Township EQ - Coming Soon!
Hey everyone.
I've started a project known as the Township. My server aim is to provide an enjoyable gaming experience with a classic EQ feel, but through customized content. What does this mean? Well..
Content will be challenging and since we have a boxing limit of 2 there will be content that you can just log on and do by yourself, but there WILL be content that is not designed for 2 players (or one person boxing 2). I've been around EqEMU for awhile playing custom servers and one of my biggest qualms about starting a new one is that I don't truly FEEL like the class I'm playing until I invest the time to getting to a high level. A normal practice for custom servers is to give you a charm with a gate clicky, since I don't want non-casters to be able to just easy gate back to town, I decided to create charms for each class that gives them an ability unique to that class that defines them (warriors get a defensive rune proc, clerics a chance to twincast heals, etc, etc). This charm will stay with you forever and will be upgraded as you progress through my content. I have already started developing and will have a playable beta decently soon. This is all for now, I will update this thread with more when I can. You can also head over to my website at http://www.eqtownship.net to keep up with server changes. Thanks for reading, I hope I can provide and enjoyable experience for some of you. |
Hasn't this project happened before? Under the same name? I think so, correct me if I'm wrong.
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Yep. I had a server before, but it was locked 99% of the time and I wasnt able to get it out of the development stage due to me moving.. Now I'm settled down and can run it in a more stable environment I have lots of motivation to get it up and running.
EDIT: This is completely different than my other one though. I'd like to think this one is done a lot better. |
Alright, I thought so, I may pop in for beta once that's open.
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If you're from Township Rebellion, Gorn says hi.
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Anyways, I just wanted to create this thread to kinda let people know what my server will be about when it's out. I still have a LOT of work to do and I'm going to be taking my time to make sure its as good as possible. |
You obviously aren't from luclin......I was 2nd in command during the velious days...
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Ohhhhhh you mean the guild, that was rather stupid of me, I thought you meant my server.. I skimmed over the post because I was at my GFs house an she was rushing me off the computer.. I'm from Povar, the only time I've ever met TR peeps is during the SoF beta I grouped with a few people from that guild once. |
I learned how to grow the fuck up from being a Townie.
It was either you do what you're told, or you're finding a guild that is 15 steps behind townie. |
Sounds awesome. Look forward to trying this out. What gets old in all the custom servers is the linear progression. Only 1 zone for each level range, 1-10, 10-20, 20-30, etc, etc. No replay value.
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EDIT: Also, I just started on the first dungeon, which is Qeynos Catacombs, (since Qeynos is the hub). It's designed to be grouped by players level 5+. For those who hate the zone, dont have friends to group with, like to faceroll content, etc.. Qeynos hills will also be available for those 5+ as a solo thing.. There will be minibosses in the hills that will roll solo players though. From Qeynos hills and blackburrow is where I plan to branch the world out.. (Surefall Glade/Karana/Halas) zonelines will all go to places that are not Surefall Glade/Karana/Halas. I've only just begun the Catacombs but it's looking decent so far.. It will actually require someone with a pulse to pull mobs for you or you WILL get slammed by pathers. Teaser screenies for those who care: http://eqtownship.net/hubteaser1.png http://eqtownship.net/hubteaser2.png http://eqtownship.net/hubteaser3.png http://eqtownship.net/dungeonteaser1.png http://eqtownship.net/dungeonteaser2.png Note: I did try to keep Qeynos as simple as possible so a simple change of models was all that was needed.. Oh and I kept Fippy.. cause everyone loves to kill Fippy. Guardsman Keliron as seen in hubteaser2 will give you subtle hints on where you can go and things you can do.. He is scripted to respond to you by level so he will always be relevant.. Also, quest NPCs do not have saylinks or any of [this] so you will actually have to have a conversation with them to get anywhere. They also tend to say a different thing each time you hail them, so make sure you are thorough! DOUBLE EDIT: I have left the server open and put it higher up on the list so if anyone would like to poke around they can. Things are obviously unfinished but its obvious what is customized and what isn't. By the time I am finished there will be NO PEQ database NPCs in the hub. It will be locked as soon as I get home from work tomorrow and start work on it again.. Enjoy. |
For some strange reason, this server is saying.."Play me hard as fuck"
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Also, I'm not too knowledgeable on custom spells so as of right now it's a bit of a learning process.. I plan on editing some of the class charms.. I'm also trying to find a way to make you proc spells by casting a spell.. I have a few ideas on how to achieve that and I'll be working on it after I finish with the Catacombs and get Qeynos more populated. |
This has a good vision, Township. Best of luck with it.
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Anyways... Qeynos Catacombs are officially finished.. I did some testing last night with 3 people and trash is easily doable for experience bot bosses DO require an actual group. Some random info:
now to break down boss loot a bit:
Now I'm going to be finishing Qeynos and adding spell vendors, and just random hub junk... After that I will be customizing qeynos hills which will be a solo zone for levels 5+. Thanks for reading. |
Can't wait to take this out for a spin. Looks like a fun server.
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Just another small update to what I've been up to these past few days.
Qeynos Hills is 90% finished, the hub zone is finished, and all class charms have been fixed and have changed up a bit. I have finished editing the spell file so that 99% of spells on this server are using the old school spell graphics.. this took me FOREVER and was horribly tedious but was well worth it. First things first, class charms.
Thank god I've finished with these, I've put a lot of work in making sure these are good, I still have some balancing to do with them, but that will happen once I open beta and see them in action more than just me running around with them. Qeynos Hills: A solo-friendly zone for levels 5+ This is your next zone after you're finished with yard trash in Qeynos, or maybe even after you found a group and done the sewers. I've made sure that this place is very well populated so that if there's a ton of people in the zone everyone will be able to exp. While this zone is solo friendly, there ARE some things in it that will ruin your day and that solo players should avoid. I've added a few miniquests in here to help with leveling. Teaser pics: http://eqtownship.net/hillteaser1.png http://eqtownship.net/hillteaser2.png http://eqtownship.net/hillteaser3.png http://eqtownship.net/hillteaser4.png (Old school spell graphics o yeeeeee) What's next? I still am gonna spend the rest of tonight, (it's 3:30am) fine-tuning and just trying to make Qeynos Hills as best as it can be before beta. Next I will be editing Blackburrow which is another group zone for levels 10-20. My plan is to change the zoneline of Surefall Glade and the Karanas.. Surefall Glade POSSIBLY may lead to the Warrens which will be another dungeon, but that isn't set in stone yet. The Karanas will be leading to another qeynos hills type zone that will be open and soloable. Blackburrow will be soloable at the entrance, but once you get further down it will be group oriented. As always thanks for reading, I hope to keep developing at a steady pace so I can get a beta out as soon as possible! |
Blah, this looks really cool. Glad I'm not the only one with a hardon for Qeynos, lol
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You could give them a starting item with shrink on it.... could maybe make it Must Wear to cast and kind of slow....
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Mildly relevant info - I'm working on scripting the class charm effects to automatically be cast on you when you equip the charm and then fades when you unequip it. |
You could set spell duration up far enough that recasting would be pretty painless. Doing it the auto-on upon equip / auto-off upon unequip might tend to punish / limit players due to progressive gear upgrades over time...
Very cool concepts for your server. |
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There will never be any other obtainable charms in the game.. These charms really define the classes.. you will however be getting more class-defining items as you level up and complete quests or kill raid/group mobs. Thank you, I hope everyone enjoys playing on it as soon as I get into beta. |
You have an estimation of when the server will go into beta?
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I'm trying to aim for early - mid november.. around the 28th i'm going to be doing a lot of personal stuff so I won't be able to work on it, but I've been doing as much as possible so I'm really trying to get it out as soon as i can.
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GM let me try this server out last night, very cool concept and a lot of fun.
He has a lot of ideas and I hope he continues working on this and soon so we can all play! hehe |
Just a quick update..
We now have a zone map for the server.. The purpose of this layout is to be able to create a steady path for solo players to progress on with continually giving the option of finding a group or playing with friends and going to a dungeon for better loot/experience. There will be "township" outposts with NPCs throughout the world, but not in every zone.. Druids/Wizards will be able to port around the continent blah blah etc etc. I like this zone map because there are a lot of lesser-traveled zones in it that many people are probably not very familiar with.. I believe combining that with a complete custom overhaul of each zone will provide a unique and fun gameplay experience. Not all dungeons will be geared toward a group, I intend on making crushbone a solo dungeon.. keep in mind that content designed for solo play with obviously not give the same quality loot as group stuff. Everything shown on this map will be levels 1-50, including level 50 raid zones/group dungeons. Content will be released on an "expansion" basis. What I mean by that is as soon as all of this is finished and ready to be played through 100% I will be working on a whole new continent for levels 50-60. The new continent will be released either all at one time, or on a tier basis (3-4 zones at a time). http://eqtownship.net/zonemap.jpg |
Pretty cool zone map! I had to laugh though when I saw the Splitpaw connection off of Blackburrow, I plan on doing the same thing on my server. At the time I thought I was pretty clever, but it does seem pretty obvious and fitting now that I think on it.
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Just another quick update.
A team member of mine decided to go through Qeynos and just polish it up a bit. Additionally, Blackburrow is finished and development on Crushbone is underway. I have a few teaser pics. http://eqtownship.net/qeynosupdate1.png http://eqtownship.net/qeynosupdate2.png http://eqtownship.net/qeynosupdate3.png http://eqtownship.net/blackburrow2.png http://eqtownship.net/crushbone.png http://eqtownship.net/crushbone2.png |
http://gyazo.com/c0f30f1951f71732806cea8a3761a312.png
http://gyazo.com/811ddd48a13120afeb0113b61e6ff24b.png Updated zone connections There will be "boats" connecting the world. These will be done via translocators for platinum. Thanks to Secrets' buffbot script, if you say wanna use the boat in East Karana to get to Butcherblock, or Toxxulia, the translocator in Toxx or BB will remember your balance of platinum given to the guy in East Karana. This will be the same for ALL boat npcs. |
When is it coming back up ?
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server is pre-beta, but has a ton to do and explore.. it's super fun!
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As he said, the server is coming along nicely. We have a lot more content that we used to that is awaiting testing.. We are still pre-beta but I've been leaving the server unlocked more and more. Just a heads up on the 28th of this month the server will be down for a few days. |
http://eqtownship.net/quest.png
This is a screenshot of just an example of the touches we are trying to put into the server. These poor souls were part of a caravan delivering supplies to the Township community in Erudin. They were attacked by a certain named in the zone and now they have an injured soldier to tend to. The injured soldier will randomly have a symptom of the poison that the spider afflicted him with when he was bit. The doctor will recognize these symptoms and then instruct his assistant to act accordingly, (if he is shivering to get a blanket, etc). The assistant runs around the camp frantically searching for each remedy to the soldiers problem each time. This is just a simple example and one of many little things we're implementing to make the server fun and refreshing. We have already put tons of work into this and we're very glad to see it coming together nicely. Thanks for reading! |
i like the server but the promise of a character wipe is keeping me away
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Server wipes are part of Alpha / Beta's... part of the fun is being first in....
Server looking pretty cool. Im an old Veeshan / Luclin player. My necro met some Township peeps in the Darkened Blackburrow a few times. Will have to drop in and check stuff out. |
For those of you like Ricksauce who are hesitant to log on because of the impending character wipe, please read this thread for information.
http://eqtownship.net/forum/showthre...Character-Wipe We have taken Ricksauce's comment and a few others into account and have decided to do the character wipe now, rather than waiting until beta. |
I'd just like to say that I've been playing here the last couple days and I'm having a blast! The experience may be slower than you're used to but it all works out pretty well. The one and only character wipe happened last night, so come join us if that is what was holding you back.
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Played a lot of time on your server - feedback.
(English is not my motherlanguage, so please excuse any "accidents" ) 1) Experience (blues) makes killing them usable now. Good move changing that! 2) Severs count too many mobs too close. If unknown where they are positioned and what aggroes how many others its not controllable to play. Dots / debuffs etc. needed long sitting times to run out. 3) Looking at the "class specials" monks type convinced me. It works nicely! When moving to CB (starting lvl 8 ) i decided to need a cleric partner for survival issues. Enhanced throwing distance for shurikens worked VERY relaxing ;) - no more throwing from mobs feet;) . 4) Clerics specials working good for my taste. Something clickable for instant rise of survival chances would be prefered over a "maybe" - thingie, but ok. 5) Roaping a bot behind is as silly (pathing, aggro, etc) as anywhere in the emus. Wonder why nobody ever arranged that like the mercs/bots - pathing. Not your fault! 6) Pallys and Reavers specials are working nicely. Im not sure if they are fixed timer or working "more often per min." on a short delay weapon. This will influence playstyle (1HD/2HD+shield, etc). Could u clear this please? 7) Rangers are born with endless quiver >> woot! Nice move! We chatted about them (ingame) about being able to use the bow in melee range. Your decision. Not sure it would be gamebreaking. 8) Didnt see any higher hits with bows. Bows not showing higher base damage. Maybe too low skill. ARCHERY skillups took much too long to rise for my taste. Went with ranger to the monk/cleric crew and /autofire -ed any mob being chainpulled for 10 minutes (50 delay shortest available bow). Had whopping skill 4 in archery after that. 9) Same skillup - problem with 2handers. Possible changes would be (1) arrange the dam/delay as with 1handers (and leave the better stat increases on Bows/2handers). (2) create a skillup - punchbag in the city. Cant imagine thats gamebreaking. (3) Speedup the skillups. Your decision. 10) 1hd - 2hd. Pretty senseless to use 12/40+ - 15/40+ (2hd) in comparison with 8/30 - 10/34 dual wielded (think 2handers were worse from the sewers). 11) Wizzys special feels not that convincing to me. Ussually they have no probs doing high damage in short time. - but survivability issues. Would have preferred something like reducing resists / rune effect clicky / reduce interrupts / reduce casting times or cooldowns / ... to give them better chances for survival. No complaints, i just left the wiz fade away at lvl 3. Your decision. 12) Please give us a shrinking klicky? Tried an ogre SHD and went in the sewers ;) - No sense in the "human-klicky", because he lost slam! Not interrupting the entrance boss is deadly at low levels and a "large races special". 13) Mages special is working nicely. Good move. Needed some time to get used the 3 min. timer. Recasting infight gains instant and massive aggro! Later thats a definite Magedeath ;) Might it be possible to rise to 5 min ? - looks like the shammys panther- type to me. 14) Did u change stuff to lore? Today i could not handover loot to another player i was used to handover monk - cleric? Maybe my fault. 15) Didnt see a rogue stabber, thats comparable with other 1hd drops? Maybe missed it? Had really some fun playing this alpha/beta ... ! THANKS! - and tried to give something in return here. -Had to delete the smilies in the text. - too many! have fun anyone! |
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