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-   -   Project TheoryQuest (https://www.eqemulator.org/forums/showthread.php?t=38567)

Davood 08-04-2014 12:45 AM

oh mr davood did not talk about how guilds would be like corporations and certain peopel would be able to share their "patents" with each other,a dn there might be guild patents that lets you make stuff if your in the guild etc.

Shin Noir 08-05-2014 07:02 AM

The monologue is amusing, Davood.
I've read over it all, and mulling over it's implementation while juggling work stuff and my "dream land what if's" of this theoretical project. :)

Davood 08-06-2014 05:16 PM

imho it isn't a big technical challenge.

the real question is - how to properly implement it so that it can grow on its own.

youll need to finish my thought experiment and discuss how guilds will play into it, how groups will play into it, and how ownership on items will play into it.

guild banks are a pocket calculator next to a 32 core beast cpu that will be your EverEve server's implementation of sharing items.

Davood 08-06-2014 05:19 PM

and come up with more ways to make money

possibly through "mining" ore or harvesting other things (equipping a special item which lets you attack special object then you loot ore and take it to a refinery).

then you could build the ore/tree/gem/etc component into existing dungeons/areas which adds to the challenge.

like special crystals are harvestable only under where some super r*****t dragon sleeps, or certain metals only found in certain nasty dungeon/cave places.

heck alot of dungeons are ALREADY THEMED as mines. but without the mining

Davood 08-06-2014 05:21 PM

if i had 1 million dollars

i would spend most of it on my debt but then i would use the remaining little bit to relax and do this thing.

if only i had the time.

the other project i wanted to do was to make a .HACK style game with eq and have virtually infinite randomized dungeons based on certain preset spawn areas and area - weather - element - etc types the way .hack does it.

Shin Noir 08-12-2014 06:52 PM

Been 6 days, I've been doing some preliminary stuff for this project, very casually. Have a test server up.

https://github.com/Xackery/TheoryQuest/commits/master
You can see a changelog of the spellfile.
I was focusing on beastlord revamp to start. Was adding ~10 new spell lines, 7 tiers each, so 70 new spells per class basically.

I'll touch each class with the same hit. I've had a few stragglers hop on the server and give positive feedback about how hard i'm hitting changes.

Secrets 08-13-2014 06:46 AM

Quote:

Originally Posted by Shin Noir (Post 232417)
In closing, I want to talk about soloing. It is my belief that most, if not everyone, who is a fan of Everquest enjoyed the experience of making friends and teaming up with others to achieve goals. A reward is always sweeter when shared. My ultimate goal is to try to design a place where collaboration is rewarded. Soloing is doable, but really, soloing is depressing. :) My hope is to make it where soloing can be done to a certain level, and then the game turns into a small group experience, with a difficulty that causes boxing to be troublesome.

WoW's personal loot system really hits the nail on the head for this problem.
Mixed with a personal idea, I would try this:

Have a random roll per player autogenerated by the system instead of having to allow players distribute loot themselves.
If player hits a 80 or higher on a random 100 roll, they get an item, if not, they get plat, or a 25% chance at a token that lets them purchase a piece of gear if they lose loot rolls too often.

Reset this random roll every x days. You can still participate in the kill, you just won't be rewarded for it until the lockout timer from the kill is up.

Alternatively, allow a loot token to be sacrificed for an additional loot roll for the item. This extra roll would result in plat or the item only, and not an additional loot token. (50/50 chance)

Loot from all named NPCs being handled this way would be the ideal way to go.

With the exception of trash NPCs, which give a personal loot 'pool' per player and each player gets their own loot pool without a lockout timer.

Shin Noir 08-13-2014 07:02 AM

I love the idea Secrets! I need to mull over it's implementation.


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