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Old 10-06-2013, 01:57 AM
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knowom
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Quote:
Originally Posted by Township EQ View Post
I actually agree with a lot of the people in this thread about you changing things when people have a problem.

I think if you can analyze how big of a problem each complaint is and act accordingly it will be better. Stick to what YOU want your server to be.. I know personally I would rather have 10 dedicated players on my server who play something that I made fully as I intended than 100 players playing something I changed for them an didn't agree with.

At the end of the day it's your server, it took Shards of Dalaya 8 months to get up to like 30 steady players online.. granted this community was a lot smaller back then, but you get the idea.
The bottom line is developers want to be happy all the time and players want to be happy all the time, but you can't always have it both ways and normally somethings gotta give double edged sword.

Drakiyth I think the biggest hurdle with balance was you just had too many classes templates to juggle. You can probably reuse the templates you made, but just narrow it down to one of your template types per class rather than a ton of fragmented subtle variations of very similar ideas. The fact that you have a bunch designed to pick from and go off could be great though as you could fine tune and narrow down your choices more easily. Less is more sometimes keep it simple keep it fun.
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Old 10-08-2013, 12:10 PM
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Drakiyth
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Appreciate all the feedback everybody. You all have valid points that I agree with.


The early info that I posted about a class role, primary and secondary is still going to happen (sort of)
but it's going to be a lot different now. I'll try to explain to the best of my ability how character creation
works in V2.


#1: Path Role Charm - Choose one of these for free at Peyton Thomas. You can only have one, but
this item defines your role in the world with a solid 24 hour buff. There are 7 for each 4 of the class types.
I overall wanted to give players the ability to tank, dps or heal if they wanted to or a combo of both no
matter what base class they choose. An enchanter with 58% mitigation is going to be very popular for sure.
(Remember that V2 is going to use EverQuest as you know it so you'll be able to go through those tough
zones in a completely different way with the Class Role System.)






#2: Primary Power Set -
• Will use Augment Type 21
• Augment Type 21 will only be found on Rings. (giving players 2 clickies for primary powers)

#3: Secondary Power Set -
• Will use Augment Type 22
• Augment Type 22 will only by found on Earrings. (giving players 2 clickies for secondary powers)

#4: Weapon Mastery -
• Will use Augment Type 23
• Augment Type 23 will only be found on Chest Pieces/Robes. (giving players 1 clicky weapon mastery buff)



Overall your character will have 4 main clicky powers to assault/heal out of a monstrous list of things, including
pets, elements, combat abilities and you name it. (many things taken from the previous Varlyndria series)
They will also get a weapon mastery which will allow them to specialize in a certain weapon type,
(doing more damage/crits/chance to hit) with it.

These power sets will be bought at first up to a certain level and then must be found. They will also be
trade-friendly. This will allow you to create a warrior that uses things like Twisted Animator powers and
puppet mastery etc. It's going to blow open the options to design your base class however you want instead
of the old path system which restricted you to that path and pool of abilities.


Players will start in the normal tutorialb zone this time around. (It helps new players a lot). The Class Role NPC
will be there. Also, I will probably have a main hub located in the Guild Lobby again to bring back that old Varlyndria
Nostalgia and I will make some custom content for players to go through as well but nothing is going to get out of
hand and everything is going to stay within normal EQ rules. I will also make sure to make a handful of items like I
did with the previous servers instead of some random item generator like diablo. Which in essence is fun and cool
but it really does get annoying as hell with so much RNG all the time instead of knowing what's going to drop and
where to farm. (What made EQ fun) Going to do things the RIGHT way this time.

More to come.
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