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Township EQ
09-24-2013, 05:56 PM
Hey everyone.

I've started a project known as the Township.

My server aim is to provide an enjoyable gaming experience with a classic EQ feel, but through customized content. What does this mean? Well..


No Buffer NPCs
No Teleporters
Whole World Will Be Connected Via Zonelines
No +1000 HP gear
Slow but not too slow EXP rate
No Berserkers, Beastlords, Vah Shir, or Frogloks


Content will be challenging and since we have a boxing limit of 2 there will be content that you can just log on and do by yourself, but there WILL be content that is not designed for 2 players (or one person boxing 2).

I've been around EqEMU for awhile playing custom servers and one of my biggest qualms about starting a new one is that I don't truly FEEL like the class I'm playing until I invest the time to getting to a high level. A normal practice for custom servers is to give you a charm with a gate clicky, since I don't want non-casters to be able to just easy gate back to town, I decided to create charms for each class that gives them an ability unique to that class that defines them (warriors get a defensive rune proc, clerics a chance to twincast heals, etc, etc). This charm will stay with you forever and will be upgraded as you progress through my content.

I have already started developing and will have a playable beta decently soon. This is all for now, I will update this thread with more when I can.

You can also head over to my website at http://www.eqtownship.net to keep up with server changes.

Thanks for reading, I hope I can provide and enjoyable experience for some of you.

Kingly_Krab
09-24-2013, 06:04 PM
Hasn't this project happened before? Under the same name? I think so, correct me if I'm wrong.

Township EQ
09-24-2013, 06:06 PM
Yep. I had a server before, but it was locked 99% of the time and I wasnt able to get it out of the development stage due to me moving.. Now I'm settled down and can run it in a more stable environment I have lots of motivation to get it up and running.

EDIT: This is completely different than my other one though. I'd like to think this one is done a lot better.

Kingly_Krab
09-24-2013, 06:13 PM
Alright, I thought so, I may pop in for beta once that's open.

Maze_EQ
09-25-2013, 06:27 AM
If you're from Township Rebellion, Gorn says hi.

Township EQ
09-25-2013, 10:32 PM
Alright, I thought so, I may pop in for beta once that's open.

Sure. Once beta is open any constructive criticism would be appreciated. I look forward to it!

If you're from Township Rebellion, Gorn says hi.

I am the creator of Township Rebellion.. I don't remember Gorn.. but I do remember somebody named Maze coming on the server when it was unlocked awhile ago.

Anyways, I just wanted to create this thread to kinda let people know what my server will be about when it's out. I still have a LOT of work to do and I'm going to be taking my time to make sure its as good as possible.

Maze_EQ
09-25-2013, 10:40 PM
You obviously aren't from luclin......I was 2nd in command during the velious days...

Township EQ
09-25-2013, 11:23 PM
You obviously aren't from luclin......I was 2nd in command during the velious days...


Ohhhhhh you mean the guild, that was rather stupid of me, I thought you meant my server.. I skimmed over the post because I was at my GFs house an she was rushing me off the computer.. I'm from Povar, the only time I've ever met TR peeps is during the SoF beta I grouped with a few people from that guild once.

Maze_EQ
09-26-2013, 09:23 AM
I learned how to grow the fuck up from being a Townie.

It was either you do what you're told, or you're finding a guild that is 15 steps behind townie.

notknowing
09-26-2013, 05:11 PM
Sounds awesome. Look forward to trying this out. What gets old in all the custom servers is the linear progression. Only 1 zone for each level range, 1-10, 10-20, 20-30, etc, etc. No replay value.

Township EQ
09-26-2013, 10:41 PM
I learned how to grow the fuck up from being a Townie.

It was either you do what you're told, or you're finding a guild that is 15 steps behind townie.

I think everyone has a certain type of nostalgia from a guild they were in. The times I had in this game is probably one of the biggest things that keeps me around EQEMU. I'm only 19 years old, I literally grew up playing this game and watching my dad play it.

Sounds awesome. Look forward to trying this out. What gets old in all the custom servers is the linear progression. Only 1 zone for each level range, 1-10, 10-20, 20-30, etc, etc. No replay value.

Exactly.. I am trying to stay away from the whole spawn in the nexus/surefall glade/guild lobby talk to a teleporter grind to 70/75/80 and start straight into tier progression. I want this to be immersive and to actually not be a straight grindfest to max level.. that's why I implemented the class charms, and I am still creating custom spells to try and make the leveling up experience actually enjoyable.. THEN I will worry about my high end.

EDIT:

Also, I just started on the first dungeon, which is Qeynos Catacombs, (since Qeynos is the hub). It's designed to be grouped by players level 5+. For those who hate the zone, dont have friends to group with, like to faceroll content, etc.. Qeynos hills will also be available for those 5+ as a solo thing.. There will be minibosses in the hills that will roll solo players though. From Qeynos hills and blackburrow is where I plan to branch the world out.. (Surefall Glade/Karana/Halas) zonelines will all go to places that are not Surefall Glade/Karana/Halas.

I've only just begun the Catacombs but it's looking decent so far.. It will actually require someone with a pulse to pull mobs for you or you WILL get slammed by pathers.

Teaser screenies for those who care:


http://eqtownship.net/hubteaser1.png
http://eqtownship.net/hubteaser2.png
http://eqtownship.net/hubteaser3.png
http://eqtownship.net/dungeonteaser1.png
http://eqtownship.net/dungeonteaser2.png

Note: I did try to keep Qeynos as simple as possible so a simple change of models was all that was needed.. Oh and I kept Fippy.. cause everyone loves to kill Fippy.

Guardsman Keliron as seen in hubteaser2 will give you subtle hints on where you can go and things you can do.. He is scripted to respond to you by level so he will always be relevant.. Also, quest NPCs do not have saylinks or any of [this] so you will actually have to have a conversation with them to get anywhere. They also tend to say a different thing each time you hail them, so make sure you are thorough!

DOUBLE EDIT: I have left the server open and put it higher up on the list so if anyone would like to poke around they can. Things are obviously unfinished but its obvious what is customized and what isn't. By the time I am finished there will be NO PEQ database NPCs in the hub. It will be locked as soon as I get home from work tomorrow and start work on it again.. Enjoy.

Maze_EQ
09-27-2013, 04:50 AM
For some strange reason, this server is saying.."Play me hard as fuck"

Township EQ
09-27-2013, 03:50 PM
For some strange reason, this server is saying.."Play me hard as fuck"

Heh.. I hope everyone enjoys it, I just wanna do something a little bit different.

Also, I'm not too knowledgeable on custom spells so as of right now it's a bit of a learning process.. I plan on editing some of the class charms.. I'm also trying to find a way to make you proc spells by casting a spell.. I have a few ideas on how to achieve that and I'll be working on it after I finish with the Catacombs and get Qeynos more populated.

Drakiyth
09-27-2013, 05:16 PM
This has a good vision, Township. Best of luck with it.

Township EQ
10-02-2013, 06:07 PM
This has a good vision, Township. Best of luck with it.

Thanks Drak, I appreciate it.

Anyways...

Qeynos Catacombs are officially finished.. I did some testing last night with 3 people and trash is easily doable for experience bot bosses DO require an actual group.

Some random info:


level 5+ group dungeon
3 quests associated with this zone
trash have a small chance to drop bane damage to undead weapons.
trash have a small chance to drop 2 pieces of each type of loot (plate/chain/leather/cloth)
4 bosses
hotzone EXP bonus


now to break down boss loot a bit:


Each boss has 5 items unique to each specific boss and will drop 1 each kill
Boss will drop 1-2 pieces of "newbie" gear that is found in qeynos
Bosses will drop 1 weapon and 1 piece of armor from trash


Now I'm going to be finishing Qeynos and adding spell vendors, and just random hub junk... After that I will be customizing qeynos hills which will be a solo zone for levels 5+.

Thanks for reading.

Kailow
10-03-2013, 02:14 PM
Can't wait to take this out for a spin. Looks like a fun server.

Township EQ
10-08-2013, 03:22 AM
Just another small update to what I've been up to these past few days.

Qeynos Hills is 90% finished, the hub zone is finished, and all class charms have been fixed and have changed up a bit.

I have finished editing the spell file so that 99% of spells on this server are using the old school spell graphics.. this took me FOREVER and was horribly tedious but was well worth it.

First things first, class charms.


Warrior - Defensive proc group rune that scales by level
Paladin - Defensive proc group heal that scales by level
Shadowknight - Defensive proc lifetap that scales by level
Cleric - 10% chance to twincast a heal, small chance on casting a heal to proc a group hot that scales by level
Druid - 5% chance to twincast a heal, small chance on casting a heal to proc a very small hot on the person you healed that then explodes into a group heal that scales by level (my personal favorite).
Shaman - 5% chance to twincast a heal, small chance on casting a heal to proc a group spell that allows your groupmates to proc a dot/slow (dot scales by level).
Wizard - 10% chance to twincast a nuke, small chance on casting a nuke to proc a mana over time on yourself. (not charm related but i've changed the settings a bit to allow wizards to crit nuke at level 1, with a little bit of an increased chance than normal.)
Necromancer - DoT duration increased by 2 tics (12 seconds.) Small chance on casting a dot/lifetap to cause your pet to do a pretty big aoe nuke, this stuns your pet for a little while to allow him to recover.
Mages - 5% chance to twincast any nuke, decent pet buff clicky.
Enchanter - The only charm I have not been able to find something reasonable to put on, someone help me.
Rogue - Innate haste plus a chance to proc a backstab
Monk - Innate haste plus a chance to proc 2 flying kicks.
Ranger - Innate Endless Quiver, Increased bow damage.
Bard - Adds a weapon proc that procs a group overhaste that scales by level.


Thank god I've finished with these, I've put a lot of work in making sure these are good, I still have some balancing to do with them, but that will happen once I open beta and see them in action more than just me running around with them.

Qeynos Hills: A solo-friendly zone for levels 5+

This is your next zone after you're finished with yard trash in Qeynos, or maybe even after you found a group and done the sewers. I've made sure that this place is very well populated so that if there's a ton of people in the zone everyone will be able to exp. While this zone is solo friendly, there ARE some things in it that will ruin your day and that solo players should avoid.

I've added a few miniquests in here to help with leveling.

Teaser pics:

http://eqtownship.net/hillteaser1.png
http://eqtownship.net/hillteaser2.png
http://eqtownship.net/hillteaser3.png
http://eqtownship.net/hillteaser4.png (Old school spell graphics o yeeeeee)

What's next?

I still am gonna spend the rest of tonight, (it's 3:30am) fine-tuning and just trying to make Qeynos Hills as best as it can be before beta. Next I will be editing Blackburrow which is another group zone for levels 10-20. My plan is to change the zoneline of Surefall Glade and the Karanas.. Surefall Glade POSSIBLY may lead to the Warrens which will be another dungeon, but that isn't set in stone yet. The Karanas will be leading to another qeynos hills type zone that will be open and soloable.

Blackburrow will be soloable at the entrance, but once you get further down it will be group oriented.


As always thanks for reading, I hope to keep developing at a steady pace so I can get a beta out as soon as possible!

Secrets
10-08-2013, 07:01 AM
Blah, this looks really cool. Glad I'm not the only one with a hardon for Qeynos, lol

Township EQ
10-08-2013, 07:03 PM
Blah, this looks really cool. Glad I'm not the only one with a hardon for Qeynos, lol

Heh yeah.. I love the zone, very nostalgic for me.. the only problem i'm running into is that ogres/trolls etc are too big, so im thinking of adding a script to auto shrink them, but not sure if that would be cheesy or not.

rhyotte
10-09-2013, 03:17 AM
You could give them a starting item with shrink on it.... could maybe make it Must Wear to cast and kind of slow....

Township EQ
10-09-2013, 03:40 AM
You could give them a starting item with shrink on it.... could maybe make it Must Wear to cast and kind of slow....

I very well may end up doing that, but the reason I haven't is because I like to implement things in a way that doesn't require the player to tediously recast things, etc.

Mildly relevant info - I'm working on scripting the class charm effects to automatically be cast on you when you equip the charm and then fades when you unequip it.

rhyotte
10-10-2013, 02:55 AM
You could set spell duration up far enough that recasting would be pretty painless. Doing it the auto-on upon equip / auto-off upon unequip might tend to punish / limit players due to progressive gear upgrades over time...

Very cool concepts for your server.

Township EQ
10-10-2013, 06:03 AM
You could set spell duration up far enough that recasting would be pretty painless. Doing it the auto-on upon equip / auto-off upon unequip might tend to punish / limit players due to progressive gear upgrades over time...

Very cool concepts for your server.

This would only be with the class charm, and it would be on a per item basis.. for example if you have rank 1 of the charm equipped you would get the rank 1 effect, if you had the rank 2 charm equipped you'd get the rank 2 effect.

There will never be any other obtainable charms in the game.. These charms really define the classes.. you will however be getting more class-defining items as you level up and complete quests or kill raid/group mobs.

Thank you, I hope everyone enjoys playing on it as soon as I get into beta.

Kailow
10-10-2013, 07:38 PM
You have an estimation of when the server will go into beta?

Township EQ
10-10-2013, 07:51 PM
I'm trying to aim for early - mid november.. around the 28th i'm going to be doing a lot of personal stuff so I won't be able to work on it, but I've been doing as much as possible so I'm really trying to get it out as soon as i can.

surf3001x
10-12-2013, 01:36 PM
GM let me try this server out last night, very cool concept and a lot of fun.

He has a lot of ideas and I hope he continues working on this and soon so we can all play!

hehe

Township EQ
10-13-2013, 09:18 AM
Just a quick update..

We now have a zone map for the server.. The purpose of this layout is to be able to create a steady path for solo players to progress on with continually giving the option of finding a group or playing with friends and going to a dungeon for better loot/experience. There will be "township" outposts with NPCs throughout the world, but not in every zone.. Druids/Wizards will be able to port around the continent blah blah etc etc. I like this zone map because there are a lot of lesser-traveled zones in it that many people are probably not very familiar with.. I believe combining that with a complete custom overhaul of each zone will provide a unique and fun gameplay experience.

Not all dungeons will be geared toward a group, I intend on making crushbone a solo dungeon.. keep in mind that content designed for solo play with obviously not give the same quality loot as group stuff.

Everything shown on this map will be levels 1-50, including level 50 raid zones/group dungeons. Content will be released on an "expansion" basis. What I mean by that is as soon as all of this is finished and ready to be played through 100% I will be working on a whole new continent for levels 50-60. The new continent will be released either all at one time, or on a tier basis (3-4 zones at a time).

http://eqtownship.net/zonemap.jpg

Marza29
10-13-2013, 11:47 AM
Pretty cool zone map! I had to laugh though when I saw the Splitpaw connection off of Blackburrow, I plan on doing the same thing on my server. At the time I thought I was pretty clever, but it does seem pretty obvious and fitting now that I think on it.

Township EQ
10-19-2013, 12:07 AM
Just another quick update.

A team member of mine decided to go through Qeynos and just polish it up a bit. Additionally, Blackburrow is finished and development on Crushbone is underway. I have a few teaser pics.

http://eqtownship.net/qeynosupdate1.png
http://eqtownship.net/qeynosupdate2.png
http://eqtownship.net/qeynosupdate3.png
http://eqtownship.net/blackburrow2.png
http://eqtownship.net/crushbone.png
http://eqtownship.net/crushbone2.png

Township EQ
10-20-2013, 12:33 AM
http://gyazo.com/c0f30f1951f71732806cea8a3761a312.png
http://gyazo.com/811ddd48a13120afeb0113b61e6ff24b.png

Updated zone connections

There will be "boats" connecting the world. These will be done via translocators for platinum. Thanks to Secrets' buffbot script, if you say wanna use the boat in East Karana to get to Butcherblock, or Toxxulia, the translocator in Toxx or BB will remember your balance of platinum given to the guy in East Karana. This will be the same for ALL boat npcs.

phorest
10-21-2013, 09:00 PM
When is it coming back up ?

phorest
10-22-2013, 04:39 PM
server is pre-beta, but has a ton to do and explore.. it's super fun!

Township EQ
10-22-2013, 05:53 PM
server is pre-beta, but has a ton to do and explore.. it's super fun!

Thanks for the kind words, phorest.

As he said, the server is coming along nicely. We have a lot more content that we used to that is awaiting testing.. We are still pre-beta but I've been leaving the server unlocked more and more.

Just a heads up on the 28th of this month the server will be down for a few days.

Township EQ
10-24-2013, 01:35 AM
http://eqtownship.net/quest.png

This is a screenshot of just an example of the touches we are trying to put into the server.

These poor souls were part of a caravan delivering supplies to the Township community in Erudin. They were attacked by a certain named in the zone and now they have an injured soldier to tend to.

The injured soldier will randomly have a symptom of the poison that the spider afflicted him with when he was bit. The doctor will recognize these symptoms and then instruct his assistant to act accordingly, (if he is shivering to get a blanket, etc). The assistant runs around the camp frantically searching for each remedy to the soldiers problem each time.

This is just a simple example and one of many little things we're implementing to make the server fun and refreshing. We have already put tons of work into this and we're very glad to see it coming together nicely.

Thanks for reading!

Ricksauce
10-24-2013, 06:15 PM
i like the server but the promise of a character wipe is keeping me away

Township EQ
10-24-2013, 08:22 PM
i like the server but the promise of a character wipe is keeping me away

That's fine. The character wipe will be happening pretty soon since we have the world all blocked off and people won't be able to get things they weren't supposed to.

rhyotte
10-24-2013, 10:06 PM
Server wipes are part of Alpha / Beta's... part of the fun is being first in....

Server looking pretty cool. Im an old Veeshan / Luclin player. My necro met some Township peeps in the Darkened Blackburrow a few times.

Will have to drop in and check stuff out.

Township EQ
10-25-2013, 06:59 PM
For those of you like Ricksauce who are hesitant to log on because of the impending character wipe, please read this thread for information.

http://eqtownship.net/forum/showthread.php?45-Character-Wipe

We have taken Ricksauce's comment and a few others into account and have decided to do the character wipe now, rather than waiting until beta.

ak48
10-26-2013, 03:01 PM
I'd just like to say that I've been playing here the last couple days and I'm having a blast! The experience may be slower than you're used to but it all works out pretty well. The one and only character wipe happened last night, so come join us if that is what was holding you back.

Emuwalker
10-27-2013, 06:15 AM
Played a lot of time on your server - feedback.

(English is not my motherlanguage, so please excuse any "accidents" )

1) Experience (blues) makes killing them usable now. Good move changing that!

2) Severs count too many mobs too close. If unknown where they are positioned and what aggroes how many others its not controllable to play. Dots / debuffs etc. needed long sitting times to run out.

3) Looking at the "class specials" monks type convinced me. It works nicely! When moving to CB (starting lvl 8 ) i decided to need a cleric partner for survival issues. Enhanced throwing distance for shurikens worked VERY relaxing ;) - no more throwing from mobs feet;) .

4) Clerics specials working good for my taste. Something clickable for instant rise of survival chances would be prefered over a "maybe" - thingie, but ok.

5) Roaping a bot behind is as silly (pathing, aggro, etc) as anywhere in the emus. Wonder why nobody ever arranged that like the mercs/bots - pathing. Not your fault!

6) Pallys and Reavers specials are working nicely. Im not sure if they are fixed timer or working "more often per min." on a short delay weapon. This will influence playstyle (1HD/2HD+shield, etc). Could u clear this please?

7) Rangers are born with endless quiver >> woot! Nice move! We chatted about them (ingame) about being able to use the bow in melee range. Your decision. Not sure it would be gamebreaking.

8) Didnt see any higher hits with bows. Bows not showing higher base damage. Maybe too low skill. ARCHERY skillups took much too long to rise for my taste. Went with ranger to the monk/cleric crew and /autofire -ed any mob being chainpulled for 10 minutes (50 delay shortest available bow). Had whopping skill 4 in archery after that.

9) Same skillup - problem with 2handers. Possible changes would be (1) arrange the dam/delay as with 1handers (and leave the better stat increases on Bows/2handers). (2) create a skillup - punchbag in the city. Cant imagine thats gamebreaking. (3) Speedup the skillups. Your decision.

10) 1hd - 2hd. Pretty senseless to use 12/40+ - 15/40+ (2hd) in comparison with 8/30 - 10/34 dual wielded (think 2handers were worse from the sewers).

11) Wizzys special feels not that convincing to me. Ussually they have no probs doing high damage in short time. - but survivability issues. Would have preferred something like reducing resists / rune effect clicky / reduce interrupts / reduce casting times or cooldowns / ... to give them better chances for survival. No complaints, i just left the wiz fade away at lvl 3. Your decision.

12) Please give us a shrinking klicky? Tried an ogre SHD and went in the sewers ;) - No sense in the "human-klicky", because he lost slam! Not interrupting the entrance boss is deadly at low levels and a "large races special".

13) Mages special is working nicely. Good move. Needed some time to get used the 3 min. timer. Recasting infight gains instant and massive aggro! Later thats a definite Magedeath ;) Might it be possible to rise to 5 min ? - looks like the shammys panther- type to me.

14) Did u change stuff to lore? Today i could not handover loot to another player i was used to handover monk - cleric? Maybe my fault.

15) Didnt see a rogue stabber, thats comparable with other 1hd drops? Maybe missed it?

Had really some fun playing this alpha/beta ... ! THANKS!
- and tried to give something in return here.

-Had to delete the smilies in the text. - too many!


have fun anyone!

Thorkinal
10-27-2013, 02:45 PM
The experience may be slower than you're used to but it all works out pretty well.
Really Enjoyed this server until the Random Ninja Exp nerf, Granted its not in Beta yet, but it went from a good exp rate without being to much, to total grind fest, hour(s) per level. Apparently it was intended to be like that. I quoted Ak48 because the exp was atleast halved since that post.

Township EQ
10-27-2013, 02:59 PM
Really Enjoyed this server until the Random Ninja Exp nerf, Granted its not in Beta yet, but it went from a good exp rate without being to much, to total grind fest, hour(s) per level. Apparently it was intended to be like that. I quoted Ak48 because the exp was atleast halved since that post.

There was no "ninja" exp nerf. There were several warnings last night of the server's EXP rate being in limbo. Also "group" experience needs a restart to take effect. For 6-8 hours after the wipe there WAS increased experience, which was also broadcasted on the server. This was for our beta testers to catch back up and be able to test our higher level content without us using GM commands to give them an unfair advantage. If you don't like it and think it's unfair, tough. These people are helping us get closer to beta.

All the people complaining about things like that when it has been stated a multitude of times that the server isn't even in beta yet, we're pre-beta, is just simply annoying. If you think that 3% experience per kill at level 10 from a white con is too slow then you have been spoiled by the plethora of servers that give you half a level each kill. I apologize for being blunt but welcome to EverQuest.

We are still messing with a ton of server variables to get things how we want them. If you've been playing on the server and don't know we're pre-beta I don't know what else to tell you. You are playing something that is not finished. The whole "oh exp has changed for less than an hour i'm leaving and not playing" just annoys the staff. You don't have to play on our server or test our content, so if you're going to be unconstructive and impatient please just don't bother.

Ricksauce
10-27-2013, 06:07 PM
Pretty fun server but i agree about the xp nerf. Saying "welcome to everquest" is just smacking people in the face who want to play on the server, specially based on your own website there is a donator section, and one of the rewards is double xp. Anyone playing eq emu in 2013 knows what everquest is. There is a big difference between 3% xp a kill and "half a level". Especially when the "content" we are suppose to not be flying over is actually just killing bats and beetles that drop nothing (at least up to lvl 7 which is where i stopped because it was taking hours), for the most part. Attacking people for giving feedback (the purpose of beta testing) just shows you cannot handle constructive criticism.

so far i have played warrior, cleric, druid, rogue, wizard
war - really good and interesting charm effect
cleric - helpful effect but too random, i feel like i am just getting lucky when one procs
druid - same as cleric, only procced less (for me), i got about 3 procs over the course of 3 hours, thats a bot spamming minor healing the whole time. The proc didnt do too much either (at lvl 6ish, maybe it's not suppose to).
rogue - nice effect, i like the haste and backstab proc, but could not find a good piercing weapon
wizard - the twincast is nice and noticable, feels lucky though when getting one, mana regen, not noticeable at low level

when i say it feels lucky, maybe you guys want it to, but the effects are nice and i just feel bad when some fights are going bad and hoping something procs and nothing does. o well.

ak48
10-28-2013, 06:16 PM
Pretty fun server but i agree about the xp nerf. Saying "welcome to everquest" is just smacking people in the face who want to play on the server, specially based on your own website there is a donator section, and one of the rewards is double xp. Anyone playing eq emu in 2013 knows what everquest is. There is a big difference between 3% xp a kill and "half a level". Especially when the "content" we are suppose to not be flying over is actually just killing bats and beetles that drop nothing (at least up to lvl 7 which is where i stopped because it was taking hours), for the most part.

I'd like to point out that when I said that the xp rate works out pretty well previously I meant that it is slow, yes but you need the time to get the gear necessary to move on to the more difficult zones. You do not get a whole set of gear as you move up, you slowly fill in the slots with miscellaneous pieces from every zone, which I enjoy having the variety. There are also more than one zone for certain levels and they have different drops as well as advantages/disadvantages depending on your class or group makeup.

Ricksauce
10-30-2013, 11:11 PM
where in north carolina are you moving, im in charlotte

phorest
10-31-2013, 07:39 AM
i'm in Raleighwood

Township EQ
11-02-2013, 11:35 PM
I just moved to a pretty small town named Cornelius.. it's a bit north of Charlotte. It's a nice change from NY and I like it so far.. Just getting very antsy from not having any of my stuff yet.. Server will be back up Monday, thanks for the patience from everyone.

Ricksauce
11-05-2013, 01:44 AM
I just moved to a pretty small town named Cornelius.. it's a bit north of Charlotte. It's a nice change from NY and I like it so far.. Just getting very antsy from not having any of my stuff yet.. Server will be back up Monday, thanks for the patience from everyone.

weird i just from moved huntersville exit 25 on i77

Township EQ
11-05-2013, 02:21 AM
weird i just from moved huntersville exit 25 on i77

damn that's pretty crazy my town is exit 28 heh.

knowom
11-05-2013, 10:26 PM
Was my reply back to Nydosa about some of the retexture zone_point question concerns helpful BTW? Hopefully I pointed you in the right direction and helped explain things reasonably well.

Township BTW that screenshot of that camp outpost with the doctor npc kneeling and the npc on the ground is really cool looking the way you explained it that's a nice touch to give a bit of a living breathing realism to the game world!

I'll have to remember that idea :) I wonder if Akkadius EOC program has ways to do that stuff quickly and easily. Your enemy npc camps and pathing scripts must be interesting like that as well. If your not all ready doing that type of thing with enemy spawn camps as well you ought to be cause it's really cool.

phorest
11-07-2013, 05:38 PM
When will the server be back up?

Township EQ
11-07-2013, 07:12 PM
When will the server be back up?

Hopefully between 5 and 6PM EST tomorrow.

There's posts on my actual server's forums about it.. the moving company I used is horrible.

Township EQ
11-09-2013, 06:25 PM
Township is back online!

Maze_EQ
11-09-2013, 06:44 PM
Hopefully hopping on tonight.

Township EQ
11-10-2013, 01:27 AM
Running into issues with my new ISP sucking horribly so shopping around for affordable hosting. The server is back up and is running great atm, but I was getting a lot of spikes earlier so we'll see how it goes for now. Working on zones for most of the night hopefully.

Kinda sucks since I wanted to just keep it on my network for now until the server was completed but oh well.

Township EQ
12-04-2013, 10:28 AM
Hey everyone... a portion of our first difficult and highly scripted zone has been released.

This zone is designed to be very interactive and challenging. Good luck!

http://eqtownship.net/images/befallenteaser.png