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They actually became magical weapons bare fisted at level 30. And you could also put magic gloves on and hit creatures that required magic. Same for warriors and magic boots.
*Enchanter Pets Fixed (No more punching!) *Sky Mob scripting complete. Key scripting still needs work. *Hate - Complete and Polished *Fear - Complete and needs a touch of polish *Dragons - Complete and Polished *#zone enabled for the remainder of beta Most every zone has been tinkered with so we've enabled #zone for the testers to help out with travel. Although, we applaud those folks that ran from Qeynos to Faydwer; this act of bravery will no longer be required. |
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omg
I can not believe why i stopped playing EQemu 9 months ago and missing this. You are a god Nilbog, keep up the good work and thank you for making druids usefull again ! one halfling druid on the way! If beta is still open that is.
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Beta is still on atm. Fixes going in daily, come on by and hang & chill.
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So how does one actually join the beta? I'd love to roll into this, especially since I just got Ogmuk's email the other day about the 10th Anniversary of EMarr.
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To play in the beta? Just log in =).
forums are at http://classicbetatest.guildlaunch.com. To join the forums register there & apply for membership. And, good to see you again Arph! |
At level 50 with about half a yellow in, died and lost back to 49 with 2 and a half yellows lol...lost 3 full yellows.
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I've been tinkering with the XP lost variables as well. In 50 you should lose a full yellow when you die without a rez. And since 49 requires less XP (a lot less) than 50 it translates up the amount of yellow but not the amount of xp. I'll check it again tonight.
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Have been having a lot of fun in Guk and Unrest recently!
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The problem I have found with legit-classic eqemu servers is that unless you have a lot of players... (thousands), then old school exp and death penalty exp loss just ends up making the server a solo server. EQ was designed for a large player base. If you scale the exp rate up to make up for a lack of players then it could be more of a success. Perhaps scale the exp rate/loss rate directly with the average number of players on per week?
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As far as experience goes.. I've had people testing this for a while to smooth it out and find what was best. Seems my players don't want a scaled-up exp rate..and that's fine with me. Quote:
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We're approaching 1000 "fixed" threads fairly quick=o. Which include both quests and DB changes.
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Even with the "beta-ish" population we have now, I must say I have spent more time grouping on this server than I have ever spent grouping on any other EQEmu servers.
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