date: May 2009
Location: somewhere
Posts: 11
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As far as "returning things to the way they were at classic" zones will for the most part be gone over with a fine-tooth comb and anything that I don't want in the zone will be removed. I'll also be adding mobs such as named that were never on live as I see fit. Some mobs I've even kept in and reworked (such as The Chilling Terror in Permafrost, which is now a Vox raid miniboss because I liked the name).
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  #3  
Old 06-11-2009, 01:49 PM
LumieX
Fire Beetle
 
Join Date: Sep 2007
Posts: 15
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hey man thats real cool and I've actually always dreamed of doing the same thing, except on an even bigger scale than you probably in that I was gonna re-envision each class from the ground up practically and rework the entire item tables and rework tradeskills and alter several game mechanics like the resist system and ac system and how stats affect your character etc since I have really good ideas as to how these systems should work

itll be kinda like shards of dalaya except with pvp

Also, having played EQ pvp for about 8 years, I'd really like to make this into more of a pvp server and I've come up with an insane amount of good ideas for pvp over the years in terms of how to encourage it properly and how to balance it to near perfection

I've wanted to set it up so that there is two teams, good and evil and have the towns set up strategically so that one team doesn't have a better positional advantage over important zones than the other team. I thought it would be cool as a pvp server to make it so that you can raid eachothers cities/kings and then eventually eachothers planes/gods

Quote:
Mayong Mistmoore will be attackable in his castle. His event consists of him "turning into" vampire bats at certain %s. Everytime he respawns as himself he gains new and fun abilities.

The Planes are mostly completely reworked. Minis are interesting and itemized, not DT machines that drop a fire emerald if you kill them. Fear minis have abilities that synergize with each other and require a bit of thinking to find the "work around" to their AEs. Hate minis are some really difficulty and interesting encounters that I'm pretty excited about people perhaps going up against someday.
definitely things I've thought of and can't believe were never put in live...it wasn't until velious that more interesting raid encounters were put in and I really liked luclin raids(not VT though, but ssra was incredible)

I figure we've all beaten a lot of EQ since it's creation so why do people insist on playing the same game over again and demand they get #summon commands and 6x exp gains and stuff...you'd think you'd want it to be even more challenging the next time around, not easier

this is why I always thought it would be cool to completely redo EQ and make it even more brutally unforgiving then it was before and really push people to the limits of their skill but do it in a way where you can't just zerg the shit out of everything to win(altho im not opposed to there being SOME zergable encounters)

I personally think a really well done server could draw a great deal of attention, even from people who thought they'd never play the game ever again
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  #4  
Old 06-11-2009, 03:34 PM
Godhand
Fire Beetle
 
Join Date: May 2009
Location: somewhere
Posts: 11
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The game will not be customized to the point of SoD. It's taken a TEAM of devlopers years to get it to the way it is now, and I don't have that kind of time. There's also a lot of changes there that I don't like at all. I also don't want to compete directly with a server that has 500+ active players.

The game will not be completely PVP. Again, it's just not the crowd I'm developing for, I also don't want to compete with the 500+ active players of VZTZ. If you want full PVP, play there.

PVP raid zones is an idea I'm considering though, and will most likely implement into at least one zone. So say Temple of Solusek Ro is a PVP zone, if you're guild A and you excel at PVP, you'll most likely be able to win that encounter and keeping a lock on gear that Guild B cannot obtain.

I'm not going to "re-envision" each class because it's not necessary. Yes I'm going to go through spells and tweak them a bit but that's about it. Tradeskills will also be made more important but that's not a top priority right now.
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  #5  
Old 06-11-2009, 05:40 PM
Traul
Hill Giant
 
Join Date: Jun 2005
Posts: 105
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Sounds like a fun idea. =)
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  #6  
Old 06-11-2009, 11:21 PM
Godhand
Fire Beetle
 
Join Date: May 2009
Location: somewhere
Posts: 11
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Here is what I have complete so far. I have a few random zones like Qeynos Hills all set up with some added nameds and such, but this is what we have so far for raids. If I don't mention that something's not complete, then it is.

Kedge Keep: Undertow and Mistress Seasiren are minis (fully scripted) and Phinigel Autropos is the boss. Working on loot.


???: A raid event that wasn't in classic is scripted. Not giving out any information on where it is.

Lake Rathetear: Kraken is scripted.

The Hole: Master Yael is scripted. I've begun work on The Hole a bit, it will be the highest exp zone in the game and extremely lengthy and difficult. Groups will be able to gain a lot of levels here but they have to be really good. Plane of Underfoot behind Yael is planned and will most likely require something interesting to enter.

Nagafen's Lair King Tranix and Warlord Skarlon are mini bosses while Lord Nagafen is the boss. I haven't worked on this zone yet.

Permafrost Keep:The Chilling Terror along with Fjora the Ice Witch are mini bosses, with Lady Vox as the boss. I have Lady Vox partly scripted, apart from that, nothing.

Mistmoore Castle Mayong Mistmoore is scripted and I really like this encounter.

Plane of Hate: Five minis: Ashenbone Broodmaster, Corrupter of Life, Grandmaster R'Tal, Abhorrence, Maestro of Rancor. All are scripted and difficult. Plane of Hate is designed to be a slow methodical crawl with difficult but controllable mobs. Each mini tests a completel different raid aspect (Grandmaster requires on the ball tanks, Corrupter of Life requires on the ball healers, you'll want to bring your DPS to Abhorrence, and Maestro will just straight up annoy the hell out of you). And of course Innoruuk is done too. You can enter Plane of Hate from Oasis, no porter required.

Plane of Fear: Five minis: Sor'Yoth, Dracoliche, Fright, Dread, and Terror. Fear is the complete opposite of Hate. The break-in is absolute chaos. The mobs themselves are weak but you'll have tons. I expect Fear to be beaten before Hate as once you have broken in, it's a bit easier. Sor'Yoth is a named Amygdalan in the tower, and has a single ability that will test your tanks. The three golems are... interesting. I don't want to give too much away, but I'm really curious if anyone will figure out the "trick" to these. They can be beaten without the "trick" but once the "trick" is discovered they'll be straight up farm status. Cazic Thule is here too!

Temple of Solusek Ro: I put in a bunch of mid-level quests in Highpass and turned Temple of Solusek Ro into a raid zone. The best way to explain it really is to use Coirnav. It's sort of a ring-style event where you're against a timer, so things will get real sloppy due to rushing. This even really tests how well your guild works under pressure (and how well geared you are, of course). Tazgar of Solusek and Lord Searfire are minis, Solusek Ro is the boss.

Plane of Sky: Ok, mobs are, minis: Guardian of Thunder, Overseer of Air, Protector of Sky, Gorgalosk, Keeper of Souls, The Spiroc Lord, Bazzt Zzzt, Sister of the Spire, Eye of Veeshan (boss). This is the hardest and longest raid zone in classic. It's completely revamped and what's taking most of my time right now. Guardian of Thunder is the first mob I've scripted and is extremely simple but any raid is guaranteed to die a few times figuring it out. Eye of Veeshan is also done, and just completely nuts. I'll probably have to tune it down once people start attempting it, but we'll see. The zone will get more and more difficult as you progress from island to island and there's no death touch. Just tons and tons of different types of abilities and encounters to test every facet of your raid force. Like Fear and Hate, Plane of Sky will offer a full set of visible gear for every class. Each piece is quested (1 no drop loot + 3 trash droppable loots). Each boss drops a particular type of no drop quest item (Guardian of Thunder bracers, Sister of the Spire BPs, etc). Eye of Veeshan drops what I can describe as 0.5 epic weapons for each class. There is sort of a quest to "power up" each weapon to add effects, but it's sort of hard to describe how that works. Basically there's 4 different effects that can be placed on each weapon, so when you turn the weapon in with a certain item you'll get the weapon back with that desired effect. Just believe me that Plane of Sky will be MUCH more rewarding and will make MUCH more sense than live.
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  #7  
Old 06-12-2009, 02:09 AM
Traul
Hill Giant
 
Join Date: Jun 2005
Posts: 105
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This is so similar to the server I've always dreamed of creating it's scary. I can't wait!

Can you give any rough eta?
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