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  #1  
Old 06-12-2009, 02:16 PM
Godhand
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Join Date: May 2009
Location: somewhere
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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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  #2  
Old 06-13-2009, 03:19 AM
LumieX
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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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  #3  
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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  #4  
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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  #5  
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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  #6  
Old 06-20-2009, 03:26 AM
Hessie025
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Join Date: Jun 2009
Location: MN
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Dude, That sounds kickass...I know something I really hated about EQ as it went on was the ability to go anywhere almost instantly...whatever those stupid books were I remember taking a lvl 3 to like a lvl 60 zone in a couple minutes which wouldn't be a problem if I had, had to walk there, but the problem is I just like....appeared there lol...it made me feel less adventurous...and eventually I just stopped..
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  #7  
Old 06-21-2009, 06:54 AM
Quineloe
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Join Date: May 2009
Location: Europe
Posts: 2
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I always thought that some of the mob levels in many dungeons were quite off. Running into level 1 mobs in BB or CB for example. Also these dungeons capped out quite low, it is easily possible to go to CB, only to outlevel the place in an hour with accelerated exp. 12-20 would probably work better than the 4-14 it is right now.

I'd love to play on your server too.
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  #8  
Old 06-23-2009, 02:10 PM
Godhand
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Join Date: May 2009
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Posts: 11
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Quote:
Originally Posted by Elysius View Post
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.
The economy should be pretty strong. There will be a lot more named mobs and drops, especially in dungeons. Blackburrow alone has at least 30 new droppable low end items. Tradeskills are being re-worked be a lot more effective. I think the majority of the playerbase will want to work on at least one tradeskill. They're pretty big money sinks themselves. Quests themselves can be pretty good cash sinks. Remember crafted armor and saving up for those gems?

Quote:
2. What will be the max level? 50 then 60?
50 in classic. Possibly 55 in Kunark, then 60 in Velious, or just starting at 60 in Kunark. Still being worked out.

Quote:
3. Will AAs be included?
I like AAs in live, I thought they were a good addition. But to answer the question, no, or not for a long time.

Quote:
4. Why limit the focus effects to planar and above items?
The same reason that item haste will be a lot more limited. Item haste and focus effects are way, way more powerful than say +10 intelligence or strength. Items such as FBSS and CoF were way overpowered in classic EQ. Slow, gradual progression is what we're going for here. There's currently 4 haste items in Classic, 3 are raid items, with the most powerful being 27%. If you can get a mask with +5% mana preservation from Unrest you probably won't want the +15 int mask from Cazic Thule (just examples). We're trying to keep things as balanced as possible. No group items should be better than expansion-appropriate raid loot. So, the vast majority of "special effects" items (haste, focus, +atk, etc) are reserved for raid bosses since these effects are just way better than straight stats. This isn't to say that Kunark won't feature level I focus effects, but these will be very rare drops or quests. And in Kunark, raiders will be able to obtain level II focus effects (Veeshan's Peak).

Quote:
Originally Posted by Hessie025 View Post
Dude, That sounds kickass...I know something I really hated about EQ as it went on was the ability to go anywhere almost instantly...whatever those stupid books were I remember taking a lvl 3 to like a lvl 60 zone in a couple minutes which wouldn't be a problem if I had, had to walk there, but the problem is I just like....appeared there lol...it made me feel less adventurous...and eventually I just stopped..
Instant teleportation and soulbinders are gone. Please see your local druid or wizard.

Quote:
Originally Posted by Quineloe View Post
I always thought that some of the mob levels in many dungeons were quite off. Running into level 1 mobs in BB or CB for example. Also these dungeons capped out quite low, it is easily possible to go to CB, only to outlevel the place in an hour with accelerated exp. 12-20 would probably work better than the 4-14 it is right now.

I'd love to play on your server too.
I agree. You should be able to get 1-50 in 3-4 dungeons max. The rate of exp will be a bit faster than PEQ and a bit slower than VZTZ if you're familiar with those servers.


I appreciate the interest / questions.
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  #9  
Old 06-23-2009, 02:27 PM
multitasking
Fire Beetle
 
Join Date: Feb 2008
Posts: 2
Default reeq

This is actually one of the best ideas ive ever heard of on eqemu forums.. people either try to make it pure classic (which doesnt work with low population) or too easy (which people get bored of very quickly).. i like your inbetween approach with keeping certain classic aspects of the game but adding your own custom ideas.. that how you make a good server.. keep up the good work bro
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