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  #1  
Old 02-14-2007, 11:09 AM
mattmeck
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Ability to PVP with different rule sets is almost a must in this community. Give people the ability to do town warfare, have forts etc.


A functional bazaar type zone would be nice too. (cant attack, cast deteremental spells, weight isn't taken into account, maybe a form of the merchant in EQ?)


How about the ability to assign different rule sets to different zones? (PVP in those zones, PVE in those, no fighting in those, GUILD PVP in another, team PVP in another, i can think of a lot of ways this can be used.

I know its asking a lot, but the best thing would be for there to be a way to add new code for rules or whatever and make it easy for people to select and change them, i.e. some way that wont require recompiling with every change.



Wind, I have always loved what you have given this community, but when this is given it will take the cake.
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  #2  
Old 02-14-2007, 02:17 PM
squire
Fire Beetle
 
Join Date: Aug 2004
Posts: 4
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I think it's great you are working on this.

An interesting dynamic would be player influence on the faction that controls a region. This is probably a combination of server and client changes, but since you said the sky's the limit, so to speak. Imagine the fun of having a true struggle within the game to where your character can actually liberate or oppress a region. That would add a whole new side of PvP battles.

Customized Spell effects. One person has a funnel for a wind related spell where someone else may have a simple gust of wind.

That's all I got at the moment. If something else strikes me, I'll drop it in here.
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  #3  
Old 02-14-2007, 11:07 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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Having the possibility of all effects run by a 'Rules' type system we have here would be nice, but might be extremely hard to code in without alot of excess processing.

I, myself, have always wanted the ability to turn on AA advancement from level 1. That way if your friends start to level behind you, you dont have to stop playing/ turn off exp (allowable on some servers)/ etc. This would allow exp gain of some sort, even if it wouldnt be much. (Imagine trying to get run1 at level 1 exp gains when the exp check is for level 50, but still.. the option would be there)

Perhaps a way to limit aa paths. (ie: lock this path if you have chosen this other one). This could provide the players with a way to diversify classes (read as: create subclasses based on new aa abilities agined at level xx), while still keeping the core classes available to the majority of the community without having to code new classes themselves.

Of course, we would have the ability to modify the aa gained also, so perhaps it would be viable to set some aa's to be used at earlier levels then. Perhaps a level 20 set, a level 40 set, etc. I have always favored the ability to diversify PC abilities as well as provide more flavor.

I am not sure how hard on the system the rules system is as far as the processing it needs to read sets of them, but if that was possible then I would really like to see that type of setup. Where any condition can be changed by the Admins. Even better would be the option to allow such changes to only take effect in 'designated' locations. Not just zones, but perhaps areas within zones. (IE: you can fight here, but NOT at the bank. You can bind here, but NOT deeper in the zone.)

Perhaps a way to share exp gained across a group of people (so the people who play less still gain just as much as the ones who play more) (IE: 2 players are 'tagged' together: player 1 kills a mob and would get 100xp. That player now gets 50xp, and the other player he is 'tagged' with gains 50xp also.) Ok, that one was stolen blatently from SoD, but only because I really like the intent of the system.

As I have stated many times, I don't really know much about the Coding part of the Emu. And atm, I really am not contributing much to the emu itself due to some outside commitments I am in need of focusing upon. But I do like the work you have done so far with this. It has all looked great and any ability to do what we like to do without the use of the current client would be a godsend. This would also enable us to create login servers for the communities, althought I see that really as a bad thing overall since it would seperate the community apart instead of it being a cohesive unit like now.
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  #4  
Old 02-17-2007, 09:37 AM
Windcatcher
Demi-God
 
Join Date: Jan 2002
Posts: 1,175
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I could possibly alter the architecture to support DLL plug-ins so that other people could add support for more kinds of packets, but one issue is cheating. Does anyone have any thoughts? It looks like the bulk of the client will have to be closed-source to prevent cheaters but I'm open to suggestions. I'd like to open as much of it as possible if I can.
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  #5  
Old 02-18-2007, 12:41 AM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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Possible to add a server side check of allowed plugins?
anything not on the list is ignored by the system, to prevent hack plugins (unless the Admin says its ok and adds it to their list)
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  #6  
Old 02-25-2007, 10:22 AM
Windcatcher
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Join Date: Jan 2002
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I'm definitely open to suggestions (and as it turns out, I need them as I'm not up on how to prevent tampering with software). It's ironic that we find ourselves in a similar boat as SOE but I suppose it's inevitable.

As a side note, I'm just about at the point where I have a basic set of item icons that's barely enough to field a playable game. I make them by building crude models in Anim8or and rendering them--some look pretty similar to live icons and some don't look anything like them (and there's a vast continuum in between). I'm prepared to make my Anim8or files available for people to make more, but I've decided that my time is better spent doing something other than building a set of 1200-1500 icons. I've made around 260 so far, though I have greater variation in some areas than the live set and so the overlap isn't that high. Like I said, it's barely enough, and we can add more over time.
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  #7  
Old 04-17-2007, 04:14 PM
Dr Zauis's Avatar
Dr Zauis
I know how to fix that!
 
Join Date: May 2005
Posts: 447
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It would be really awesome if there were buttons on a separate panel or something to create npcs say..even by the dozens and then be able to click on one and drag it to a new location..Hit points and AC could be calculated in a selection of formulas..I would be using the Program everyday just for those tools!

EDIT>>Also to create and place doors/ect..Maybe a way to indicate waypoints..Say cubes(or arrows) with numbers or something..
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