View Full Version : RebuildEQ - Everquest Rebuilt
Shin Noir
05-22-2016, 06:01 PM
RebuildEQ is a project started in January, that has been in a closed invitation-only format. Link To Website: http://rebuildeq.com/
It is a project with many planned features.
What RebuildEQ is looking for
Let's face it, running a server is a full time job, and requires a team. While many volunteers have assisted in RebuildEQ's progression, there is much to do and many roles to be filled for those with the time and dedication to help make a professional release in due time. These include:
* Administration Assistants (GMs)
* Community Managers (Guides)
* Developers
* Web Designers
* Project Managers
* Quality Assurance (Beta testers)
If you feel you could be of assistance and wish to learn more,PM me (http://www.eqemulator.org/forums/private.php?do=newpm&u=996). You can also join my discord channel, here (https://discordapp.com/invite/0lwW4DnAyIAir3vW?utm_source=Discord%20Widget&utm_medium=Connect) to stay updated on the events and general chatter during progression.
Storyline - Progress: 10%
RebuildEQ is.. well, take classic EQ, up to Velious, and imagine the storyline arcing to a new one. It's obviously custom, however I want to use custom lightly, and try to keep the theme in the spirit of classic EQ lore. The general sense is, when kerafyrm awakens, a new storyline arcs based on user interaction. Luclin will be skipped in the classic sense, instead only being introduced with zones here or there connected to original content. No Nexus. PoP eventually will make an appearance, however PoK will not exist, players instead go to Plane of Tranquility once a player is 45+ and access a book. I plan to have World Events, similar to what people experience when Kerafyrm was awoken, the decision ultimately changing the entire game from that point onward based on what users vote. Users can have permanent impact to the world.
Builds - Progress: 10%
It has builds, in game, accessed in a technique that is quite unique:
http://rebuildeq.com/images/guide/build-guide.gif (http://rebuildeq.com/about)
A link to the builds so far are here: http://rebuildeq.com/builds
These builds work similar to Borderlands, where each level a player gains a build point that can be spent freely, and accumulate points to reach higher tiers. The progression is similar to borderlands as well. There is testing happening with in game browser as well.
Encounters - Progress: 50%
Encounters in RebuildEQ happen randomly across the world, in the form of an emote, where when activated a custom encounter spawns for a player, and if they succeed in beating, are given an encounter reward point (accessed in game via #encounter). These give rewards of essentially random items in game via a custom loot table distribution system.
http://i.imgur.com/byluen2.png
Rested Experience - Progress: 60%
When a player rests in certain areas of the game, like the east commonlands tunnel, they will notice a rested emote and buff appears. The longer a player resides in these areas, the more EXP they pool for their next adventures. This includes if they log off in a rested area. This replaces the classic Lessons of the Devoted, and has perks beyond it.
http://i.imgur.com/kiW3PEd.png
http://i.imgur.com/Fuf3Ehq.png
Cards - Progress: 30%
All augments are removed from the game. They're replaced with a simpler system, where augments are exclusively cards. Cards are limited, there can only be chest 1 card per slot, making management a lot easier. There is currently only one chest slot (defensive). 2 ring slots (click effects), 1 weapon slot (proc on primary weapon), and 1 leg slot (offensive).
http://i.imgur.com/g5JMCXL.png
Spells - Progress: 40%
No spells can be purchased from vendors, nor tomes. Instead, on level up, players automatically learn the spells their class needs. Other spells are given out with builds, typically improved if this is the case. This means they never have to go searching for spells, it's just there, the moment they level.
http://i.imgur.com/we1l0zr.png
Teleporting - Progress: 40%
Since hubs will never be introduced in the game, I'm looking for creative ways to make getting around difficult, yet not impossible. My current implementation is that everyone gains Origin the moment they enter the game. Certain key locations, like the EC tunnel, allow players to set their origin at these points. Every 10 minutes, they can "return to origin" to sell and do general tasks. I plan to allow binding to many locations that are outdoor zones, making 2-point teleporting (Town Portal) a viable option. While traveling is still difficult, and druids/wizards are needed to easily go across the world (no nexus, no pok book), traveling is a little less tedious than original EQ, especially selling or trading.
There is much to do, and I am not in a rush to launch, as this is a project that takes a great amount of time to ensure a quality experience. If you like the idea and direction, or dislike it, feel free to give criticism. They will be listened to, but may not be acted upon.
Thanks,
-Shin
EQEMU2010
05-22-2016, 11:09 PM
Interesting keep at it...
Thorpa
05-24-2016, 06:26 PM
Wow, this seems amazing. I really like the idea of no hub/pok. The spells thing resonates to my inner being. (Searching vendors pffft).
That builds thing looks awesome too. So long as the options to take skill X over Y actually impact the development of your chars and all "good" skills can't possibly be obtained.
Drajor
05-24-2016, 09:20 PM
Excited! /10char
Shin Noir
05-24-2016, 09:54 PM
Wow, this seems amazing. I really like the idea of no hub/pok. The spells thing resonates to my inner being. (Searching vendors pffft).
Thanks for the positive response! I am trying hard to make something that not only I find awesome, but others may agree it to be awesome too. Yep, I never want a central hub teleport system. I am however adding convienence features such as:
#return: When a player dies, they can type #return and pay money to return to the safe point of a zone they most recently died at. (This feature is limited to one use per death, and will have a list of zones it does not work at, and other caveats).
origin: Origin was re-written where there are Origin binders in key rested exp locations that attract players, with a 10 minute re-use currently. This means that translocate to bind, gate, etc causes a dual-bind point functionality similar to a town scroll in diablo. This means that while traveling is still difficult to new locations, you aren't stuck somewhere endlessly hunting.
There are other convenience commands I'm experimenting with, as well. All of this is going to be based on user feedback and general reception. (If they're abused or too convenient, I can always put a cost associated to deter excessive usage)
That builds thing looks awesome too. So long as the options to take skill X over Y actually impact the development of your chars and all "good" skills can't possibly be obtained.
Builds are being designed currently with 24 different builds options per class, with 5 ranks each, so 120 points to start. You get 1 point per level, and max level is 60. So, you can only fill half the build (60 pts earned, 120 total options). After I finish adding 24 different builds options for each class, I'll work on a second round adding even more build options, making even more diversity and choices.
PlumbGame
05-24-2016, 10:39 PM
How will the server work with Boxing etc? I'm someone for example who doesn't like to box massive armies. Will I be screwed on this server? Will it be designed around boxing where players will shut me out and I basically won't have a choice but to box? Will there be grinds that exist to make your character more powerful so if you choose so you can do these grinds and take your time if you don't want to box a massive army?
When it comes to teleporting, I like to travel, so I hope you don't make getting everywhere super easy if you want people to be more immersed into traveling, yet I don't want to be constantly running everywhere. Realistically I feel like traveling will change depending on how many players you can get to play. For example, it would be nice to keep the classic feel of traveling with ports and things, yet may be unrealistic with a low pop? Maybe create some sort of grind for traveling? I don't know what, just thinking. Back to the boxing stuff, would hate to have to box a Wizard just for porting reasons, unless this stuff is your intention.
I look forward to trying this server and the work you have done looks great!
Shin Noir
05-25-2016, 01:09 AM
First, thank you for all the great questions, and I'll try my best to answer each one!
How will the server work with Boxing etc? I'm someone for example who doesn't like to box massive armies. Will I be screwed on this server? Will it be designed around boxing where players will shut me out and I basically won't have a choice but to box?
No boxing allowed. At all. The hard part is people who use the same ISP to play in the same room, how do you identify and track them? I plan to make this a process, an interview, and it'll be noted for the community to retain transparency. I really want people to feel a community, and identify people by their characters, and create a group of close friends, many of my mechanics is about finding others to play Everquest with, not "Own the server by myself". When world events happen, you'll be voting with your actions, and I want to ensure each vote is based on the person behind it, not who can 24 box. (Heavy WIP)
Will there be grinds that exist to make your character more powerful so if you choose so you can do these grinds and take your time if you don't want to box a massive army?
Yes.. there will be grinds, sort of. I say sort of, since they are not required, just really nice additions. They aren't all REQUIRED FOR LIFE. I'm trying really hard to get people into a casual mindset, nobody has the time initially for a hardcore experience, I want to start casual, smooth, with lots of great memories and experiences you can share with friends, then later, optionally, you can grind. I'm also trying to make it worthwhile to reroll and relive lower levels with newcomers, with the encounter and card system. I'll answer this question more at the end, when I talk about my goal of end game and some examples of grinding. (Community on bottom)
When it comes to teleporting, I like to travel, so I hope you don't make getting everywhere super easy if you want people to be more immersed into traveling, yet I don't want to be constantly running everywhere.
I have a #teleport command in game, which is limited to: ecommons, gfaydark, fieldofbone, commons, dreadlands, northkarana, sro, tox currently. It costs money to use. I may remove it all together, with the introduction to #return. It's primarily there during testing, and to give users the ability to talk about how they feel about it. While I have commands that replace key roles of certain classes, as those classes become available on the server, I plan to up the price of said convenience commands, I never want to replace a class. I want player interaction as high as possible, but also want to ensure small community is survivable.
Traveling is still a burden. Norrath is big, and it's a walk to many places, especially while wizards and druids aren't around. #return is a lifesaver for corpse runs right now. #rez is insanely awesome, as it summons your corpse and gives 96% rez currently. (combo #return #rez and it's jaw dropping). These will become more and more costly as the community grows and feedback happens. Perhaps even disabled. Traveling is still a pain, overall, since the list of locations is so limited, and I may limit or increase it, based on community feedback. (These commands are all 100% custom and controllable by me).
I look forward to trying this server and the work you have done looks great!
I'm making a server I would love to play on. I hope others will join and love the experience as well!
COMMUNITY
My goal to help build a community, and in general make this server a great experience, is catering to this mindset: Yes, you can solo. Soloing is boring, the builds help spice things up and other niceties, but you'll quickly find that with builds and the little changes everywhere, you'll want to play with others. Hopefully you find other players online the same time as you, within the same level as you. If not, bring a friend! (I plan to add a referral system to help entice this activity). Your friends will then play, and group with those on the server, and perhaps bring even more friends, and eventually.. the community grows, and it thrives.
The end content will be scaled and catered to a more casual group-oriented experience. Right now I'm thinking no more than 12, maybe 18 people for the hardest content. But really, majority of content is group-at-most (This is heavily subject to community size and involvement/vote). As we all know, original EQ legit style was a 54 man raid style (if not more!), and that's just crazy with eqemu populations. I plan to add some really fun ways to keep a competitive nature on large noted mobs, while also prevent deadlock. (I've never seen it handled the way I'm imagining before).
As far as grinding, when you reach level 60, you are level capped, yes.. However the game takes a twist. Why? There's no Alternative Advancement EXP. Instead, once you max level 60, your experience goes into a pool buffer. This buffer fills and fills, and is quite large. If you die while level 60 with maximum exp, the experience loss is first taken from the pool buffer prior to your actual level experience.
If you type #exp in game, you can see how much your experience buffer is, measured by the size of a potion. What is a potion? Certain NPCs in the game will allow you to trade an Empty Experience Vial and currency to them, in exchange they will take a potion's worth of experience from your buffer and fill the vial with your excess pool and hand you the result. This Filled Experience Vial is a tradable item, used in quests to unlock AAs. This means as you welcome friends to the server, or make a second character to explore a new build, you can "twink" by giving them your extra EXP Bottles so they can complete AA quests at earlier levels. No more level 52-req mindset. Unfortunately, your friends and twinks cannot drink the EXP potion, but if the community wants it bad enough, who knows? :)
Another grinding aspect is that velious-end tier gear has a system in the works that makes the ancient and unadorned upgradable beyond velious end-tier gear, by combining two together with a chance of the yielded upgrade failing. it will help prevent rott while you keep running these end-game zones for new end-tier players, it will also keep hardcore players VERY busy as you need many pieces if they want the absolute best gear. (It also isn't a requirement for everyone to grind, if you're casual, don't sweat the hardcore stuff. You just won't be the very best geared, just nearly best.)
The card system is also spread across Norrath, and their rarities are very significant, and very noteworthy to collect. As you casually play Norrath you may find something that is very valuable and rare and be contacted by fellow players in eager anticipation for purchase, or if you're hardcore, you'll be finding yourself killing in certain areas for the hope of a certain card to drop.
And I still haven't even talked about encounters.. *breathes*.
There's many many more, hopefully I wasn't too wordy.
CodeLord
05-25-2016, 02:15 AM
Great job on the description and question answering. :)
It was even entertaining for me to read all of it.
PlumbGame
05-25-2016, 10:28 AM
Really appreciate the responses! The boxing stuff is good to know! Sorry about some of the teleporting questions. You definitely cleared up a lot of my confusion.
satora54
05-25-2016, 09:14 PM
Looks amazing, honestly.
Love the idea of NO BOXING, now maybe we can actually get groups going.
How is loot going to work for the ecounters? Is it custom? or classic loot we already know of?
CodeLord
05-25-2016, 10:22 PM
The loot rewards from encounters are standard items. Higher end items are of course less common, and it is still a work in progress.
Feedback is highly valued and does tend to drive the direction of the project.
Maze_EQ
05-26-2016, 07:57 AM
I'll be playing here. No bots/boxing is a godsend.
EQEMU2010
05-26-2016, 08:05 AM
Do you have an ETA on when BETA Testing will begin? this year even? Seems like a big project.
Shin Noir
05-26-2016, 02:33 PM
Do you have an ETA on when BETA Testing will begin? this year even? Seems like a big project.
Players can play it and test it right now, actually! I'm not sure I'm going to do an alpha-beta progression, instead right now I'm working on ensuring the most critical parts are in and once I'm happy and the community is happy, I'll be launching officially. So, if anything, it's in beta right now.
Note that it is heavily in development still, and there is only a couple GMs, so crashes, incomplete classes/systems, bad content (from peq) are a thing and will happen. (The experience is not best) And yes, it will be wiped before any official launches. Will likely create a reward for players paticipating in the testing however. I also do try to ensure that the current "live" server is as stable as possible, and so far it seems to be decent in that regard.
> Join us at Discord < (https://discordapp.com/invite/0lwW4DnAyID7E7wi).
Come chat in discord, and let me know if you're interested in joining. I'll repeat the above disclaimers, let you join in and flag your character to gain access from now on while it's locked. Even if you don't plan to test or join until launch, feel free to hop on discord, I try to discuss any matters I'm not so sure what direction to go, and love to hear input.
I try to keep this log file up to date as well: https://github.com/rebuildeq/rebuildeq/wiki
A side note, as players test, we created a new command called #issue. If a player hold something on your cursor, target an NPC or player, and type e.g. "#issue This thing is broken, help!" it creates a github issue for me to look into. If you type "#issue" by itself, it will list any previously created issues you made and a status of the progress of it being fixed or not. This way, you can track and report things without me having to be there. (I released the concept here - http://www.eqemulator.org/forums/showthread.php?t=40449)
It gives details like this:
http://i.imgur.com/aGPnQhf.png
jpyou127
05-27-2016, 10:14 AM
Cool stuff here Shin!!
Shin Noir
05-30-2016, 04:12 PM
I'm not sure if I should post on here updates or not, but as an update, thus far I've recruited about 18 testers playing when they have an opportunity. Positive feedback thus far it seems.
This weekend We've added a feature where if a player talks in OOC, they are tagged by their "Identity" name. This is a custom account-wide display name that helps identify players.
http://i.imgur.com/uzFqjW2.png
It is used for bridging the gap between discord and EQ chat, as well as since we have mechanics that encourage players to hop between alts, we wanted a way to identify people easier with a more universal name. If a player dislike being identified, just don't talk in OOC or discord. (We may make /w all also include it, and same respect, /roleplay or /anon would mask a player's identity).
NatedogEZ
05-30-2016, 04:23 PM
Thats a very cool idea, I like it! :)
PlumbGame
05-30-2016, 10:08 PM
I would like you to post updates here if you don't mind! I regularly check this thread to see what you are doing. Hopefully if RL slows down here soon I can try and help test if you still need people.
Maze_EQ
05-31-2016, 04:10 PM
Im here to test. <3
chrsschb
05-31-2016, 04:41 PM
In to test, hanging out in chat as Malevolent.
Shin Noir
05-31-2016, 05:52 PM
Maze_EQ, are you in the discord chat? I'll be able to do more invites in about 3 hours from now.
https://discordapp.com/invite/0lwW4DnAyID7E7wi
ajstyles65
05-31-2016, 06:07 PM
Man that luck last night to unbox a Legendary weapon and a rare armor XD aha
nenelan
05-31-2016, 06:53 PM
This is something I am very interested in seeing grow.
Shin Noir
06-02-2016, 02:52 AM
So, lots of changes happening. Quite a lot is noted in this changelog: https://github.com/rebuildeq/rebuildeq/wiki
Highlights would be..
We added /w all support of Identity info:
http://i.imgur.com/JHTnVxT.png
And players gain daily rewards for simply logging in:
http://i.imgur.com/ISITtM5.png
My focus has been on builds, however I want to ensure my sanity and the tester's sanity is as sane as possible while experiencing the server. :)
Vladar
06-04-2016, 06:37 PM
I would love to help test if you have a spot open
Shin Noir
06-04-2016, 07:47 PM
We added a very basic introduction to rogue skills
http://i.imgur.com/paSc60K.png (http://rebuildeq.com/builds/rogue)
http://i.imgur.com/XdWGR40.png
Pic is just a fun little kodiak encounter randomly spawned in Najena.
Be sure to click the discord join to apply, Vladar.
bufferofnewbies
06-06-2016, 03:01 PM
That bear bit my head off!
Shin Noir
06-07-2016, 06:01 PM
As a general update and highlight, I added some code that gives a very beneficial side effect.
If you target an NPC that is not owned by a player and cast a beneficial spell, the spell will instead cast on you (self).
This means that you no longer can accidentally Lay on Hands your enemy target anymore.
While soloing, you no longer need to target self to heal during a fight.
The testers seem to love it, and I plan to expand it even more later.
Ozium
06-08-2016, 01:36 AM
very nice QOL :)
ward3
06-09-2016, 09:59 PM
Wow, this seems like a project that might go some where. I really like the attention to detail on your website Shin.
If you are still looking for folks to help out, I would love to join.
Shin Noir
06-11-2016, 10:10 PM
Added druid sections (Offense and Healing).
http://i.imgur.com/KjLhdUg.png (http://rebuildeq.com/builds/druid).
Shin Noir
06-24-2016, 12:36 AM
General update, I tossed up an entirely new site. http://rebuildeq.com
Hopefully will convey the server clearer, and have been doing a ton of changes. I have also done a few live streams on twitch here - https://www.twitch.tv/xackery
And random video. https://www.youtube.com/watch?v=H7qDqUbQpuo
Nerdgasm
06-24-2016, 03:09 AM
That laugh just freaking kills me. I'm making it my ring tone.
HMG10
07-02-2016, 12:16 PM
I wanted to give this some props, I started it recently and it looks to be a fun and unique experience unlike what I have tried before. I look forward to seeing how this progresses. I would suggest there be a link to this forum post on the main server wiki webpage at least until all of this information/ideas get Incorporated there.
Shin Noir
07-05-2016, 12:49 AM
Something we recently introduced is a #dps command.
https://images-2.discordapp.net/.eJwFwcENwyAMAMBdGADjGhnINoggEjXBCBz1UXX33n3NMy-zmUN1rA1gP1eRudulMnOrtom0q-ZxLlvkhqyay3HXrguQoqdIAYNzTIETA6ZEiK8YXfSeiTHA099d Pt2O3szvDwhqIuc.l2nDK7bi7npPtcyHRrpG1ZjikA0.png
You can get a report of just your DPS, or DPS of all contributors to a mob. You also can target self and #dps to see what sort of damage you have been taking.
There's also a mechanic where you can #toggle selfdps and #toggle fulldps to automatically display this info after each kill you were part of.
I keep a changelog up to date here http://rebuildeq.com/changelog/ if you're curious what is going on.
Shin Noir
09-23-2016, 10:15 PM
As a general necro post just wanted to note this server is going along, we have a locked status membership of testers, we added the final Preserver section for druids - http://rebuildeq.com/builds/druid
We also added Bandit line for Rogues - http://rebuildeq.com/builds/rogue
IF you want t join, click the sig and check out the fancy website.
Shin Noir
10-02-2016, 07:24 PM
http://i.imgur.com/zEHaCej.png
Today, we added a Feat system. #feats are accessed in game and extend game play beyond 60, due to the EXP beyond 60 going into a pool to fill Bottles of Experience.
What is neat about this system is that you may help your friends with it due to the item requirements being trade able. (Yep, AA's reagents can be traded, including one representing the EXP).
They also have no level requirement. They're expensive, and a bit tedious, to keep you busy.
Since Rebuild is focused on making a more casual game, the more grindy friends can help out the more casual by helping them with the farms.
Maze_EQ
10-03-2016, 10:39 AM
I love you Shin.
Now add wizards so I can play.
NostalgiaEQ
10-05-2016, 07:51 AM
Something we recently introduced is a #dps command.
https://images-2.discordapp.net/.eJwFwcENwyAMAMBdGADjGhnINoggEjXBCBz1UXX33n3NMy-zmUN1rA1gP1eRudulMnOrtom0q-ZxLlvkhqyay3HXrguQoqdIAYNzTIETA6ZEiK8YXfSeiTHA099d Pt2O3szvDwhqIuc.l2nDK7bi7npPtcyHRrpG1ZjikA0.png
You can get a report of just your DPS, or DPS of all contributors to a mob. You also can target self and #dps to see what sort of damage you have been taking.
There's also a mechanic where you can #toggle selfdps and #toggle fulldps to automatically display this info after each kill you were part of.
I keep a changelog up to date here http://rebuildeq.com/changelog/ if you're curious what is going on.
Very cool. Are you going to open source any of your work?
Shin Noir
10-05-2016, 12:45 PM
Very cool. Are you going to open source any of your work?
I've open sourced some of my code in the past. My general issue is that my code is extremely custom, so it can be tough to genericize it for the masses, and they're specialized anyways, so not sure the reception will be for certain features until people speak out like you did.
The DPS command ideally would get more work done it before I am comfortable for mass release. I do occasional patches to it.
And it's pretty custom, not sure a PR to master branch makes sense.
But if you're ever interested in a feature just lemme know. Unless its' a huge PITA to share, I'm happy to give to others.
NostalgiaEQ
10-05-2016, 01:18 PM
I've open sourced some of my code in the past. My general issue is that my code is extremely custom, so it can be tough to genericize it for the masses, and they're specialized anyways, so not sure the reception will be for certain features until people speak out like you did.
The DPS command ideally would get more work done it before I am comfortable for mass release. I do occasional patches to it.
And it's pretty custom, not sure a PR to master branch makes sense.
But if you're ever interested in a feature just lemme know. Unless its' a huge PITA to share, I'm happy to give to others.
Awesome man! I would really love that dps feature. There was nothing more exciting to me as a kid than playing lazer tag and getting to see everyones rankings at the end! I would definitly be willing to donate for that dps feature code :).
Shin Noir
07-17-2017, 02:28 PM
Figured I'd update this post, been a while since I did updates.
For history/changelog at http://rebuildeq.com/changelog/
tl;dr:
We've added Magician, cleric, a unique ToV/Kael armor aug system, doing a tier-based revamp of end game, and many, many more changes.
Stuff we're working on:
* The remaining builds
* Getting source up to date with latest master. (I finished the merge, just bugtesting).
* There's a website revamp in the works with a ground up alla-like clone included.
* I'm working on Expeditions for all eqemu servers, and will be leveraging this tech on the server once it's done, too.
* I wrote a eqemu patcher, any server can use it, i'm working on incorporating it onto rebuild, and once I'm comfortable with it's performance, plan to add custom models/zones.
Lots of stuff going on, will try to post here more often so others can be aware of the happenings.
Shin Noir
11-01-2017, 05:03 AM
I had been busy with work and neglected this server, however.. today i'm patching "megamerge", a patch that involves getting rebuildeq in sync with latest eqemu master.
Patch includes:
* Added Monk builds.
* Finished bishop line for clerics.
* Megamerge gets RebuildEQ's source up to date with latest eqemu master. This is over 1.5 years of commits added to the code, and it includes many changes including a full combat revamp, waypoint update fixes, among countless other major cleanups.
* Resetting #builds now costs money level 10 and above.
* Shadowknight's Mental Resistance now works.
* Zone Experience Modifies have been removed
* Monks get their AC bonus without weight concerns.
* Fix pet affinity to be available for all classes. UPDATE aa_ability SET classes = 65535 WHERE id = 250;
* Bard's Wish now extends songs by 1 tick and works.
* Bard, Monk, Cleric, Shaman, Druid, and Rogue procs now show proc chance and passively occur.
* Death Ward and Mark of Karn are no longer a cleric spells. Instead, it is part of the builds.
* Druid and Shamans no longer get Spirit of the Shrew.
* Cleric's Complete Heal was removed. The effect on Donal's Was also changed.
* #buff, #teleport, #return, and #resurrect are free until level 10.
* #buff no longer gives STR buff or clarity, and gives lesser buffs than before, druids are more viable.
* Shadowknight and Paladin's normal melee attacks are reduced by 25%.
* Rogue normal melee attacks have a curved bonus, increasing up to 100% at 50+
* Paladin's skills Wave of Marr, Ward of Tunare, Elixir of Might, and Brell's Blessing locations were moved.
* Card Distiller is now sold by Nola and works
* Did an out of era pass, any items out of era will now be flagged (out of era) but retain cards, so you can safely remove them. #issue while holding any items you believe are in error and were incorrectly flagged out of era.
* Added itemscore system. When you consider a player, you will now see an Item score percent based on the highest geared on server of any class. The highest geared player is updated every 12 hours.
* DPS was heavily revamped and likely may have errors. They are known and being addresed.
* Out of combat regen was reduced in half, as well as the dynamic increase each tick was removed. So, the formula is simply 1% per player in group. level 40+ this is reduced by another half, so 0.5% per player in group.
* Any build that relied on a chance for an effect to go off have been revamped to no longer have a chance roll. They can last 0 ticks, however, and their effectiveness likely reduced
* Many many other changes to builds, review your class fully to discover what was all changed.
* Healers now gain a passive 10% mana tap to all regular melee damage. #toggle buildecho to see the amount regenerated.
* Moved many build effects to #toggle buildecho. This can be spammy but helpful when verifying the usefulness of a skill.
* Weapon and Armor boxes chances for rares/legendaries have been reduced.
* Encounter system has been revamped to be account-wide timers. The frequency has increased, but no longer does character hopping cause new encounters to spawn, it's a universal timer.
sprinkle3
11-02-2017, 11:26 AM
Wow meets eq?
Shin Noir
11-05-2017, 02:01 PM
So, We've added monks, clerics as viable build options!
https://i.imgur.com/aszcyVg.png
Discord has been updated to support many styles of broadcasts and in game chat/updates
https://i.imgur.com/zq40rIc.png
We've introduced an itemscore system. When you consider a player, you see a % based on a class's top geared player on server
https://i.imgur.com/k2TG6Q6.png
You can also type #itemscore to get a rundown of your gear:
https://i.imgur.com/6HKOFLa.png
Shin Noir
11-10-2017, 09:55 PM
The enchanter build trees have been added.
http://rebuildeq.com/builds/enchanter
https://i.imgur.com/QiJU4ZR.png
Shin Noir
12-02-2017, 03:03 AM
We have released 2 out of the 3 trees for the Necromancer build!
klipche
12-02-2017, 09:02 AM
When I see these builds all I am thinking is World of Warcraft....
Shin Noir
12-04-2017, 02:13 AM
When I see these builds all I am thinking is World of Warcraft....
the entire mechanic is actually borderlands: http://bl2skills.com/gunzerker.html#000000000000000000000000000000000
thegrandpackard
06-07-2018, 02:04 PM
There is a new patch out for RebuildEQ, lots of bug fixing and a few enhancements. Check it out. http://rebuildeq.com/changelog/2018/05/29/revival/
GreenManalishi
06-08-2018, 06:15 PM
Woa this looks really amazing! How well developed is it so far? Is it fun to play through all the levels or are there big gaps in the content and class design?
thegrandpackard
06-12-2018, 04:17 PM
Woa this looks really amazing! How well developed is it so far? Is it fun to play through all the levels or are there big gaps in the content and class design?
This is a few years into development. It's still in closed beta, but we are accepting beta testers (we just have to authorize your account). If you're interested in what is in play for the classes or to get access, check out rebuildeq.com (http://rebuildeq.com). As for level gaps, it's mostly Velious-era zones and mobs with a custom end-game that's still heavily WIP
tako_EQ
10-11-2018, 11:19 PM
this server been in development for a long, long time now... is anything in the end game custom ? are the classes balanced ? is there any realistic timetable on when this server will actually be live ?
I mean, its a neat idea and all, but would love to know where the server stands
Maze_EQ
10-12-2018, 10:48 AM
this server been in development for a long, long time now... is anything in the end game custom ? are the classes balanced ? is there any realistic timetable on when this server will actually be live ?
I mean, its a neat idea and all, but would love to know where the server stands
"Velious era zones and mobs with a custom end-game that's still heavily WIP"
Shin Noir
12-20-2018, 03:14 PM
Rebuild is still working on finalizing builds, as well as other ideas/tech. We are making substantial effort of the last month to work towards going out of closed beta, including a website revamp with a new website, supporting discord connecting, identity configuring, among other stuff all custom.
While players are free to join by request now, it is known there are many bugs to resolve and concerns that need to be addressed, and with the lack of bandwidth of development we have taken our time.
Balance is not in place.
End game is working towards customization, with a tier system.
Even when we go "live" it will still be in a very early prototype level. Rebuild from the start was always an experimentation with no real time lines, when you consider the amount of customization, it makes sense such an ambitious project with a casual dev team will take a while!
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