Lots of people are working on lots of what you are hoping will happen, thekub. Guys like telmet, drawde, and Lurker have been adding a lot of content, like NPCs, merchants, guilds, items. tcsmyworld has been adding some mob movement, but that is still in its early stages. There aren't any teams right now. Everyone who is working on the same piece of the puzzle forms a little alliance and sometimes there is sharing among them.
As for quests, Wes wrote a scripter for it, and Telmet wrote a bunch of quests. The scripter is in progress, but it works.
The developers are working on getting code cleaned up for network play.
I'm trying to reevaluate equation sets until all actions are run under EQLive conditions and rules.
What you hope for is what 85%-95% of all people working on the project are striving for. If you would offer to help us, it would be appreciated. I would say that attempts to build the world by zone have been tried before, but met with limited success.
For one, many of the variables required for the DB are unknown, because nobody really knows exactly how eqemu will work in the end.
For two, a way of combining work simply isn't available.
For three, many updates "break" databases.
For four, many quests revolve around npcIDs. So, to set up quests fully, you would need someone to first accurately populate the DB. Nobody has done this yet.
For five, much of the work done currently is a splinter from Drawde's work or Telmet's work.
What would be required to fully populate the world quickly would be:
fully functional, near version1.0 eqemu engine (stable so that we can build from it)
20 dedicated people with delegations for each to build an entire zone correctly
Pathing/aggro repairs
Quest scripting version1.0
If we had those things, even with a mostly blank zone population, we could probably build 10 zones/month.
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