Mythic
Well, after hours of boredom, I decided to launch this server, it's a result of about 2 weeks worth of coding off and on, and it's just an experiment right now. It's name is Project M, or Mythic for short.
What is this server? It's basically what I envisioned EverQuest to be. NPCs use the exact same calculations as players, and players use the same calculations as NPCs, minus HP calcs which were a clientside thing I fought with. You start at level 70, and do not lose experience, or items, when you die. You are restricted to 8-12 spells, without a spell file needing to be downloaded. You start at 75 in each of your statistics and can raise them to a maximum of 500 points via a statistic merchant. You may only aquire a combined total of 425 AA points, and each of those can be used to modify a stat, up to the aforementioned value. Here's a brief description of what statistics do, based on my memory: STR = Melee Damage STA = Extra HP AGI = Avoidance (Parry, up to 47%) DEX = Critical Hit Chance (%), Avoidance (Riposte, up to 47%) INT = SpellDamage, different formula depending on buff/spell is a DoT or not, 1/2 of the formula for pet damage WIS = SpellHealing, different formula depending on buff/spell is a HoT or not, 1/2 of the formula for pet damage, half of pet hp/ac multiplier CHA = Critical Chance for spells, half of pet hp/ac multiplier NPCs also follow these statistic rules. Yay for virtual functions. Currently, there is no custom content other than the statistic merchant. This is purely formula testing. All NPCs are level 70. Any NPC who is in old world is easy, kunark is medium, velious is hard. #peqzone is enabled with a 30 second reuse and no debuffs. If you want, hop on and try it. It'll be different for sure. At the very least this server will be up for a month, for those of you who have count of my track record :p |
Hopped on quick to check this out, Got to making my character, And then the server went down?
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Just wanted to mention I made incredible progress on the server yesterday.
- DEX is now a melee critical multiplier, in addition to a melee critical chance booster, up to 26% critical multiplier and critical hit chance. - Melee revamp; Weapons are now 18 delay for 2handers, 36 delay for 1handers. Damage is now useless on weapons, instead, they are replaced by strength. Since strength is melee damage, it seems silly to add two statistics to a weapon that do the same thing. Haste can still affect these delays, up to 100% of the base value of delay. Existing weapons had strength added to them, to balance out the fact that weapons do not have damage anymore. The number of strength added to weapons is damage / 2, so if your weapon had 9 damage, it is now 4.5 strength, which rounds up to 5 strength. - Melee damage increased for pure melee. Warriors, Monks, Rogues, and Berserkers all fit under this category. Warriors are significantly better in raw melee damage output than Monks, Rogues, and Berserkers. - Healers are revamped slightly. Hybrids heals should be considerably weaker than pure healers such as druids, shamans, and clerics. Clerics should be considerably better than druids or shamans, however. - Disciplines are added in-game. These give raw statistics in addition to your weapon damage, and any purchased AA statistics. Depending on your class, you may or may not have disciplines. Bards and Beastlords do not, while all the other hybrids and pure melee do. Warriors contain two disciplines, one for a small DPS increase, one for tanking. Monks receive a balanced discipline granting 75 to all melee/tanking statistics, minus stamina. Rogues receive an increase to STR, DEX, and AGI, being the master thieves that they are. Berserkers receive a massive 200 STR output. Paladins and Shadowknights gain WIS and INT respecively on their disciplines in addition to strength and dexterity. - Riposte chance is fixed, there was an issue where it was calculating AGI, and an else if statement where it should have been if, I really hate these bugs, but they got fixed. If your dex is higher than your AGI, you will parry, if your dex is lower than your agi, you will riposte. (this is subject to change.) - In addition to pure healers getting a boost, all heals in general were boosted by 125%. This should make heals worth it, where as before they were doing 1% a heal at the beginning levels with default HP, they are now doing 2-4%. (this is a hybrid casting on itself. pure healers are closer to 4-6% health a heal. ) - Wizards are now significantly better than all other casters in terms of DD nukes. (200% compared to 100% if you want a statistic.) Wizards also got a third nuke, on a fast re-cast time. Enchanters' single DoT now does 300% damage, as it is their only form of damage other than charming, pets, or melee. - Cleric/Paladin Yaulp changed to 25 STR increase. - Grim Aura (SK Spell) now increases damage output by 5%. More to come as I remember them. |
Very interesting server :)
I've tried it out and i like your idea! |
New updates today:
- AC is converted into HP because AC was useless. Whenever you get an item with AC on it, it converts it to HP and even shows on the character sheet in-game, when you zone in, equip an item, #mystats, any time. - More tweaks to NPC heals, and heals in general. Since clerics get the only heal over time, DoT heals should be doing considerably more healing, and as a result puts clerics back on top. - #refundaa now resets all AA points gained to 0, your stats to 75, and now actually refunds them to the playerprofile for redistribution. I also removed some checks because it seems that the aapoints_spent gets reset every time you zone, which makes sense with the old AA system, it's just a confusing name in the struct. - NPCs now cast spells. These spells are class dependant and are the same exact spells players cast, discs included. - NPCs should no longer go invisible, in addition to the aforementioned spells. - If anyone is interested in any of this code for their own servers, please let me know in a PM. I would be flattered to share any tidbit of code with you. |
secrets,
great to see youre bringing back the EDGE server, i played through your first few betas and loved it |
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This code is 100% my doing, however. |
I would love having this sort of code on my server, the statistic system is just great and I would love to try and build around it, however I've never really tried editing anything on a server more than the stuff in the database. I have always wanted something like this though.
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I set up an SVN with the current and future code in it.
https://code.google.com/p/mythic-edgev/source/list |
That's interesting, if just to show that emulating a commercial game doesn't necessarily mean using their content and rules.
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Server is down for the time being. It's got some issues with the new HP code and i'm going to revert it soon.
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Server is back up as of today. It's got a complete combat revamp, mainly the addition of NPC health being calculated by STA and AC, weapon damage being part of the formula and an NPC reset for difficulty.
We'll see how this does, I was largely unsatisfied with the last combat system (mainly because it was unfinished) so we'll see how this one does. |
New revision from googlecode.
- Mob HP changed to smooth out progression. NPCs that normally have lesser stats should have less HP than they did, NPCs with higher stats (such as nagafen) should have a lot more HP than they did. - NPCs now regenerate 1% of their health/tick, regardless of what is set in the database or their combat state. |
More tweaking...
DEX is now Parry & Critical Chance. AGI is now Riposte and Critical Multiplier. If your DEX is higher than AGI, you will parry instead of DEX making you get a critical multiplier, a critical chance, and a riposte chance all at once. (to be fair to the AGI stat, it's also ranged weaponry damage, but being useful for one class isn't enough. :P) Endless Quiver is implemented for all classes by default. Healing restored to the pre-hp tweak value as I undid the HP tweak. Reduced NPC HP in half when it is calculated. This should make NPCs considerably easier for classes with no heals to start. |
Hitpoints seem to be totally messed up right now.. I am stuck at around 23% life when maximum. Then I get knocked unconscious and stay that way until they beat me waay negative.
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new build is live, should reslove the issue with HP. I'll be looking into plans and a direction for the codebase soon, but for now it'll stay up.
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down really quick. forgot to add stats back to items. should considerably help you all with your mob killings.
edit: it's back up |
Down again, upgrading the box's to support at least 50 dynamic zoneservers, since its starting to get a tiny bit of population and the 15 zoneservers it was running is not nearly enough.
42.3% done, 4:16 to go, 36.28 MB/s as of this message. My host is migrating the filesystem over. Also updated the revision to EQEmu 1181, to try out some of the new stuff Trevius has worked on with random pathing. Thanks, Trevius! edit: it's back up! |
I will definitly check out your server, If you need help with content lemme know ive ran a few servers in my time
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Added STA = mitigation into the code today. 25% Mitigation is the cap @ 2000 STA.
Pets fixed for pet classes, they now inherit stats as different stats from their owner. Also added PVP support for anyone using this codebase that would like to make a PVP server running it. It actually has good PVP potential from what I can tell due to the mechanics tested on NPCs. I haven't honestly tested mechanics on PC versus PC combat, but it should work exactly the same as NPC versus PC combat seeing as the NPCs use the same formulas, but not the same calculations for HP. That should actually unintentionally leave people on an equal playing ground. In with the PVP code support comes an EXP gain for PVP, kill player, and if they are not from the same IP address as the killer you will receive experience. The experience gained is equal to 1 AA point, which can be used for statistics on the server, and yes, it still caps out at 425 AA points, just PVP is another way for people to get AA faster. I've always felt like PVP should have rewards in EQ, instead of mindless slaughter of people. As an FYI, the code *can* be modified to add PVP rewards for a killer's group, etc, as long as they are not from the same IP if someone wanted to/has enough knowledge to. So if someone wanted to add LDON merchants with PVP rewards and make a pvp points system they could if they know the code well enough. Something like that would be great for VZTZ if they ever wanted to remove item loot. Also damage mitigation on PVP is less for melee than it is spellcasters. This is to compensate spellcasters for already overpowered melee. I'm personally not hosting a PVP server myself btw, this is just code available for anyone to use. |
Just wanted to mention that I have not forgot about this server since I took it down. I am in the process of re-factoring the combat system based on a few things:
A few things I realized when helping others: Quote:
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http://code.google.com/p/mythic-edgev/ This project will be finished when it's finished, it is currently a side project at the moment. |
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