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  #1  
Old 06-12-2009, 02:56 AM
Godhand
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Join Date: May 2009
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Not even close to an eta, it's just a pet project at this point. Just trying to get some discussion / ideas flowing.
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  #2  
Old 06-12-2009, 01:08 PM
eqtest4
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Join Date: Jun 2009
Location: home
Posts: 8
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your server sounds awesome, hope to see it come to life some day

Here's some ideas:

The weapons in Paw have always annoyed me. They seem under powered compared to the level required to obtain. Maybe beef up the damage/delay ratio of some of the weapons here.

Rare random drops in places like Befallen, Crushbone, Kerra Ridge: a level appropriate magic weapon with a simple proc

Add a leader to each city that is raidable and drops appropriate gear

Do more with the Karanas. I always felt that this was too empty, also, who's coming here at level 10 to exp? nobody
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  #3  
Old 06-12-2009, 02:16 PM
Godhand
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Join Date: May 2009
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I'm going to be evening out itemization so people progress a little more evenly. Like I said, I played a warrior in classic who literally went from a fine steel long sword to a shortsword of the ykesha. It made no sense that Crushbone had some really nice loot while Blackburrow had nothing really. Zones like Blackburrow and Paw will definitely have more nameds and loot added. Kerra Ridge will definitely be utilized, but I can't really say how right now.

There will definitely be lots of new nameds and loots to discover as you're leveling up to 50, and then tons of interesting and difficult raid mobs.
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  #4  
Old 06-13-2009, 03:19 AM
LumieX
Fire Beetle
 
Join Date: Sep 2007
Posts: 15
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I wasn't saying you should make it a pvp server I was just talking mostly...

you've got a lot of good ideas and many very similar if not exactly the same things I've thought about like lots of mini's being way too easy/brainless and have zero cool abilities and itemization being terrible

I also hated how a lot of items had completely retarded stats, most notably the planar gear...like intel classes getting wisdom and vice versa and all sorts of dumb stuff...like a few classes bracers are amazing while others are totally worthless in comparison, i seriously can't even believe they did that intentionally

I've also always hated crappy the resist system worked and how many opportunities were missed to add in more interesting abilities to random mobs

like I've always felt that if you wanted to exp in solA/B that you'd need to gear up in FR gear in whatever way possible to even stand a chance in those zones and even then they should still be tuff, but virtually undoable without at least the most basic set of available fire resist gear thats obviously obtainable outside of said zones through jewelry, mobs/nameds in lavastorm and perhaps nejana or whatever

Same with Lguk, I hated the fact that you were fighting tons of undead rotting disgusting diseased mobs and you could easily poison/disease them and they didn't have any disease/poison abilities...didn't make sense. You should need a real good set of poison/disease resist gear to even stand a chance of fighting there and a couple of people who can cure.

it's kinda reminiscent of zelda and old school rpg's where you needed a specific item to go to a specific dungeon where you could then get cooler/better items/upgrades etc and explore a new part of the game world

Currently how the resist system works is garbage imo...like on a vox or naggy raid, you either have enough cold resist to virtually resist the AE every time or you get hit for full every time...there doesn't seem to be much of an inbetween and everything seems to be very hit or miss. I think it should be very difficult to frequently fully resist any spell and that it should be on a more partial resist system, sorta how like AC works with damage by mitigating what would have been the potential initial incoming damage. I also don't think level should ever come into play when determining spell resists(or melee too for that matter)

http://www.eqemulator.net/forums/showthread.php?t=28478

I made a post about how I think it should work and I definitely think it would make a great deal more sense and allow for a bit more versatility with your mobs special abilities and how each players spells affect mobs so that theres more of a middle ground


Another major issue I have with classic EQ is the matter between melee's and casters. As it stands, casters gain far less from each individual piece of gear then a melee does and most gear needs to be relentlessly sought after for months as a melee where as casters can buy virtually all of their spells. I always thought casters should only get a very few select spells from vendors and should have to either quest or sweep dungeons in order to obtain the rune words needed and the rune words should be kept secret and you should need to seek out the books/lore/npc's in game which reveal what the rune words mean and how to combine them to create powerful undiscovered spells.

Adding focus effects to items wasn't a bad start to making items more necessary for casters to be powerful. I loved how back in the day you needed to kill vox and naggy for the rune words required to make ice comet but then as always they dumbed it down and came out with the staff of the wheel quest so every average joe could get ice comet.
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  #5  
Old 06-13-2009, 04:41 PM
Godhand
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Join Date: May 2009
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Focus effects are reworked here. They're not based on level. Improved Damage I is a 5% increase to all spells, II is 10%, III is 15%, etc.

In classic REEQ, the only gear that has focus effects is Plane of Sky class sets. Veeshan's Peak will have level II focus effects, etc.

Strength, Dexterity, and Agility will be much more useful. A rogue will seek a +5 str item the same as an int caster will seek a +5 int item.

There will be no research and currently each class a high end spell drop from Plane of Hate / Fear. I'm not against questing for high end spells and there may be some in Kunark and Velious, but its a lot more easier to just have the spell drop directly than to have the components drop and then needed to be turned in. Although I do understand it makes it a lot more interesting to have to discover what components are needed and where the quest is at, etc. It's just more work to code the quests, really.

Also, all classes will be able to obtain gear sets from Fear or Hate. For example, amygdalans in Fear and ashenbone drakes in Hate are on the same loot table, all drop full sets of Umbral armor, an SK weapon, and a high end spell (Life Leech, in this case). Every class will have a specific mob in each plane that drops their armor + a class weapon or spell, or both in the case of hybrids.
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  #6  
Old 06-17-2009, 10:07 PM
Greinke
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Join Date: Feb 2009
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This sounds like it could be fun. I hope it sees the light of day.
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  #7  
Old 06-19-2009, 10:29 PM
Elysius
Sarnak
 
Join Date: Dec 2005
Posts: 43
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I'll toss out a few questions.

1. Any plans for cash sinks? People always say an economy is impossible on EQEmu servers and I think that's completely untrue. Put in a significant plat sink and an economy will spring.

2. What will be the max level? 50 then 60?

3. Will AAs be included?

4. Why limit the focus effects to planar and above items?
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