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General::Server Discussion Discussion about emulator servers. Do not post support topics here. |

03-25-2008, 08:10 AM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Actually the more I think about this, it could probably have gone into the Quests::Q&A section. Since I think most of it can be done via quests. Depends on if any of it would need custom code to work properly or not.
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03-25-2008, 09:25 AM
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Hill Giant
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Join Date: Feb 2008
Posts: 195
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So you see my dilemma. If need be, maybe a moderator can move this to the appropriate section where you think it belongs. Don't think it's the right thing to do to post this in several threads (Spam).
However, while we are discussing it, I would like to know how you would recommend implementing the kill/and/or/flag taking issue, while keeping it level neutral so that all parties can participate regardless of level?
I know the other aspects can be handled through quests, such as the race checks at the NPC, the item issuance (flag) and such. That part is easy enough. I am wondering really if anyone has any idea on what to do for the actual flag loss on death or tagging/however you would do it.
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03-25-2008, 12:12 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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Ya, you definitely don't want to post this anywhere else. Just wait to see if it is moved or not. Spamming can get you in big trouble.
To even the battlegrounds, I would probably have to make it so the events had a level range specified. Some might be for 20-30, some might be 1-10, some may be 60-70 etc. I would also allow level 70s to temporarily de-level to that level range using my de-level quest. Then it would come down to who has the best no level req/rec gear and/or best skill.
Depending on player race, the NPC that sends players to that zone would send different races to either side of the zone. You can divide it up however you want. Simply add a race check to the porting NPC and then the quest::movepc(zoneid,x,y,z); to have different locations of the zone depending on which side that race is considered to be on. I am not sure if illusions are considered or not, so that might take some testing to make sure people can't cheat and switch sides.
This is one way to do it:
The players zone into a small room that has a locked door on it, and 1 NPC in that room.
That NPC will have a proximity that will cause any players that enter it to be bound to that area and also change their race to the race of their team so sides will be easily identifiable. It will also set a quest global on them all for use later on.
The NPC will ask them to say [ready] when they are all ready to go.
Once one side says they are ready, a signal is sent to another NPC that keeps track of the event. That NPC will then send a signal to the opposing side NPC and the opposing side NPC will say that the other team is ready and all they have to do is say [confirm] which will send a signal back to the event tracking NPC and this will open the doors to begin the event.
Upon getting to the opponent's side of the zone, there will be another NPC in a separate area from the starting room. This NPC will have a small proximity set on it that once entered by the opposing team will cause the NPC to despawn, use quest globals to "flag" the player and set their race to yet another race so that everyone can identify who has the "flag" easily.
If the flag carrier is killed, they will return to the bind point where they zoned in and their "flag" will be removed by entering the bind NPC's proximity. Their race will also be set again to their team's race.
Finally, if the player with the "flag" makes it back to their side (different room than the zone in room), their own flag NPC will check their globals and race to verify that they have the flag and have the correct flag race and then reward the player however you see fit. It will send a signal to the event tracking NPC which will announce that the event has been completed and will despawn all NPCs related to the event.
Deciding the reward(s) is up to you.
Another option might be to have the NPC at the zone in do all of the things I already listed, but also then send the players to their "flag" room. The binding NPCs could then be anywhere that is blocked off from the rest of the zone. I don't think something like this would be all too hard to write. It would just take some testing and working out the final details. The hardest part would probably be setting up the doors.
There are many options that could be added to this quest. It definitely sounds interesting.
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03-25-2008, 01:22 PM
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Hill Giant
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Join Date: Feb 2008
Posts: 195
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Sounds very promising. I still don't know about the combat element of it though. Sure, with Quake III or similar FPS games, you get hit maybe 3 times max and you are dead, but in EQ, you may get get 500 times before you die.
This is the hard part to mitigate. One idea I had after reading your post is to have everyone delevel to a certain level upon entry to level the playing field, and then an NPC puts a debuff on them that makes AC almost nonexistent. Like I said before as well, there needs to be narrow corridors on the map that serve as choke points so you don't just have people running a loop around the competition to make the point.
Another thing to figure out is the flag check. I like your idea about using yet a different race as the flag. This is great. We could even make it so the NPC changes the #size too so you are easier to target and hit. The hard part is going to be preventing everyone from a team from changing race, and you have an entire team with flags.
Any ideas on the zone flag check function? I think the rest is pretty much hashed out for sure?
P.S.
Feel free to use this idea. I want to see it work.
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03-25-2008, 01:58 PM
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Developer
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Join Date: Aug 2006
Location: USA
Posts: 5,946
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By changing race, I meant when they get the flag, they turn into an NPC race that no players can cast or get items to change to. So, maybe change them into one of the new globals like race 470 Hanvarlookingmob(withoutaxe). I don't think there is a way to have quests change player size.
As for the combat portion, you could probably create a custom spell for the NPC at the start to cast that will reduce all stats by 500 and AC by 3000 or so. That would be a start. Then you could create another spell that will buff players with an insane damage proc so they can kill any player in a few hits. Maybe even have it proc cazictouch (death touch). You would have to make sure that any players that leave the zone will have that buff removed though lol. Players would definitely want to use speed buffs and snare/root when possible.
One thing I was thinking about but have never tried to give out the reward might be to have an NPC spawned when the flag is turned in and the event is won. The NPC that is spawned would depend on which side won. That NPC could maybe have a perimeter so large it would cover the entire zone and the perimeter would check for the winning quest globals. Then any players on the winning team would be rewarded with whatever the reward is and have their quest global changed again so they don't keep getting the reward over and over.
And, the only reason I mentioned that the final flag check NPC checks for race is so that it makes sure the player didn't change their race with an illusion to make it look like they don't have the flag. The real "flag" check is in the quest globals. Quest globals are a way to "flag" a character so that NPCs can remember them. They can be used in tons of ways.
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03-25-2008, 02:09 PM
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Hill Giant
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Join Date: Feb 2008
Posts: 195
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Sounds great, and the debuff idea sounds good too. I have already found a QIII map that I got permission from the designer to use. He made it from scratch using Quake modeling tools.
I am starting work on the project tonight. The map has two rooms that can be closed in with spawned doors, no space aged teleports into the air, lots of stairs and is perfect for what I need it for. I will start coding the easy parts of the script first like the teleports and race changes, and go from there. I will keep you all posted on my results, and host some screen shots on my site with links here.
Thanks a ton for the ideas... keep them coming!
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03-25-2008, 07:32 PM
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Fire Beetle
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Join Date: Mar 2008
Posts: 3
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Well from the sounds of it, its sounds a lot like WSG in WoW. I haven't had a chance to mess with shrouding to even see if it works on the EQEmu but if it does maybe thats one way of doing it. Make it so only shrouded players can enter the zone via teleport NPC. That should make the playing field a little more fun.
As far as the item I would say it would probably have to be a buff. When the person dies then the buff is gone. You would have to tie it in with a spamming particle effect. something like the Jboot clicky particle effect or the monk 1.0 celestial fist effect. That would require players to set their video cards to show them though.
Another idea... Lets say you base it off of evil vs good. Evil players get made into goblins and good players turn to otters. if an otter reaches the NPC in the goblin base he hails the NPC to get an illusion buff... lets say Orc for example. Now the otter with the orc illusion has to get back to his home base and hail his NPC which will give the team 1 point... or the player something. With that you could either make it so one person on the otter team can have orc illusion or whoever hails the opposite NPC. So you could score multiple points in a group.
I think the hard thing would be how to make a scoreboard or decide who is in the lead as far as team wise. Maybe every time you get the illusion from the enemys base then turn it in to your own then your NPC will zone shout a score. first to reach 10 or whatever will trigger both NPC's to depop and the winning side gets whatever. I think it would take a lot of careful planning but it would defiantly open up a whole new idea for EQ.
EQ Battlefields FTW!
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