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-   -   Most Important Feature? (https://www.eqemulator.org/forums/showthread.php?t=9715)

Merth 10-07-2003 05:10 AM

Most Important Feature?
 
There are a ton of features to be implemented, but these are the ones that I have identified as the more important features. Which of these do you feel should have the highest priority?

mattmeck 10-07-2003 05:25 AM

I would say combat and proper XP from the combat. Combat is what EQ is about I would rather fight bald humans in 2 zones then have all the zones / doors but cant fight :shock: AA would be pointless if you combat isnt correct cause you couldnt earn the XP through fighting. Spells would have to be a close second since there tied into fighting for the most point.

Trumpcard 10-07-2003 05:33 AM

I would tend to agree.. .Combat and combat related issues should probably be honed out first... I've been trying to do some performance profiling around attack.cpp/spells.cpp to see what we can refactor to help with combat lag.. For the most part, combat is working 'decently' , we just need to work on mob combat movement/facing, and tweak the formulas a bit (ala Guest). I've been trying to use gcov and gprof to figure out where the combat bottlenecks are, I have a few ideas but nothing conclusive yet...

a_Guest03 10-07-2003 06:05 AM

I say combat 100%.

Spells and zoning and all other packet collecting for use-based functions should run close behind. Movement and worldbuilding can run in parallel, which tcsmyworld has proven magnificently. I don't want to downplay the importance of collecting data while it is available. We will never have all the data from live, but 98% is close enough, and I think we're at about 75% with mobs and items.

AA should be dead-last. It's an enhancement of something that we don't even have. Why would you prepare the icing first, and then make the cake? I think we already researched player HP and mana to be very close to accurate, and magelo has much of their equations and theories posted in their forums. I copied much of it to our own forums. I would like to talk to the Magelo people to find their AC equation and beg them for it. Theirs is so close to live that I would settle for it.

If combat is voted to the top, I would like an amateur programmer to help me test my theories with source stubs. I believe we know how to resolve maximum/minimum damage, but so much is left to be discovered. Every sub-equation we resolve is one step closer to combat.

Slayden 10-07-2003 06:33 AM

Combat
 
I Agree Combat is very important Plus, hopefully 2hs animation wont be so screwy =x (After every slash, the char punches :x ).

ibib 10-07-2003 09:35 AM

combat yeah... that and right-clicky things... Fireworks are the greatest thing everrrrrrr.... and it's no fun that we can't use them

kai_shadowbane 10-07-2003 10:33 AM

well, combat works, and since they would have to find/puzzle out the formulas, why not fix zoning while someone hunts for the combat formulas. the rest are semi-minor in comparison, I mean it's great to attack, attack, attack. but when that gets boring, youd wanna go somewhere, and on a legit server you can't just #zone everywhere, plus half the fun in adventuring is finding the new places (zone points)

Asigoth 10-07-2003 11:18 AM

Re: Combat
 
Quote:

Originally Posted by Slayden
I Agree Combat is very important Plus, hopefully 2hs animation wont be so screwy =x (After every slash, the char punches :x ).

I don't know about you, but If I was using a 2hs, I would definately try to he-man punch their ass afterwards if I could :lol:

Anyhow, I'll have to jump the bandwagon and agree that combat should have 100% priority. But in a very close second, NPC Movement should be fixed. NPC Movement is *very* closely tied in with combat. Kiting, anyone? ;)

Trewr 10-07-2003 12:02 PM

Yeah, but don't spells and combat go hand in hand? Once those are down you need zoning and then npc movement. Atfer that all the doors/AA/icing is fair game.

Bunga 10-08-2003 01:11 AM

Everything combat related.

EXP, Attacking, Spells, HP/MP, damage, NPC/Mob movement and "AI". AA's are good to have, but we need the other things first.

sup2069 10-08-2003 01:43 PM

I put zoning. What good does fighting do and AA if you cant zone properly without crashing?

killspree 10-08-2003 02:42 PM

Zoning definitely, then I'd say combat, followed by spells(since it's closely related to combat - it's basically the spellcasters form of combat).

After that you can do the stuff that has the cool-factor, like AA, movement, etc.

Trumpcard 10-08-2003 10:04 PM

LE worked out the proper format of the new damage packet last night, and I pushed it out to CVS , along with his changes for bazaar merchants.. Combat is alot less buggy now, you will see combat hits and misses, and the mob hp bar is being properly updated now..

Could folks do some more combat testing with the new DR code and let us know what use needs to be worked on (dont say my 65th level warrior isnt hitting high enough, we dont care at this point)

We want to know what basic combat features are not working still so we can address them..

Also, scruffy inverted the X&Y axis so were using the same system as live now. You'll want to reverse your X/Y axis in the new DR version.

killspree 10-08-2003 11:52 PM

I just saw the screenshots of the player merchants, hats off to LE on that - I'm sure quite a few folks will be happy to know that will work in 5.0. :)

x-scythe 10-09-2003 02:32 PM

mobs
 
i would have to say mobs...in every zone. you cant USE the combat if there are no mobs right? combat is important too but since i quit EQLive i would like to see some of the new mobs they have come out with.


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