EQEMu Wishlist.
Please post any features/commands/options you would like added into the Emulator, and anything missing that is on Live.
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how about my password i wish it worked :P
Know whats wrong? it says bad password or username maybe you can help thanks .. Anything you think would be good works i like the way its built could use more work with errors but you cant be perfect good job guys :D you desereve a round of applause thanks!
RObbieBurns |
I wish Neriak would be connected to the damn servers :P
Everytime I logon a char that's in neriak I get kicked to desktop, all other zones seems to work. |
list wish :
/bazaar (just for fun *cough*) cluster thing boat/horse working no more idea for now. will say them later if needed :p |
A few things I'd really like to see in the emulator are -
Archery (the one major combat feature that isn't in the emu as far as I know). Don't know how easy this would be to do (do you need to track collision detection etc. for arrows and other projectiles, or is this client-side?) Ground item spawns (including forges, brew barrels, looms etc for tradeskills). Should be easy to implement in the DB, since you can now drop items and pick them up again - the difficulty would be getting the correct data for all the spawn locs. Questing commands to give/receive money. Resistances from items + spells working (or do they already? haven't checked lately) Configurable stats - STR, AC, resists, etc - for NPCs in the npc_types table Improved stability (less disconnections/lag) was one thing that I would have put on the wish list except it seems to have been addressed in 0.4.0 - hope 0.4.1 is as stable/lag-free! |
I would like to see
#repop = Repop target only #repopzone = Whole zone I dont know if this is something that can be done but.. I think it could help alot. I allways go LD when i repop the zone, and when i repop a zone with a #grid it totaly fubars the zone. There seems to be a issue with the code on our server. But still #repop on single target would be awsome. |
This isn't with the emu per se...
I'd like to see the MiniLogin read the current eq version from the loginserver.ini file. My opinion is that this would allow the minilogin to not break as often as it does. (I could be wrong on this, but it seems that the mini login will break for something as small as a new spdat file.) |
I wish for 4.1 :)
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Wishlist
1) Itemized zones/mobs
2) The missing NPC's - wandering, random popping (coming in 4.1?) With those 2 you can really start getting the emulator to work as more as a "fun" tool - and it will become playable for real from level 1-65. I think I've heard rumours of some servers having loot drops in some zones - Fact/fiction??? If its true then we could use those add-ons to the DB-ADDON's, so everybody can enjoy it ;) 3) Faction While faction is very important for mobs agroing/assisting to give the emulator a real "EQ-feel", in my eyes its not as important as having loot and wandering mobs - because without the faction and mobs not assisting the game has kinda "balanced" itself for those soloing etc ;) But, its still high on my list as you can see - cause stupid static mobs quickly becomes boring ;) 4) Mobs special attacks Again, its kinda the balancing "touch" without it - but I like dragons in NToV to cast their AE's etc... 5) PoP items and Zones Not uber important, but it would be nice to see more than the empty PoP zones and be able to get all the spells from 61-65 etc. Thats a quick wishlist from me... Ooooh... Just another one... More of a question though: Zone XP-modifyer and damage tables??? Are those hardcoded, cause I cant find them in the database... One should think that the zone xp-modifyer should atleast be attached to the zone table, but I cant find it... And the damage tables for each class. I havnt checked the source - but it would rock if those 2 were in the database cause thats one of the things I would really love to alter... I wanna increase the XP in outdoor and indoor zones and I wanna increase the power of each class to the limit of where 1 person would equal the powers of 1 group, so that friends can raid zones with just their 3-5 chars without having to make hack-items etc... Ah well, guess I can always try to find it in the source and alter it there and re-compile etc, but would be alot easier if that stuff was in the database and alter-able from the FQAdmin tool... |
- real respawn clock on the mobs' repop.
i.e. Avatar of War never repoped in 1 minute :p - random cycle spawn mobs point |
IMHO
Guild Training This is something I think REALLY needs to be in. Without it, you''re stuck leveling skills by cheating (setskills) or by alot of use.. Which is ok, but very limited.. |
1-5 people who's primary job is to get an official database going that mimics EQLive. Clearing dupes, getting the loot correct, quests, etc.
a more efficient item search/summon command to do it all in one shot. |
I wish that PoP Items would be added :)
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Items... Thats not programming, thats content collection... If you want PoP items, make them and feel free to post them.. Zones populated? Most are if you download the addon database.. Our aim here is to make a functional game world, not save you the trouble of making content for it..... Think bigger...
So, as far as feature requests go, I hear money rewards for quests... (good one) Bows... another good one, being worked on... horses... no time soon.. too many basic features to implement.. boats, being worked on.. tough one though.. guild trainers are alot better now, though they're not class/race specfic yet, they are defintely functional in DR3.. #repop = Repop target only #repopzone = Whole zone repopzone is already in... why would you want to repop a target? Just wondering... real respawn cycle... good one... Dont ask us to recreate the eq game world, we cant populate every zone exactly as it is in EQ, we need new functionality requests.... |
Wish List
Fix VP, Add Old World Uber Weapons, Old World Bugs, Mulitiple Pets, make ring scripting
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#repop mainly to check spawn rates, or to get a specific spawn to be the one that is up. An added idea for this is #repop radius to repop spawn points in a given radius. This gives a way to respawn stuff that is already killed.
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wishlist
k, Trumpcard... I hear you on the items part :(
Just, I dont have EQlive anymore and to me the emulator rocks - but not for the "right" reasons... Its not really playable, yet... I see it "just" as a great tool to check out zones and have some fun at level 65 seeing how uber you can get your char... Now, for playabillity I would need mobs to drop items so I can play from 1 - 65... So, I gather its the task of entering these datas into the database thats keeping this from the emulator, since the mobs and items for all zones (besides PoP) is already there? Then... How does this crazy idea sound... Someone make a nice easy to follow manual on how to enter loot drops on mobs in the database and how to alter the drop rate on these items (which are common, rare, very rare etc)... THEN... Here comes the fun part, haha... Make a huge list of each zone in the game and let people from the community volenteer to sign up for 1-n zones and gather and itemize the zones they signed up for (you can find all the info needed on different sites - depending on how old the zones are)... When people have gathered the data they submit it to some central figure - one of the developers, I guess - who then combines all the gathered zone data and vupti... We got itemized zones for the publich in an upcoming ADDON ;) Am I being crazy here or is it realistic... On the features part.... - NPC/Mobs special attacks (AE's, procs, spells) - Haste on items (only spell haste working?) - Faction (know its being worked on) - Respawn cycle |
Barnebarn - your whole list beside PoP items are in..
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POP Stuff
i'd like to see more PoP content added ... PoP mobs/ items/ quests/etc ...
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Wish List Ideas
I think the emulator should be as close to the game as possible. Future things that would be nice to see would be aggro by npcs, and adds, trains and what not. Just more normal npc behavior. The emulator is too cool, it's great and I think something that would bring it to the next step would be to add something that would keep people interested. Some form of advancment, be it the ability to level past 65, quests would be great, something that would attract more people and keep people interested. Definately more stable connections, zoning, and all that stuff. I feel like I have to watch what I do cause I'm afraid of being kicked. But for the most part things are great. Good job guys
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One more word from me...
Just wanted to mention the npc thing one more time. I'm pretty sure that you guys are working on it already, but I think it would improve the emulator so much to have normal npc behavior from the actual eq world. I know faction and pathing and all tie into this, but that's just something I think would improve the emu world a lot.
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Is loot working? Because I know there is already a database for this floating around, loot was in the emu before, and something broke it a while ago.
Besides that, what we need to make this a playable game is Guildmasters training (even if it lists all skills, it would be better than nothing) Loot (already mentioned) Refinement of combat code(I know it works, but it's hardly close to what it is on the real eq) Refinement of casting code(interrupts on moving, concentration checks, etc) Forget about horses(keep up the good work on this one) Continue adding support for spells(many spells "work" but don't work, it seems they're based off a variable not in the emu, many spells still dont work like focus and other buff spells) That's all i can think of, the rest of my wish list is all content based, so i won't bother stating it here :) I'll post more as i think of them |
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I havnt encountered any NPCs casting their spells, procs and AE's in 4.0.1 with 3.13 db - and AoW isnt hitting for 1200, but only 300 or so. Item haste dosnt seem to affect anything (I could be wrong on this one) - but spell haste like eyepatch of plunder seems to work... I can see a difference using eyepatch which is alot less speed than when I equip shiny tinker of speed. Faction is working if its normal that all mobs con indifferently (except from Tunare who cons way apprehensive?)... And mobs dont assist on agro. Mobs respawns, yes - but they respawn faster than the best dungeon crawl xp-grind group would wish for ;) But yes, all those things are in and to me its not as important to be fixed as having mobs drop their loot - that is, to me, the most important matter to make the game feel more real playable and not just being an awesome tool to check out zones, make uber magelo profiles become true etc. |
AA (all of them and including being able to make them into hotkeys)
horses slam roaming mobs the lifts working quests mobs dropping the propper loot (even the rare of rare drops) and that's about all i can think of for right now |
random loot on the mobs (?)
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My DB includes loot for most old-world and Kunark mobs. I was planning to update the loot tables to incorporate all the new items (many of the unique loot tables in particular are missing items) however Trumpcard mentioned that a new loot system for the DB was being worked on, so I'm waiting to see what happens with that before I do any more.
Currently I'm working on quests and merchant lists. |
As soon as the holiday crunch is over (my work schedule is FUBAR) I'm going to get back to work on the zone points, so that wil be less of a worry. No worrying about crashing when moving to a zone who's points are all wrong..
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Wiz's new loot system is in the code, but currently you have to recompile to enable it. I'm going to see about making a database variable switch to cut it on or off. The bulk of the problem is that the addon database isnt really set up with multiple lists in mind, it's collected based on frequency of drops all on a single list, rather than several different lists that you roll on. The new code is the way to do things, but it's going to require a new loot database to go along with it.
This is what I propose. At this point, I say we drop collecting spawn/loot data from other sources and actually form a database team as suggested above. Me and Bob have been discussing tools we need to integrate into eqemu to allow for better spawn management ingame. I'd like to see a developer come onboard who could just work on management tools/editor functions to allow for better content creation. We should take the database that we have, clean it properly, then zone by zone start cleaning it by hand / updating loot tables, and put it under version control. I know this was discussed before , but nothing ever came out of it. The 1st cleaned database would form version 1, then all updates would be made to it from that point forward, the trick is to find a common starting place. The addon database converted from HQ is just too dirty in my opinion, but a stripped down version of it would make a great starting place. The items can still be gathered from them (assuming they release any more). It would require someone to head it up (my votes with Drawde, Lurker or Bob) , and several people interested in keeping a database up to date. 1st, start an irc room for #eqemudatabase, get a few people interested in working on it together, then lay out zone assignments. Start with a few cities, flesh out the newbie areas around them, trying to balance along the way. Guild trainers are working now btw, so #setallskills shouldnt be necessary for long. If someone takes the time to pick a newbie zone and starting city, make the quests for it, and balance out the area, I'm betting you could level normally and naturally, especially with the work thats been done. With all of the changes with eqemu recently, I think now's a good time to start focusing on actually creating some good game worlds, and developing the tools necessary to design them. Leaps and bounds have been made in the last month, I really think now's the right time to pull in the troops and start really making some cool servers. In my mind, there should be 3 coexisting teams that work together and pass ideas around. Coding Team Database Design team Testing Team The coding team is primarily responsible for implementing new features, fixing bugs, and keeping the emulator working. ie, the existing dev team. The Database design team would develop the content and communicate improvement ideas to the coding team (or work on them themselves) for better tools, architecture, etc. needed to support content creation. The testing team would test new functionality, and help regression test releases to ensure nothing has been broken. Jaw is currently heading this up, but I dont know that he's gotten anyone else on board yet. To really make big gains at this point, someone needs to step forward and take charge of getting the folks together to start building the worlds. Let me know what I can do to help, and I'll be happy to be involved as much as possible and help massage the code to assist in the efforts. Let me know what everyone's thoughts are, and if anyone is willing to start working on it. I agree though, there does need to be a clearly laid out set of documents for how to create the content, or we need better tools to handle it. |
.... Almost all requests are database related... Guys, ask for features - content is slowly on the way through several distributors.
I haven't tested bards, but I heard they were a bit weird with their songs. I would like a capping ability for serverops for special commands (time-based or amount-based) Example #summonitem 2447 would decrease the amount of #summonitem's available at a later date. You could have it freshen over time when the server is up, or whatever. I think being able to summon only a limited amount would be helpful, but not so close to cheating. I haven't played much on the new DR releases, so I don't know exactly what's been implemented. For database designers, I'd like to see something like what Drawde wants - stats for races. We could use those stats in an equation to get HP/MP/etc. etc. I would also like to see a database option where you can choose whether to use those stats for determining HP (like a regular mob), or use another special set like for Gods or undercons, etc. But it would make database compilation easy as pie if we could just have an equation figure it out based on common stats assigned to each race. As for a database team, that sounds great. I know there are several factions, however. Some people are of the "OLD WORLD R0XX0rs!" group and others want to implement everything. Should we form two groups for the two tasks or just make one huge conglomerate for everything and have a second set of people branch the complete database and hack it down to a Classic feel once the complete one is done? The database team would require the following people/skills/updates: Content collection (basically someone with ties to |
Last I checked, throw didn't work. Monk couldn't throw shuriken.
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a_Guest, just so you know some of the things that have been worked on, heres the Changelog from CVS... This is dumped nightly from the development archive onto Sourceforges CVS, so you can view them from the sourceforge page if you like.
Something I'm hoping to fix today is setting world and zone to only bind to your external interface, as opposed to using INDDR_ANY. Hopefully this will fix the log in issues from the internal network for those that run the server on their firewalls. I have the code compiled and running on my server, but havent been able to test it out well yet. -------------------------------------------- CHANGE LOG for EQEmuCVS -------------------------------------------- TRY TO KEEP THIS CURRENT WITH YOUR CHANGES! ------------------------ - December 24th, 2002 - ------------------------ Image: Put some checks in, still crashes on #repop,needs to be looked into. Image: Fixed another bug, grid is a int16 and the 'memory' was assigning as an int8 Image: Fixed a waypoint bug where if you #gassigned a non-existant grid it would crash the zone. Trumpcard: Added makefileopt and makefiledebug for world and zone. Generic makefiles with high gcc performance optimization settings and debug flags. Trumpcard: Updates to Bob's forage code for table specific foraging Baron-Sprite: Added Enchanter pets. Trumpcard: Added Scruffy's new timezone code. Trumpcard: Several linux build fixes/compile warnings. Trumpcard: Doorfix for linux. (elevator code not working correctly yet.) ------------------------ - December 23rd, 2002 - ------------------------ Image: Put in a divide by 0 bug fix (lethalencounter) Baron-Sprite: Added in Mistwalker pet. Hogie: Fixed /who all so that it really doesn't show non GM chars as *GM*+ anymore Hogie: Fixed the world bug for some people where they couldn't get in. Hogie: Updated version to 0.4.1-DR3 ------------------------ - December 22nd, 2002 - ------------------------ Image: Put in some new code for doors (Thanks to Daeken for the new door struct) Add the following columns to your db: alter table doors add column doorisopen smallint(4) NOT NULL default '0'; alter table doors add column liftheight int(4) NOT NULL default '0'; Linux requires some code for doors to totally work properly, win32 shouldnt have a problem Todo: Someone figure out why emumemshare isnt grabbing the information from liftheight plz! Image: Fixed a bug in #setaapts (crashes the zone when you put -1) Hogie: fixed #permarace bug (changed your gender when it shouldnt have) Hogie: fixed #permagender bug (you couldn't target anybody else and do it) ------------------------ - December 20th, 2002 - ------------------------ Image: Fixed a guild war faction bug. Image: Added a sync timer for the current EQ time. Trumpcard: various minor fixes/warnings changes for linux neotokyo: rewrote the hatelist system neotokyo: added code, that only max 3 NPCs will aggro on a single mob (you can still have more if you attack them yourself, they just dont aggro by themself) neotokyo: added some faction code for NPCs without faction attached so they will now con a bit different as before Image: Fixed zoning (properly to the next zone at the database coords). Leave Z coords alone now! Image: Fixed #zsave Wiz: fixed z-issues neotokyo: fixed a few issues with the guildwar code neotokyo: added the client queuing functionality ------------------------ - December 19th, 2002 - ------------------------ Image: Mob_Update now has checks so it doesnt update an NPC unless its necessary (NPC moved). (Brings your ping down BIG time in areas with lots of NPCs) Image: Changed the network code a bit more. Image: Put in the GuildWars setup, need to add the new tables if you want to use it (I suggest not using it for now). xorlac: Cleaned up the *10 /10 Z cord funkiness neotokyo: tweaked the NPC behavior a bit (spell choice) neotokyo: fixed some minor bugs (CombatRange, Zonebootup) neotokyo: added spellshield support ------------------------ - December 18th, 2002 - ------------------------ neotokyo: GM training should work with either skills and languages (as a consequence i rewrote part of the skill system, which would need some retesting now. as far as i can tell it works) Wiz: NPC wandering is functional. Smoothed out the movement code a lot. Wiz: Rune code added Wiz: Added in custom quest triggers. ------------------------ - December 17th, 2002 - ------------------------ Baron-Sprite: Optimized Beastlord and Shaman pets, they will be created after being summoned much faster then before. Baron-Sprite: Added Beastlord pets. neotokyo: added some functions to mob/client/npc so PoP AA will work, once we figure out the details neotokyo: added movementspeed to the Stats_Bonus struct, and coded wrapper functions for Runspeed/Walkspeed --> NPCs can now be snared neotokyo: rewrote the way "Root" was handled to be like a buff, not needing any special cases like before neotokyo: fixed some npc behavior glitches, where npcs didnt move back to their spawnplace after being pulled Xorlac: Minor fix to hate lists - removed crashing bug Xorlac: Minor fix to bulkzonespawnpackets - it shouldn't throw an exception now for datarate > 10.0 Wiz: Changed hate lists to have damage/hate work correctly, and calculation of who gets the exp be based on damage of self or self's group. ------------------------ - December 16th, 2002 - ------------------------ Baron-Sprite: All pet commands now have the proper messages and appearances(sit/stand ect), and gui should update accordingly. neotokyo: fixed some issues with bard songs. they should now terminate via "recast" as in live eq. neotokyo: rather major update to the npc code. the npc behavior is now controlled via a finite state machine take a look into npcai.cpp for more details neotokyo: some small features: NPC will help near NPCs of same race if AILevel is >= 6 added a class for LogFile - should create less Lag than writing to stdout (use via global variable g_LogFile) Pets should behave more nicely now: /pet guard is implemented 2 new commands: #fov and #manastat (for testing purposes (actually i forgot to remove them, well i hope it doesnt hurt anyone)) fixed a self made bug in the consider system, where all red conning mobs were conning blue added the random timer for NPC buffing again: this time in the NPC behavior code, not the spawn code added probably a ton of bugs and other things i forgot now :-/ ------------------------ - December 15th, 2002 - ------------------------ Xorlac: Cleanup of group handling. Plenty of bugs left - just removed a few crashing ones. Hogie: Added a check to see if a user already has that Lore tagged item in their inventory. Image: Took care of the stamina issue. Image: Took care of some disconnection issues. ------------------------ - December 14th, 2002 - ------------------------ Trumpcard: Added in Bobs changes for database foraging. Hogie: GM's can now unflag and not be seen as gm on the /who list. Hogie: Non-GM Flagged characters on 100+ accounts are no longer flagged automatically when you zone in. Image: GM's can now set last names to be 63 chars in length. Image: Removed the random spawn timer, no longer needed. Image: World->Zone updated, fixed quite a few disconnection issues. Baron-Sprite: Added the 60+ names for classes in /who all. Hogie: Fixed the db.sql file from last release. Image: EQNetwork Updated, ZoneSpawns are sent differently depending on your datarate. Baron-Sprite: Added in shaman pets. ------------------------ - December 13th, 2002 - ------------------------ Xorlac: Removed several crashing bugs in client zone handling. ------------------------ - December 12th, 2002 - ------------------------ neotokyo: some improvements in the npc behavior code neotokyo: wizard familiars now zone with you ------------------------ - December 12th, 2002 - ------------------------ neotokyo: added random spawn timer for zone startup and #repop neotokyo: added familiars, and buff code for SE_ResistAll and SE_ManaPool Trumpcard: additional pet code modifications, and epic mage pet fix (Baron Sprite) Xorlac: Removal of some unessacry mutex intialization calls (common/mutex.h) Wiz: Fixed a check in spells.cpp that was causing the spell to jam the client. Wiz: Added in pulsing for bard songs. Ducking or starting a new song will stop whatever song you are singing. Wiz: Fixed group joining/disbanding. ------------------------ - December 11th, 2002 - ------------------------ Trumpcard: added in Baron Sprites fleshed out necro pet code neotokyo: fixed a bug in runquery (sometimes it reported a db-error when there wasnt one) neotokyo: doors should now load without SHAREMEM too neotokyo: added advanced npc behavior neotokyo: fixed some bugs in hatelist neotokyo: added frenzy support neotokyo: recoded/fixed some of the spell calculation functions neotokyo: added stamina/fatigue opcodes support neotokyo: added bodytype (banedamage) support neotokyo: fixed a bug with h2h combat and weapon procs ------------------------ - December 10th, 2002 - ------------------------ Trumpcard: Modified Loottable code to use original method. Putting Wiz's Poollooting method in an optional ifdef so we can implement it incrementally. Designwise it's the better way to do it, but not completely functional with existing database structure. (eqdb format) ------------------------ - December 9th, 2002 - ------------------------ Trumpcard: eqLive client loot fix. New packet structure for lootCorpse (thanks Image!) ------------------------ - December 8th, 2002 - ------------------------ Hogie: Updated a label or 2 in the item struct so noobs know what they do. Trumpcard: Fix for LoadDoors(). Wiz: Fix for world.exe command line options. |
I might of missed it, but has anyone mentioned damage shields? And is the showspelleffects off command working? last time I tried to turn them off, they still showed.
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Having access to this is immensely helpful to me. I'm glad I don't have to update the Z-coords now :) Thanks for the info - I'll try to stay on top of it.
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man theres a lot of idiots on this forum. First off this is a Wish List, so why are people posting bugs?
Also Horses,PoP spawns/items must PACKETED COLLECTED before work can even start on them. |
Ich Will...
You know what I think we should get? Disciplines and ALL AA working. :)
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I'd like to be able to put race / class bonuses in all stats for mobs and have an equation that finds hitpoints / damage. Would this be possible or is the lag too much?
Have the mob get a bonus to STR and INT if it's an SK, have it get -INT and +STR if it's ogre, and then use a level multiplier to figure out the value of hitpoints, etc. If this has been tried, I'd just like to know what's holding it up so I can try to think up another suitable solution with a similar result. I'd also like to have a superficial level (multiplier for HP, etc) and a real level (for exp and conning). The superficial level of Dvynn or whatever his name is might be 35, but he might con 30. That way you can easily set up undercons and overcons. We can set the mathmeticians to perfecting the calculations to be like VI's. |
I wish all the servers would combine ... everyone supporting a different zone on each host... therefore we could have a big legitserver with very little bandwith problems and basically a eq live server !! :D but thats a dream... Anyways, Horses would be cool, wandering mobs... Factions... such as Scowls they actually attack you...
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faction
mob's HP mob's dps caster mobs all aapts skills(bash, archery, etc) familiars, pets(there is no bst pets, no familiars, no post61 mag pets, nec pet hit too high) cut off all the non-legit items(aego buffer, cheal glove, sow greaves, 200haste bucket, etc etc...) most important of all... PoP item please!!~ keep up the good work guys! a late merry christmas and happy new year :) |
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