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-   -   Addicted Dads (https://www.eqemulator.org/forums/showthread.php?t=41527)

shea851 09-23-2017 12:35 PM

Addicted Dads
 
About us
The Addicted Dad’s server was founded by like-minded IT oriented 30-somethings who grew up playing EverQuest. It seems no matter what games come out, nothing quite stands up to the entertainment gained from EQ. Our server is heavily inspired by a server that shut down spontaneously about a year ago named “Nagafen's Lair”. The level of difficulty and flag progression was just right. Addicted Dads was customized entirely from ground up using PEQ DB/Quests cloned in Oct 2016. Code from Sept 1 2017.

Our Goals
Addicted Dad’s is intended to be a ‘casual progression’ server starting from ‘Vanilla’ and ending with PoP. We allow 2-boxing and currently enforce a 2 clients per IP limit to maintain the correct atmosphere. Almost all content sub-raids should be achievable with a proper 2-box, while raid content may require a full group. We have some custom content to encourage actual progression. We have done our best to make it engaging and encourage everybody to experience the content EverQuest has to offer. This is achieved through a flagging system to advance to the next expansion pack (Kunark, Velious, Luclin, and POP). We believe every player has an investment in the server, and a right to transparency. Any questions will be answered to the best that we can, and below is a complete list of changes.

Current Server status
This server is to be considered in BETA status. Content has been beta tested through Kunark. While Velious/Luclin/PoP related changes are complete, they are not well tested yet.

Technical Server stuff
Hosted in a North American data center with a 100/100 mbps connection. Server is Ubuntu 16.04.

Forums
http://addicteddads.proboards.com/
Please visit our forums to download the custom spellfile required.
We're just getting started with our "public" presence so the forums are a bit... basic.

Server/Gameplay Changes:
  • RoF2 client highly recommended
  • MQ2 allowed (NO WARPING)
  • Custom spell file required (download from forums)
  • Custom flag progression system
  • Max level 65
  • 2-client per IP limit
  • Removed buff level restrictions
  • Enforced as many classic zones as we can (most)
  • Auto-learn skills upon level
  • Auto-learn spells upon level
  • No corpse runs required
  • Rest HP/Mana regen increased to 20% per tick (after 30 sec of rest)
  • Most doors are unlocked (not all!)
  • Raid mob timers adjusted - Classic 2 hr / Kunark 4 hr / Velious & Luclin 6 hr / PoP 8 hr

Experience Changes:
  • Experience multipliers increased (solo, group, raid, AA)
  • No EXP loss on death
  • No hotzones or ZEM mods
  • Reduced hell levels to be less hellish

NPC Changes:
  • Classic NPCs 35% weaker
  • Kunark NPCs 25% weaker
  • Velious/Luclin/PoP NPCs 20% weaker
  • Banish/Deathtouch removed
  • Many mobs summon removed through velious.
  • Raid targets have been balanced to mostly be 1 group attainable
  • Fabled mobs added classic through Velious
  • Fabled mobs have chance to spawn on death of regular version
  • Named/rares will spawn more often

Spell Changes:
  • Summoned pets lvl 24+ have 50% buff focus. (NPC pets are NOT buffed)
  • Charm pets get 35% buff (including bard charm)
  • Charm pets last full duration
  • Removed most reagent requirements

Item Changes:
  • Many out of era item drops removed. (Defiant, etc)
  • Item stats have been buffed slightly across the board
  • No Drop items are attuned on loot, but can be de-attuned for trade (at a cost)
  • Note: due to client limitations (I believe) you will not get a confirmation window when looting an attunable item that will attune (become no drop) when it is looted
  • Fabled items are no drop and cannot be de-attuned (traded)

Custom Player Hub:
  • NPC offering free buffs & cures. Also offers advanced buffs at a cost
  • NPC offering de-attune at a cost/quest
  • NPC offering bind and translocate to bind (gate)
  • NPCs sending you to various expansion zones (if flagged)
  • NPCs selling basic armor and other necessities
  • Banker

As noted above, server is to be considered “beta” so there are many issues to fix (mostly content/balance related). Please post bugs on our forums and not in this thread.

Thanks for taking the time to read this and hope to see you on the server soon.

Corporate

Maze_EQ 09-25-2017 11:06 AM

Hmm.

Was Nagafen's Lair db used?

Seems identical lol.

CrunchBot 09-25-2017 12:07 PM

Servers like these have all the goodies attached, everything auto so a player does very little to work his toon and get through content quickly,
then ride in to the sunset until another quick fix pops up on the list. You can make six months worth the content, but if it doesn't have all
the goodies, increased experience, auto everything, etc., it's not so popular. Some players say they don't have time for one long grind server,
but they have enough time for 5 or 6 short grind servers. Wash, rinse, repeat.

shea851 09-25-2017 12:52 PM

Quote:

Originally Posted by Maze_EQ (Post 255869)
Hmm.

Was Nagafen's Lair db used?

Seems identical lol.

As stated above, it is a PEQ DB from Oct 2016. The gameplay and progression are very similar, but the game "balancing" is quite a bit different. Still making daily tweaks to get raid encounters to about ~1 group.

Maze_EQ 09-25-2017 08:21 PM

Seems fun so far

shea851 09-25-2017 08:40 PM

Yep, it is heavily based off NL. Wonderful dad server gameplay!

Here's the source change I made, and built code Sept 1 2017. You can see with #version in game.

corpse.cpp
Code:

if (!IsPlayerCorpse() && inst->GetItem()->Attuneable) {
        inst->SetAttuned(true);
}


Here's the deattuner script.

Code:

sub EVENT_ITEM {

        my $gummiesID = 133015;
        my $dadtokenID = 133016;
        my $cost = 5000;
       
        my @item = ($item1, $item2, $item3, $item4);
        my @item_charges = ($item1_charges, $item2_charges, $item3_charges, $item4_charges);
        my @item_attuned = ($item1_attuned, $item2_attuned, $item3_attuned, $item4_attuned);
       
        # Return bogus items
        for my $i (0 .. $#item)
        {
                if ($item[$i] > 0 && $item_attuned[$i] == 0 && $item[$i] != $gummiesID && $item[$i] != $dadtokenID)
                {
                        $client->SummonItem($item[$i], $item_charges[$i], $item_attuned[$i]);
                        quest::me("I have no need for this $name, you can have it back.");
                        $item[$i] = 0;
                }
        }
       
        $emptySlotCount = scalar(grep(/^0$/, @item));
       
        # Platinum quest
        if ($platinum == $cost && $emptySlotCount == 3)
        {
                for my $i (0 .. $#item)
                {
                        if ($item[$i] > 0)
                        {
                                $client->SummonItem($item[$i], $item_charges[$i], 0);
                        }
                }
                quest::say("Enjoy, $name!");
                return;
        }
       
        # Gummies quest
        if (grep(/^$gummiesID$/, @item) && $emptySlotCount == 2)
        {
                for my $i (0 .. $#item)
                {
                        if ($item[$i] > 0 && $item[$i] != $gummiesID)
                        {
                                $client->SummonItem($item[$i], $item_charges[$i], 0);
                        }
                }
                quest::givecash($copper, $silver, $gold, $platinum);
                quest::say("Enjoy, $name!");
                return;
        }
       
        # AA quest
        if (grep(/^$dadtokenID$/, @item) && $client->GetLevel() >= 51)
        {
                for my $i (0 .. $#item)
                {
                        if ($item[$i] > 0)
                        {
                                $client->AddAAPoints($item_charges[$i]);
                        }
                }
                quest::say("Enjoy, $name!");
                return;
        }
       
        # Return remaining items/cash should we arrive here
        quest::givecash($copper, $silver, $gold, $platinum);
               
        for my $i (0 .. $#item)
        {
                if ($item[$i] > 0)
                {
                        $client->SummonItem($item[$i], $item_charges[$i], $item_attuned[$i]);
                        quest::me("I have no need for this $name, you can have it back.");
                }
        }

}


TheRealTombs 09-26-2017 11:48 AM

This sounds really cool. Good luck and hope all goes well!

lupisnoctum 09-29-2017 01:09 PM

Quote:

Originally Posted by CrunchBot (Post 255872)
Servers like these have all the goodies attached, everything auto so a player does very little to work his toon and get through content quickly,
then ride in to the sunset until another quick fix pops up on the list. You can make six months worth the content, but if it doesn't have all
the goodies, increased experience, auto everything, etc., it's not so popular. Some players say they don't have time for one long grind server,
but they have enough time for 5 or 6 short grind servers. Wash, rinse, repeat.

There are plenty of servers out there where your lack of a life and ability to sit at a keyboard 24/7 are rewarded. For the rest of us, removing pointless time sinks is appreciated. Some people log in to a game to actually play it, not sit & stare and call that "hardcore."

The_Beast 09-29-2017 03:17 PM

Quote:

Originally Posted by lupisnoctum (Post 255879)
Some people log in to a game to actually play it

That's exactly what I thought vid games were for. The whole "MMO" concept of EQ has went in a different direction
on many servers, since soloing has become more popular. In my own opinion, I personally think of modern EQ as an
Online Single Player game now, where one player can logon and play the game without the need for a population to
progress in the game. Of course, having other players to talk to while you do your own thing could be an individual
preference as well. I've seen some players leave their toons sitting around in the "hub", or wherever, which makes
sense, if they leave them logged on while at work, etc., if the server supports the /afk thing, but if they are sitting
at their puter doing nothing for a few hours or more, then no, I would not understand that, lol

EQduder 10-11-2017 08:36 PM

Pretty impressed overall with this server. The staff seems to update the server with patches and fixes every 2-3 days and the community is pretty active and helpful. Fun casual progression for sure.

sprinkle3 10-13-2017 02:10 PM

remove the box limit and people might play on it

no one is going to play 2 chars on a low pop emu server

EQduder 10-13-2017 04:00 PM

Quote:

Originally Posted by sprinkle3 (Post 255983)
remove the box limit and people might play on it

no one is going to play 2 chars on a low pop emu server

There's been 20+ online just about every night that I've played there. Not sure where the "nobody" part comes from.

I for one would not play there if people ran around 6-12 boxing. Those servers are a dime a dozen.

All a matter of personal preference :)

Also probably worth mentioning I play with a couple RL friends, so we make up our own group if we want to.

sprinkle3 10-13-2017 06:40 PM

20+ online is classified as dead

Burningsoul 10-13-2017 07:18 PM

Right, cuz you're the mayor of the internet. Fuck outta here, piss off, git gud noob.

The_Beast 10-13-2017 07:55 PM

Ya that sprinkle seems to be on some kind of childish rage today. But he's probably even thinking people value his opinion (and behavior).


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