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General::Server Discussion Discussion about emulator servers. Do not post support topics here. |
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06-30-2013, 06:49 PM
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Discordant
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Join Date: Apr 2013
Posts: 419
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We did a over haul on weapons and armor, we figured that 'Normal $item' wasn't going to cut it. Diablo had a variation of weapons and armor to it, we've found all the suffix's and prefix's in Diablo(2) and have added them to the 'Normal' items that you obtain, this increased our item count from 400 to slightly over 4,000. Some variations of these items may provide the same stats, but thus is the way of a random generator.
The items we've changed;
Normal Armor (I.E Normal Cloth Robe now looks like Sturdy Cloth Robe of Life)
Normal Weapons (I.E Normal Axe now looks like Jagged Axe of Carnage)
We're going to be changing the RARE tag on items in time to come, at the current moment though for Alpha realise it will be 'Rare Cloth Robe' when Beta comes out they -as well- will be changed to something else.
We've already stated we're going to keep Legendaries and 'Set' items out of Alpha while we're currently working on the Set Items and Legendary names, they will be unavailable.
An update on items;
Rings and Amulets were found as random drops in Diablo, as much as we'd like to incorporate this. We've made a decision to make the NON-VISUAL slots obtained by either Quests, or SET drops. So, while you have Sturdy Cloth Robe of Life, you won't have a Sturdy Amulet of Life, instead you will get Iratha's Collar which is set for ALL CLASSES.
Another thing I'd like to post on, now that I posted about classes...
**UPDATE
Jahar and I just talked about it. We're making weapons ALL/ALL to bring the Diablo purpose to the table.
With all of that being said. We are testing monsters and adjusting hit points accordingly. Through the Everquest Emulator Launcher, all of our files have been uploaded, we even have our own CUSTOM load screen. I've uploaded this file on the Everquest Emulator Launcher as well as instructions on how to get your original load screen back.
Thanks!
DiabloQuest staff.
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I am the All Mighty Mittens!
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06-19-2013, 11:19 PM
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Sarnak
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Join Date: Apr 2013
Posts: 81
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MacroQuest (MQ2)
Nerdgasm and myself have been talking about MQ2. Should it be allowed or not is the topic of our debate.
The only real thing we want it used for on our server currently is:
- Checking mob locations on the map. (Which we don't really want you to do.)
- Reading item lore. (Which isn't set for most items.)
So we are tempted to put MQ2 on our "against the rules" list.
Should you have an opinion on this we have a poll up on the website, take a vote, and voice your opinion.
Thanks,
Jahar, DiabloQuest Staff
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06-20-2013, 08:28 AM
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Discordant
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Join Date: Apr 2013
Posts: 419
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We will leave the MQ2 vote up until we come the opening of Alpha... So far, it seems we are making it AGAINST the rules.
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I am the All Mighty Mittens!
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06-20-2013, 09:37 AM
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Administrator
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Join Date: May 2013
Location: United States
Posts: 1,604
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Quote:
Originally Posted by Nerdgasm
We will leave the MQ2 vote up until we come the opening of Alpha... So far, it seems we are making it AGAINST the rules.
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This is an ongoing controversy in the community, but my question is, how exactly will you regulate against it? You can create a GM checker using said program to stop botting when a GM is online or in the same zone as you. You can also set a check that checks for anything and stops the botting and/or camps all your characters, stopping MacroQuest is impossible.
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06-20-2013, 11:29 AM
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Demi-God
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Join Date: Mar 2009
Location: Umm
Posts: 1,492
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Quote:
Originally Posted by Kingly_Krab
This is an ongoing controversy in the community, but my question is, how exactly will you regulate against it? You can create a GM checker using said program to stop botting when a GM is online or in the same zone as you. You can also set a check that checks for anything and stops the botting and/or camps all your characters, stopping MacroQuest is impossible.
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can GM checker track invisible GMs?
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06-20-2013, 11:34 AM
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Administrator
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Join Date: May 2013
Location: United States
Posts: 1,604
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I'd assume that the GM could be tracked, yes. Just because they're invisible doesn't meant they're invisible, if that makes sense, you can always find a way to see these 'invisible' GMs.
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06-20-2013, 12:23 PM
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Hill Giant
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Join Date: Oct 2002
Location: Rockville, MD
Posts: 124
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I've found that as long as MQ2 is running players are able to see me on my GM regardless of my Hidden status, i do find that using /hideme on, as opposed to #hideme on, overrides this until i zone, but it also has the old school Invis effect, where you cant see yourself (sucks when playing in 3rd person).
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Bront -Server Admin/Owner and Lead Quest Dev for Kildrukaun's Prophecy
http://kpemu.com/
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06-20-2013, 12:30 PM
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Administrator
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Join Date: May 2013
Location: United States
Posts: 1,604
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Quote:
Originally Posted by Dunge0nMastr
I've found that as long as MQ2 is running players are able to see me on my GM regardless of my Hidden status, i do find that using /hideme on, as opposed to #hideme on, overrides this until i zone, but it also has the old school Invis effect, where you cant see yourself (sucks when playing in 3rd person).
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I believe this is enough verification for the capabilities of MacroQuest.
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06-20-2013, 09:10 PM
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Discordant
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Join Date: Apr 2013
Posts: 419
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It's more of a trust thing. We here at DiabloQuest will TRUST people not to use MQ2, now if you want to use it, that's your own fault if you get banned. We'll make sure our evidence is concrete before we make our move, we will also probably talk to person about it.
Plus there's a couple of servers that every time I load MQ2 I get booted off the server, so maybe I can figure out what they did on those servers and implement it on DiabloQuest.
Besides this isn't a final decision yet. We will let you know when we have fully decided what we will do.
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I am the All Mighty Mittens!
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06-20-2013, 09:25 PM
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Developer
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Join Date: Dec 2012
Posts: 515
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Quote:
Originally Posted by Dunge0nMastr
I've found that as long as MQ2 is running players are able to see me on my GM regardless of my Hidden status, i do find that using /hideme on, as opposed to #hideme on, overrides this until i zone, but it also has the old school Invis effect, where you cant see yourself (sucks when playing in 3rd person).
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Pretty sure the spawn data for a gm with #hideme on .. is hidden from clients of lower status.
So players using MQ2 would not be able to see the GM
If you are testing on two clients with the same status.. that is why you can see them.
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06-21-2013, 01:25 PM
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Discordant
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Join Date: Apr 2013
Posts: 419
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A little update -- We have a mess of things to download(Not all are ready to be downloaded, so bare with us), you can either obtain them at This Address (Which is the file part of our website), or you can download the EQLauncher obtainable at This Address (Thanks Rumzuck). What this will do, when you select our server will download all of our files into their correct places, and when you log into the server all you will have to do is /loadskin DiabloUI (As posted on our forums, it isn't REQUIRED to have this UI, but it will help a BUNCH with what we have worked out. =))
Alpha will be very very soon. Spells are being finalized, then we'll get on the HP of mobs with the damage on spells accordingly. After these two things are done, we will be completely ready for Alpha. Sorry for the delays, from Jahar having that huge storm and me being in the hospital, the DEV has been a little slow. (Mind you, there are only two people working on the server, as well as help from a few outsiders on scripts we had little knowledge on.)
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I am the All Mighty Mittens!
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06-23-2013, 05:55 PM
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Discordant
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Join Date: Apr 2013
Posts: 419
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Between Jahar and I, we've pounded out everything, skill caps have been updated, GlobalLoads, everything file wise is finished, now we are going to be testing mobs HP and adjusting accordingly.
We've added a Copy Right statement to our website, as it's come to our attention that we will need one in order to proceed, this copy right statement will be posted on our Website, on a NPC in game, and on our Facebook page (Yes, we are those people. ;P).
Quote:
June 23rd 2013.
We here at DiabloQuest take no credit for the literary provided by Blizzard and Diablo. We are merely trying to re-create a playable experience for others players.
The class names and descriptions have been provided by Blizzard and Diablo and are not our creation. Many boss names have also been provided by Blizzard and Diablo and are not our creation.
Again, we are trying to make a seperate experience for players and allow them to play the game through our eyes.
Thank you,
DiabloQuest Staff.
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We have put a FAIL SAFE on the server, in order to get out of the first zone, you MUST read the Copy Right in game.
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I am the All Mighty Mittens!
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07-01-2013, 10:42 PM
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Sarnak
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Join Date: Apr 2013
Posts: 81
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The spells have been updated on the website, you can now see what class will do what going into alpha. Simply select a class from the drop down menu.
We're getting closer and closer. Thanks for bearing with us.
DiabloQuest Staff
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08-01-2013, 08:32 AM
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Sarnak
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Join Date: Apr 2013
Posts: 81
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Before I get too in-depth in what I'm writing. I am in need of some input from the community:
Which would you rather see.
Would you rather have us do custom content or follow the Diablo storyline? This would include named encounters and such. (I.E. The Skeleton King, Butcher, etc.) We would not copy it exactly, but would provide our own versions of fights with said named encounters.
Of course at some point we would run out of the Diablo content to build on, should we go that route. At that time we could introduce our own custom content.
Kind of curious to see your input. Thanks!
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08-02-2013, 10:36 AM
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Hill Giant
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Join Date: Aug 2008
Location: melbourne
Posts: 187
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I think not using Diablo based content would be a missed opportunity.
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