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  #1  
Old 11-18-2003, 10:35 AM
Kroeg's Avatar
Kroeg
Hill Giant
 
Join Date: Oct 2003
Posts: 241
Default Kroeg's Infernal Den - Bug reporting test

Hello everyone,

I'm running my server in debug mode today to catch errors and improve some features to relay to tcs and his db. I need anyone that has time (if you don't mind) to login to the infernal den and test it out. This build isn't up to speed with the recently exposed RC1 servers, but it has a life of its own. I have implimented a few fixes that should take care of any lag experienced in the past. Accounts are also intact.

If you find bugs and/or npcs clumping up in large groups at the zone safepoint, or any other 'bug', please /bug it.

Each character signing on will be given an opportunity to a high level weapon by zoning into rivervale and hailing Adventureguide Grumblebrunt.

Let me know what you guys think of it, I've put tons of work into it
  #2  
Old 12-01-2003, 09:49 AM
Eglin
Hill Giant
 
Join Date: Nov 2003
Posts: 168
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I think that some non-traditional quests might be fun. For instance, maybe some quests that are only available during certain time periods/dates/days/moon phases?

How about some pvp related quests? Something like kill the killer where the highest ranking pvp players become quest targets? You could make the rogue gms give out the "contracts" and the priests of discord give out info like who the pvp players are and when they last logged in.

Maybe you could have some quests that played out like search and rescue missions via utilization of the newly implemented ground spawn features.... I can think of lots of scenarios where that would be fun.

Looknig through my suggestions, I notice that they are all centered in some way around being _dynamic_. I think that is what is really going to make quests special. A person who was really serious about implementing some top-notch custom content could probably do worse than messing around on some muds, too. Some of them are just brimming with ideas that would translate to EQ _very_ well.

I am happy to see that there are people actively thinking about questing... after all, the game is called ever_quest_ ;0
  #3  
Old 12-01-2003, 10:00 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Thats been my big complaint for a long time... I think what truly defines a server is its original and custom content. Being a replica of everquest doesnt make sense to me, but seeing someone create a completely new and exciting experience is really refreshing! Guildwars and Winters Roar are great for that reason, they're original (in most cases).. There are probably several more, but I have to admit I dont play much on many peoples servers...
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  #4  
Old 12-01-2003, 10:42 AM
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Kroeg
Hill Giant
 
Join Date: Oct 2003
Posts: 241
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After taking some time to read both of your posts, I'll admit -- you're right. A large part of what makes the current db's seem like they're missing something is the fact that they are trying to be like eqlive (and eqlive is far more robust than the current db could be).

On this note, along with helping out the npcmovdb team, I'm going to create a completely unique db (with different spawns/names/loot/placement/quests).

I loved the "contract" quest idea, where you're after another player... that is fantastic! Great idea guys, and thank you very much for your input
  #5  
Old 12-01-2003, 03:55 PM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
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Some of the quests I know I personally found the most enjoyable were the 'upgrade your weapon' quests.. I always loved the idea of taking the weapon, running around like mad for parts to tinker it into something more powerful... There was a real sense of accomplishment for that extra 4 damage and -3 delay. The contract kill idea sounds very cool, almost a TAG, The Assasination Game type quest ...
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Quitters never win, and winners never quit, but those who never win and never quit are idiots.
  #6  
Old 12-01-2003, 06:55 PM
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mollymillions
Hill Giant
 
Join Date: May 2003
Posts: 176
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I like the idea of having to keep a character alive so that it can complete a task involving passage through a dangerous area/zone/s, or just remaining in a dangerous area until it completes the task.
There is a quest in EQLive where you have to collect a set of cards that a low level guard drops as he walks around an outdoor zone. The quest was much harder to complete than it appeared. [With the new Perl scripting i am hoping it will be possible to create the dropped item (groundspawn?)]
  #7  
Old 02-07-2004, 02:46 AM
Eglin
Hill Giant
 
Join Date: Nov 2003
Posts: 168
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whoa... is it just me, or did you completely change the topic and nature of this post? My recollection was that it once read something like "I'm going to be adding some new quests and I think I can do just about anything. Do you have any ideas for me?" Now, I come across it and the title reads "bug reporting test" and the first post is so completely changed as to take all the replies out of context. I think this actually happens quite a bit, and I don't think it is always the author who makes the changes. Certainly makes it more difficult to use the boards for historical reference.
  #8  
Old 02-07-2004, 05:11 AM
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Kroeg
Hill Giant
 
Join Date: Oct 2003
Posts: 241
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Actually, the topic was originally what it is now, and has stayed that way. I have started other threads in the past about quests and ideas titled "Kroeg's infernal den - big quest test" or something along those lines.

I haven't done anything with my server due to school taking all my time / the lack of serious hardware to run a decent server. In the future, who knows... if I can find a processor upgrade and stuff for my server, I'll definitely bring it back up.
 


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