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

03-25-2008, 01:58 PM
|
 |
Developer
|
|
Join Date: Aug 2006
Location: USA
Posts: 5,946
|
|
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.
|
 |
|
 |

03-25-2008, 02:09 PM
|
Hill Giant
|
|
Join Date: Feb 2008
Posts: 195
|
|
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!
|
 |
|
 |

03-25-2008, 07:32 PM
|
Fire Beetle
|
|
Join Date: Mar 2008
Posts: 3
|
|
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!
|
 |
|
 |
 |
|
 |

03-26-2008, 02:58 AM
|
Hill Giant
|
|
Join Date: Feb 2008
Posts: 195
|
|
Never thought of that!
I never thought of that and I don't know why. I had a level 70 Warlock that lived in the BGs on WoW. Why have people parading around trying to kill each other in one hit when EQ was not designed to do that?
Make it a battleground. That's perfect! Everything would be the same as I planned, only the goal would not be to get the flag and bring it back and get points, but rather to get to the enemy's base and infiltrate their defenses, and kill the boss NPC. Perfect!
This way I don't have to worry about player levels being equal. You just let players from level 68 to 75 into the BG, and they all PVP each other on the way to the other team's base. I am really stoked about this idea.
When the boss NPC is killed, he automatically drops 6 of the same LORE, NO TRADE item that each player on the team can loot after the boss is dead. This item can be turned in to an NPC for rewards. The more of them you have, the more rewards you get. Just like in WoW.
BGs were my favorite part of WoW anyhow, since after 70 the game basically became a chat program with 3D avatars.
I am running with this idea now, and now I need to pick another map because the smaller CTF map I had in mind just will not do. This totally solves my PVP issue because it doesn't matter if you can kill someone in 3 hits this way because there are no flags.
NOW... the issue I have to figure out because I have no clue how to do it, is to have the zone de-pop when one of the bosses is killed, and the boss is only spawned on a trigger. Even though players might stick around to defend the boss, if they leave him behind undefended then I don't want players to be able to just go straight to the end and kill him.
Maybe make the zone so you can't invis. I think there is a field in the database for that in the zone table. MORE IDEAS these are great guys!
Oh, and of course if I make a finished version of this event first, I will post the SQL scripts for anyone to add it to their server in the quests section. Thanks a ton.
|
 |
|
 |
 |
|
 |

03-26-2008, 08:53 AM
|
Fire Beetle
|
|
Join Date: Mar 2008
Posts: 3
|
|
Using AV for example lets see what we can do with a mixture of EQ faction.
Lets say you have 2 NPC's in POK. one is on a good faction and another is on a bad faction. As you do quests for one of them your faction with that NPC goes up while your faction for the other NPC goes down. In order to join the BG's you would need atleast warmly or something. Make the quest turn ins reward high amounts of faction simply for picking the team you want to be on. Also have vendor NPCs based on those factions. Kinda like DoN good vs evil mission NPC's but make it so in order to get the best gear you would eventually have to switch to the other faction. Just so its not an overly one sided fight.
Like weapons and augs from the good one and armor and trinkets from the bad vendors.
Now for the BG... You would need a map that would offer a good defensive position to both teams right before their general... like the bottlenecks in AV. the bridge at ally and the tower at horde. Along the way you could put NPC's like in AV based on the good or bad faction. killing them would net in minor random drop items that wouldn't be as good as the merchant items you would get from the general but it would be good enough to encourage players to hit them on the way to the general. You could also put quest pieces on them to help play a major part in other quests outside the BG. Some servers have custom epic quests... that would be a good thing. Or make an uber trinket on your server and put one of the pieces on the NPC's as a minor chance to drop.
For graveyards you would simply put NPC's that bind you via "bind my soul" as you go down the map... still haven't figured that part out. Also... when you die would you load on the same map again or just be gated back to bind with all buffs gone and full health/mana/endurance?
You could do a lot with it.
|
 |
|
 |
 |
|
 |

03-27-2008, 07:54 AM
|
Hill Giant
|
|
Join Date: Feb 2008
Posts: 195
|
|
For the Graveyards...
If you have say, 6 graveyards in the map, 3 for each team or side, you can have NPCs in the graveyard that hand out GYstone1 and GYstone2 that poof when you log out, and if you die, you end up at the beginning, but that NPC in the beginning does a check to see if you have GYstone3, and sends you to the thrid GY because you made it that far and got the stone from the 3rd Grave yard during the event. This way it's not overly complicated handling the player deaths, because they shouldn't have to run all the way back across the zone... we want it to be fast moving, yet if they died 10 feet from the start point, they don't deserve to port to the last Graveyard.
With proximity checks, we can have "Tattle Tales" that tell on players when they go near a certain point, like they do in WoW... like on Combat, or when a player approaches, the Boss or Mini-boss shouts to the zone that Player1 is attacking. This way, if the defense on the opposite team wants to go defend that point, they hit up an NPC in a Graveyard and port to the nearest Graveyard where the shout was.
I like the idea about making it similar to the WoW Battlegrounds, but I think it needs to be accessible to a wide range of levels, so I don't know about the faction part. I think the rewards from in the event as well as the rewards for the Boss drop tickets should suffice. Maybe even have Epic 1.5 or 2.0 drop from the boss in the event to give some people some instant gratification.
|
 |
|
 |

03-27-2008, 08:03 AM
|
Sarnak
|
|
Join Date: Feb 2008
Posts: 72
|
|
I really like the idea Fridgecritter, but I think I already told you that.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is Off
|
|
|
All times are GMT -4. The time now is 12:41 AM.
|
|
 |
|
 |
|
|
|
 |
|
 |
|
 |