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View Full Version : Does a Discord server interest anyone?


Silentrath
07-06-2015, 03:56 PM
Is anyone interested in a Discord type server? Where if you die, you go back starting at level 1. However, xp rates would be increased and all items obviously would be tradeable.

Would start in classic expansion and would work to PoP.

What would be the interest in something like this?

Kingly_Krab
07-06-2015, 04:08 PM
That's a good question, sounds like a cool idea, but even though people may post and say they'd play it like crazy or whatever, the only real way to find out is to follow through with your idea and see the drawing.

Silentrath
07-06-2015, 05:06 PM
That is the best thing to do, is just put it in action and see what happens. Im going to be working on it and see what happens! Ill make a post when its ready for the public

knowom
07-06-2015, 08:27 PM
Is anyone interested in a Discord type server? Where if you die, you go back starting at level 1. However, xp rates would be increased and all items obviously would be tradeable.

Would start in classic expansion and would work to PoP.

What would be the interest in something like this? I had a somewhat similar idea awhile back. If you keep it to EQ classic zones only or up through Velious as cutoff point while included AA's and making it a 4-way faction based pvp with no corpse retrieval and retaining items upon death and I'd be quite interested by it. Even if that's just a start off point and the goal is to eventually have it pure custom spawns/loot it could draw interest and build up a player base.

I worked on doubling classic zone spawns in SQL database file for the two smallest EQ classic continents awhile back, it would be easy enough to manipulate a bunch of them to behave similar to Kithicor Forest with different night time and day time spawns.

Increasing XP rate could work well, but you'd have to also make sure you adjust AA XP rates higher to compensate for and offset the increased XP rate.

I think the premise for this a fun enough idea really. I don't know how many people will play it or not, but it's got potential. I think classic EQ zones in particular are the zones people kind of have the most nostalgia towards in general. This might be just different enough to be appealing to a lot people perhaps who knows. I'd find it more interesting personally. Also what about cleric resurrection how would that play into this partial level/levels recoveries!? The idea of a moderately hardcore server is appealing to me though where death matters more than usual.

Silentrath
07-06-2015, 08:47 PM
Toying with the idea of a PvE Discord type of server, so where it has the Discord Rules, but you can't PvP. I am playing around with some different ideas on my private server to see how things feel.

knowom
07-07-2015, 01:53 AM
I think something that would be really cool is enabling factions based PVP for specific zones. I think people would be more likely to participate in that style of consensual group based PVP. It would be neat to some how also have a way of implementing guilds vs guilds pvp for specific zones as well. Those are two things I'd really love to see done on a EQemu server. If those can be done it might even also be possible to tie the zone flags to only apply at certain in game times day/night sort of like cease fires.

That with the other features you mentioned would be really unique and different. It would allow enough PVP variety to be interesting to get people to want to participate w/o being too forced and mandatory.

Shendare
07-07-2015, 10:25 AM
Faction-based PvP in certain zones sounds awesome. I love that idea.

Silentrath
07-07-2015, 02:51 PM
What about if a player dies, do we want their items to stay on the corpse or they respawn with the items?

Kingly_Krab
07-07-2015, 02:55 PM
What about if a player dies, do we want their items to stay on the corpse or they respawn with the items?
If a player died and had to go back to get their items from their corpses, they'd likely be free kills for other people.

Shendare
07-07-2015, 02:59 PM
Yeah, that was my thought, too. A different penalty would be better.

One awesome customization would be a way of tracking each character's kills vs. deaths in these team battle zones. Build up points for each team and for each character for bragging rights.

Kingly_Krab
07-07-2015, 03:04 PM
Teamed PVP in EverQuest?

Silentrath
07-07-2015, 05:10 PM
What if, kinda like a hardcore PvE server? If you die, you start back at level 1 with your items, items are all tradeable.

Im just throwing around multiple ideas

knowom
07-07-2015, 08:34 PM
If a player died and had to go back to get their items from their corpses, they'd likely be free kills for other people. I like PVP, but that would just too easily enable players to corpse camp. I should be fun not a aggravation so it should to be spontaneous, but consensual.

This is why I think a zone flag for faction based PVP would be great it could be dynamic, spontaneous, and consensual and if you can manipulate it based on game day/night timers it could could offer all three in lots of different Kithicor inspired ways.

ak48
07-07-2015, 08:50 PM
You could do something like if you die you get a penalty that can only be removed by killing NPCs and/or other players.

knowom
07-07-2015, 08:50 PM
Teamed PVP in EverQuest?

There were team faction servers on live so it's nothing new, but the idea of restricting in more to specific zones flagged for it is pretty original and new. I think it would add a lot of intrigue you might see numerous guild alliances of two or three opposing factions for example. It has the potential for a lot of social complexity at least of that type. Not sure how the guild alliances would work it might involve friendly fire in flagged zones, but honestly I think that's reasonable enough to live with.

What if, kinda like a hardcore PvE server? If you die, you start back at level 1 with your items, items are all tradeable.

Im just throwing around multiple ideas

It's your server so it boils down to what you want the best we can do is offer our input it's really up to you to decide. Starting back at level 1 is fine for PVE (only) and retaining items upon death and being able to trade all or most items would be fine that's sort of standard procedure.

I think earning rewards based on PVE within a faction toggled zone would be reasonable enough just via quests and direct loot that's encouragement enough. Could always make group/raid targets of higher value and different factions/guild alliances would naturally compete over control of them. Could probably even create a server wide buff like DAOC had for RvR for the leading faction.

knowom
07-07-2015, 08:55 PM
You could do something like if you die you get a penalty that can only be removed by killing NPCs and/or other players.

Perhaps a 5 minute penalty debuff for dieing in PVP, but it could also be removed by killing a player or through killing certain NPCs that might require multiple players. That would probably be a very reasonable not overly severe middle ground.

rhyotte
07-07-2015, 09:45 PM
I have been kicking around server ideas for a few months now...

One idea I had is: Giants Vs. Dragons, this story never really concluded. Once you land in EQ at level 1 with zero experience, you find yourself by a Priest of Discord. You have a choice, Ally with Giants, or Ally with Dragons.
--( If Giants, then teleport to Kael Drakkal )
--( If Dragons, then teleport to Sky Shrine )

The old armor quests to be revamped, but the flavor of the quests kept. Good bit of faction you need to earn for quest turn-ins right? Kill critters for very small faction "hits", or kill players and / or mobs in contested "hot spots" for considerably higher factions hits, and the mobs in those contested spots can drop appropriate quest pieces at an increased rate.

Another idea I had is deity related to class type and progression... ;)

You have some cool ideas kicking around here. Now if I can just find a bit more time.

Silentrath
07-07-2015, 10:51 PM
I like where this thread is headed, I love all different inputs from others as I still sculpt the server together to exactly figure out the direction I want to take.

Opinions on bots? 1 bot each? no boxing? Just curious what everyone thinks

rhyotte
07-08-2015, 12:32 AM
Given that I am not entirely sure how much I can invest in my own server....

--- No bots
---(2) box limit.
--- Classes to be re-focused and "beefed up" a bit, but to remain complex in play. E.G. I once knew a Bad ASS Paladin... dude took playing his class very serious. In the right hands, a class should really shine, but Only in the right hands. Different strokes for different folks!
-^ (a)_ :: No Berzerkers, No Beastlords... Re-Concentrate on the original classes. E.G. Ultimate Pet Class should be an Enchanter!! Think about it a minute?! Rangers should have beasty type pets for certain "Ranger Type Spec..." choices that include deity and race. Some Rangers will spec out in Ranged damage, some Pets, while others will be Melee...see where I am going with this?
--- Level 46 starts AA's, Max level 72
--- Elemental Planes come first in planar progression. Deity derived planes are for Hard Core Mode, and thus come after the Elemental planes. This includes Plane of Hate, and Plane of Fear, which would be revamped accordingly...
--- Heavily revamp spells into a "Grey Core" // Environmental // Deity type system.
-^ (a)_ :: Grey Core is what it sounds like. A relatively simple, small core of spells each class gets that is unified across all Deities / races to get the ball rolling so to speak.
-^ (b)_ :: Environmental relates to standard quests, loot drops etc... these should be treated as "wild cards" in relation to Class development, thus kept to a relative minimum.
-^ (c)_ :: Deity is where the heavy action is. Deity heavily impacts spell types per class, and the class itself. E.G.: Not all Clerics heal the same, a Dark Elf cleric's serious heal spells are more likely to be derivative of "Blood Magic" or Taps, where as a High Elf Cleric's heavy heals would be more "Pure" in nature (and more purely defensive). So on and so forth...deity impact on class would be significant. Deity impact would also include upcoming Deity AA differences per class ...

*** *** *** *** *** ***

Level 46 starts both AA, and Planar Progression...
--- The Elemental Planes are the first places you go.
-^ (a)_ :: Earth and Water are cooperative planes...quests from one might very well lead to the other, and back again etc... This includes cross flagging for zone access. You can start by entering either / or, and work towards access to the other from within the first one you enter.
-^ (b)_ :: Air and Fire are cooperative planes as above.
-^ (c)_ :: You must choose what is Major to you, and what is Minor. Do you want to major in Earth and Water, or Air and Fire? You can go to all 4 of course, but you will quickly have to choose which Quest Series // Conquer path will be primary to you.
--- Giants Vs. Dragons...:: Somewhere in the midst of all this, you have the titanic struggle of Giants Vs. Dragon Kind. This touches on deity at the absolute end of it...Avatar of War anyone? How about Veeshan? That being said, this is a _Middle_of_Norrath_ type battle ground that is chaotic, hectic, and salt of the earth flavorful! The zone "The Hole" would very much play a role in this struggle...a mysterious one at that ;)
--- The Gods...:: When you decide you are truly Hard Core, you decide the gods themselves must bow down to you... Need I say more really?
--- Trade Skills, implement mining, and harvesting. Housing might also be super cool here as well (See Sanctuary Server Closing Thread). Gear made by high end Trade Skills should be essentially Ultimate type gear. Sure, certain God Drops will be uber rare, highly desirable, and phenomenally powerful, etc... But Trade Skilled gear actually rules at the end of the day when you are planning your next step UP in difficulty. Some of the most highly sought after drops, are for trade skills for new gear!

Lots of ideas I have been toying with for a while now...
P.S. Bring back the Corpse Recovery for Hard Core Mode...nothing like meticulously combing and developing that extra gear in the bank...for Just In Case... Also nothing like biting your nails knowing a wipe will be truly painful. Are you boy scout enough...? ;)

Shendare
07-08-2015, 12:43 AM
Nice. A few of those are similar to ideas that have been bouncing around in my head.

Had the same idea about Rangers (and a few other classes) needing a pet, or at least a familiar type. Rangers should also get a Bind Sight spell for their pet, so they can see through its eyes at any time.

Each race and class should have much more self-identity, too, IMO. The various races and classes shouldn't feel like stamps of the same mold with a different paint job. Language and faction would be a much bigger deal than they ended up on Live, and basic gear and spells would be much more tailored to the race/class combo, like you've been thinking.

As far as class specs, I've been more leaning towards an offense spec and defense spec, with the ability to spec both and switch them as needed, though it would take twice as long to spec both up to max.

Fun stuff, coming up with ideas.

rhyotte
07-08-2015, 02:19 AM
@Shendare,

As for offensive Vs. defensive spec, a combination of deity quests, environmental tasks and / or quests could easily present "Path" choices that would lead to a high level of customization. Offense and Defense would literally be evolving as the player blazed their individual path across Norrath. The Earth / Water :: Air / Fire elemental planes are also intended to shape a players "intermediate" path choices... You choose a set of planes as primary, the other set will be secondary. This will heavily influence your Offense and Defense.

I would be glad to bounce ideas around. Being part of a new server would be nice. I am not a coder, but I can manage new items, mobs, etc pretty well. If a few of us really teamed up, we could come up with something pretty cool I do believe. The powers that be are working on extending the AA system to include Deity into the structure... this will present amazing customization possibilities!

P.S. I also have modified spells reasonably well. One aspect of my thoughts and research is in fact a fairly massive spell revamp. A lot of work, but highly rewarding.

knowom
07-08-2015, 04:01 AM
I like where this thread is headed, I love all different inputs from others as I still sculpt the server together to exactly figure out the direction I want to take.

Opinions on bots? 1 bot each? no boxing? Just curious what everyone thinks I dislike bots and boxing they take away from the games social immersion and trivialize game content through account sharing and buff bots. Both players and developers can become co-dependent on it because it grows beyond what it can realistically sustain while being developed for it with that partially in mind. If you don't have a big player base scale content more to fit the player base. Honestly I'd prefer less players sometimes being forced to challenge themselves doing content the harder and riskier way at times than just the brute force way it's a more rewarding experience especially when group balance matters a lot more. They both kill social immersion because people can more easily just go oh I can box/bot this w/o you.

Given that I am not entirely sure how much I can invest in my own server....

--- No bots
---(2) box limit.
--- Classes to be re-focused and "beefed up" a bit, but to remain complex in play. E.G. I once knew a Bad ASS Paladin... dude took playing his class very serious. In the right hands, a class should really shine, but Only in the right hands. Different strokes for different folks!
-^ (a)_ :: No Berzerkers, No Beastlords... Re-Concentrate on the original classes. E.G. Ultimate Pet Class should be an Enchanter!! Think about it a minute?! Rangers should have beasty type pets for certain "Ranger Type Spec..." choices that include deity and race. Some Rangers will spec out in Ranged damage, some Pets, while others will be Melee...see where I am going with this?
--- Level 46 starts AA's, Max level 72
--- Elemental Planes come first in planar progression. Deity derived planes are for Hard Core Mode, and thus come after the Elemental planes. This includes Plane of Hate, and Plane of Fear, which would be revamped accordingly...
--- Heavily revamp spells into a "Grey Core" // Environmental // Deity type system.
-^ (a)_ :: Grey Core is what it sounds like. A relatively simple, small core of spells each class gets that is unified across all Deities / races to get the ball rolling so to speak.
-^ (b)_ :: Environmental relates to standard quests, loot drops etc... these should be treated as "wild cards" in relation to Class development, thus kept to a relative minimum.
-^ (c)_ :: Deity is where the heavy action is. Deity heavily impacts spell types per class, and the class itself. E.G.: Not all Clerics heal the same, a Dark Elf cleric's serious heal spells are more likely to be derivative of "Blood Magic" or Taps, where as a High Elf Cleric's heavy heals would be more "Pure" in nature (and more purely defensive). So on and so forth...deity impact on class would be significant. Deity impact would also include upcoming Deity AA differences per class ...

*** *** *** *** *** ***

Level 46 starts both AA, and Planar Progression...
--- The Elemental Planes are the first places you go.
-^ (a)_ :: Earth and Water are cooperative planes...quests from one might very well lead to the other, and back again etc... This includes cross flagging for zone access. You can start by entering either / or, and work towards access to the other from within the first one you enter.
-^ (b)_ :: Air and Fire are cooperative planes as above.
-^ (c)_ :: You must choose what is Major to you, and what is Minor. Do you want to major in Earth and Water, or Air and Fire? You can go to all 4 of course, but you will quickly have to choose which Quest Series // Conquer path will be primary to you.
--- Giants Vs. Dragons...:: Somewhere in the midst of all this, you have the titanic struggle of Giants Vs. Dragon Kind. This touches on deity at the absolute end of it...Avatar of War anyone? How about Veeshan? That being said, this is a _Middle_of_Norrath_ type battle ground that is chaotic, hectic, and salt of the earth flavorful! The zone "The Hole" would very much play a role in this struggle...a mysterious one at that ;)
--- The Gods...:: When you decide you are truly Hard Core, you decide the gods themselves must bow down to you... Need I say more really?
--- Trade Skills, implement mining, and harvesting. Housing might also be super cool here as well (See Sanctuary Server Closing Thread). Gear made by high end Trade Skills should be essentially Ultimate type gear. Sure, certain God Drops will be uber rare, highly desirable, and phenomenally powerful, etc... But Trade Skilled gear actually rules at the end of the day when you are planning your next step UP in difficulty. Some of the most highly sought after drops, are for trade skills for new gear!

Lots of ideas I have been toying with for a while now...
P.S. Bring back the Corpse Recovery for Hard Core Mode...nothing like meticulously combing and developing that extra gear in the bank...for Just In Case... Also nothing like biting your nails knowing a wipe will be truly painful. Are you boy scout enough...? ;) I like the idea of utilizing the planes and elemental types that would fit in quite nicely with both factions and deities. The spells based around Deities is a cool idea monks a oddity in general, but could probably do something like self rune on feign death failure proc chance enough to help, but not be abusive and reduced mend timer depending on human/iksar the mend timer would probably be for iksar as they have a slight ac/regen boost due to race itself. The cool part about deity based spells though is it could play right into elemental hybrid deities it would be brilliant as you progress you could unlock more flexibility choices.

Perhaps EQ up through PoP, but skip Luclin entirely because it was just plain awful use some of the mobs if you want, but skip those zones please even Ssraeshza Temple I can't say I particularly liked since it had those annoying floor level tubes for some god forsaken reason rather than a much easier to utilize ladder or ramp. If you skip Berserker & Beastlord that's 14 classes in total.

Factions and balance could be somewhat tricky due to monk's only have human/iksar as options unless you include froglok and drakkin though if you can tie the faction flag toggle to deity rather than race that's a clever work around and instead you could make each race have 4 deity choices instead tied perhaps representing different elements fire, water, air, and earth instead. This would enable deity based guilds too perhaps you could even change them like Order/Chaos in UO I mean that would be neat and content could even occasionally require a specific elemental deity. Late game you might even get hybrid elemental deities which some resistance perks, but obviously presents with it twice as much vulnerability to attack. It would be cool if the server was setup where you start with one elemental type and alternate between them the 4 basic elements then progress to hybrid phase 2, 3 and 4 the last of which is to take on a mob with crazy high magic resistance that does tons of elemental damage to all 5 schools of magic resistance, but as you progress the PVP becomes gradually more FFA.

The one you originally aligned with you'd need to eventually kill to get to the 4th elemental tier phase. It could be setup as follows tier 1 classic EQ, tier 2 kunark, tier 3 velious, tier 4 planes of power and tier 5 Luclin shits and giggles if you completed the other 4 tiers just so you can screw with the other players. You could have account wide bank sharing too so if you want to revisit it on another class.

rhyotte
07-08-2015, 11:02 AM
I was thinking about extended Antonica, extending kunark a bit, and extending vellious a bit. Then perhaps add in plane of tranuility, and of course the elemental planes.

Drakkin and Frogloks should be included. I am thinking in terms of taking classic as the template, then extending it as a new spin.... Valdeholm etc would make a nice extension of the Giants Vs. Dragons and so forth.

Monks will likely take some serious WORK; I want monks to be the king of split pulling like they once were. One of those things where you stop and say "Damn, I really need a good monk or two to get this split..." Deity based AA can help a lot...it can be done.

I used to love the old Warrior armor quests - Centaur Crafted... re-imagine those all the way on up... :)

knowom
07-13-2015, 12:51 AM
I wonder if Drakkin can be made to work on Titanium client since The Serpent's Spine expansion came prior to Secrets of Faydwer.

I'd read they actually show up as humans on Titanium clients for servers that support Drakkin. I may be possible to copy over files for Drakkin from another install like from SoF or Steam free to play install to Titanium.

If everything works this would allow for all the Titanium hard coded original zones while still allowing for Drakkin to be supported which would be great.

knowom
07-13-2015, 01:36 AM
Personally I'd really like to the following things in a server. Kind of a hardcore casual fun experience. Really even w/o the faction based pvp it would be fun.

No bots/boxing/mercs
3 or 4 sided pvp factions
Permadeath style xp loss
No corpse runs all items retained upon respawn none lost for PVP either
x5/x10 quicker XP rate than normal part zone based and new/old area bonus related
AAXP would be scaled x5 higher than normal to offset the quicker regular XP rate
Level requirements and bind on equip removed from items
Half dozen/dozen group/raid difficulty scaled experience
More spawns that require more snare/fear/mez/charm/root/feign death group work in general
Alternate spells/skills/aa's variations themed on originals based on race/faction selection
More powerful fabled item versions size restricted 50% lower drop rate, but 25% better

Silentrath
07-13-2015, 02:28 PM
Posting a new thread and will update it with the server features and soon it will be needing testers!