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  #91  
Old 05-01-2009, 04:20 PM
Imsetta
Fire Beetle
 
Join Date: May 2008
Location: California
Posts: 1
Default

Quote:
Originally Posted by askyn View Post
Combine weapons, dropped weapons, come quested ones, Monks fists become able hit magic after couple of lvls.

Then you have spells of course etc.
monk fist only hit magic if you have magic item in your hand slot.
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  #92  
Old 05-08-2009, 11:45 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
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They actually became magical weapons bare fisted at level 30. And you could also put magic gloves on and hit creatures that required magic. Same for warriors and magic boots.

*Enchanter Pets Fixed (No more punching!)
*Sky Mob scripting complete. Key scripting still needs work.
*Hate - Complete and Polished
*Fear - Complete and needs a touch of polish
*Dragons - Complete and Polished
*#zone enabled for the remainder of beta

Most every zone has been tinkered with so we've enabled #zone for the testers to help out with travel. Although, we applaud those folks that ran from Qeynos to Faydwer; this act of bravery will no longer be required.
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  #93  
Old 05-09-2009, 01:17 AM
PathToEternity
Fire Beetle
 
Join Date: Mar 2009
Location: Knoxville
Posts: 28
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http://classicbetatest.guildlaunch.c...aa52&gid=62867

Yes, and we need more people to group with
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  #94  
Old 05-09-2009, 07:49 PM
Vollrantin
Fire Beetle
 
Join Date: Jul 2008
Location: ttt
Posts: 1
Thumbs up omg

I can not believe why i stopped playing EQemu 9 months ago and missing this. You are a god Nilbog, keep up the good work and thank you for making druids usefull again ! one halfling druid on the way! If beta is still open that is.
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  #95  
Old 05-09-2009, 11:12 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

Beta is still on atm. Fixes going in daily, come on by and hang & chill.
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  #96  
Old 05-11-2009, 12:14 AM
Arpharazon
Fire Beetle
 
Join Date: May 2009
Location: Minnesota
Posts: 1
Default

So how does one actually join the beta? I'd love to roll into this, especially since I just got Ogmuk's email the other day about the 10th Anniversary of EMarr.
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  #97  
Old 05-11-2009, 06:54 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

To play in the beta? Just log in =).

forums are at http://classicbetatest.guildlaunch.com. To join the forums register there & apply for membership.

And, good to see you again Arph!
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  #98  
Old 05-11-2009, 07:55 PM
eqZeb
Fire Beetle
 
Join Date: Jun 2008
Location: US
Posts: 4
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At level 50 with about half a yellow in, died and lost back to 49 with 2 and a half yellows lol...lost 3 full yellows.
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  #99  
Old 05-12-2009, 08:54 AM
clericgildina
Fire Beetle
 
Join Date: Oct 2007
Posts: 22
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Quote:
Originally Posted by eqZeb View Post
At level 50 with about half a yellow in, died and lost back to 49 with 2 and a half yellows lol...lost 3 full yellows.
I ran into this problem as well. They had told me it was a bug with the GM Leveling. If you are leveled by a GM to level 50 and then you die, for some reason you lose oodles of XP.
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  #100  
Old 05-12-2009, 09:41 AM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

I've been tinkering with the XP lost variables as well. In 50 you should lose a full yellow when you die without a rez. And since 49 requires less XP (a lot less) than 50 it translates up the amount of yellow but not the amount of xp. I'll check it again tonight.
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  #101  
Old 05-18-2009, 08:33 AM
PathToEternity
Fire Beetle
 
Join Date: Mar 2009
Location: Knoxville
Posts: 28
Default

Have been having a lot of fun in Guk and Unrest recently!
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  #102  
Old 05-19-2009, 01:50 AM
WyldeRhoads
Fire Beetle
 
Join Date: Aug 2008
Location: sailing across the ocean
Posts: 3
Default

The problem I have found with legit-classic eqemu servers is that unless you have a lot of players... (thousands), then old school exp and death penalty exp loss just ends up making the server a solo server. EQ was designed for a large player base. If you scale the exp rate up to make up for a lack of players then it could be more of a success. Perhaps scale the exp rate/loss rate directly with the average number of players on per week?
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  #103  
Old 05-19-2009, 10:43 AM
nilbog
Hill Giant
 
Join Date: Nov 2007
Posts: 197
Default

Quote:
Originally Posted by WyldeRhoads View Post
Perhaps scale the exp rate/loss rate directly with the average number of players on per week?
This is a cool idea.. maybe not for me, but a cool idea, nonetheless. Maybe a system that would dynamically change/restart after a certain number of people would log on. /shrug.

As far as experience goes.. I've had people testing this for a while to smooth it out and find what was best. Seems my players don't want a scaled-up exp rate..and that's fine with me.

Quote:
Originally Posted by WyldeRhoads View Post
But I wont hold my breath I'll just keep playing on these generic progression servers.
Good times are to be had :P I feel we have done enough work where it won't seem generic
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  #104  
Old 05-19-2009, 05:02 PM
Dibalamin
Hill Giant
 
Join Date: Dec 2007
Posts: 182
Default

We're approaching 1000 "fixed" threads fairly quick=o. Which include both quests and DB changes.
__________________
Retired EMarr
Project1999 Developer
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  #105  
Old 05-21-2009, 03:57 PM
PathToEternity
Fire Beetle
 
Join Date: Mar 2009
Location: Knoxville
Posts: 28
Default

Even with the "beta-ish" population we have now, I must say I have spent more time grouping on this server than I have ever spent grouping on any other EQEmu servers.
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