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  #1  
Old 04-16-2017, 08:49 PM
rhyotte
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Good points. When I contemplated a hybrid Antonica//Kunark//Velious server, one thing I considered was using the original class's and races, and extending them. Next re-normalize all zones from newbie to end. After all that...extend each expansion by adding numerous zones in various places that are customized. Think adding in the expansion that added Crescent Reach and the Drakkin. I waffled on whether to add them or not to, never did quite decide. Though they would be somewhat entertaining as the primary plot was to extend and more comprehensively finish off the Dragons Vs. Giants story line. Another add in would be to make deity really alter a characters progression. A dark elf cleric would not likely have all the same exact spells and ways of doing things as a high elf...

Class extension:: Warrior modified by berzerker attributes.
--
Class extension:: Clerics of good act good per normal, but solo better due to nicely modded spells such and Vs. Undead, and perhaps Vs. opposing humanoid faction. Where as a Dark Elf Cleric would likely resemble a heavily beefed up (healing wise) Necro / Shaman depending.

Another cool thing was how Shards of Dalaya had actual mining!

Anyhow, all that to say that I agree.

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  #2  
Old 04-16-2017, 09:05 PM
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The_Beast
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Quote:
Originally Posted by rhyotte View Post
After all that...extend each expansion by adding numerous zones in various places that are customized. Think adding in the expansion that added Crescent Reach and the Drakkin.
The custom I am working on right now, even though the expansions being used didn't orginally include Drakkin race and Beserker class, I included them anyway.
I do find it more innovative to mix a little "classic" content with customized zones outside the classic expansions which helps break the boredom of old school.
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  #3  
Old 04-16-2017, 09:12 PM
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mjbcb0717
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if you have to box a whole group or 20+ toons....that crap not hip anymore is what i was saying the majority of EQemu community can or wants to play solo/duo content we dont need more p99/alkabor servers they never take off.
no flame to the people who do have these servers i wish you the best of luck but they 99% of the time flop. i enjoy the freedom of being able to do my own thing but i hate servers that set it up to blaze trough it in a week. if you want a really good solo server that still has that nostalgic feel and grind go to casual dreams you wont blaze trough that server or raid addicts it pretty good to but most of em out now your top dog in 1 or 2 weeks. wish i knew coding and stuff i always have some really fun and good ideas lol.
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  #4  
Old 04-16-2017, 09:28 PM
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Quote:
Originally Posted by mjbcb0717 View Post
most of em out now your top dog in 1 or 2 weeks
Exactly. That's what generates that typical scenario of a server experiencing a possible small surge after launch, players bulldoze to the end and fade away.
But if you slow that leveling and experience down, (keeping the content soloable), would those same "bulldozing" players still be interested ?
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  #5  
Old 04-16-2017, 10:26 PM
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Quote:
Originally Posted by rhyotte View Post
Good points. When I contemplated a hybrid Antonica//Kunark//Velious server, one thing I considered was using the original class's and races, and extending them. Next re-normalize all zones from newbie to end. After all that...extend each expansion by adding numerous zones in various places that are customized. Think adding in the expansion that added Crescent Reach and the Drakkin. I waffled on whether to add them or not to, never did quite decide. Though they would be somewhat entertaining as the primary plot was to extend and more comprehensively finish off the Dragons Vs. Giants story line.
My server idea includes something like that, except rather than taking original Trilogy as base, I reuse its zones and build a completely different world map outlined with new/modified lore.

Quote:
Another add in would be to make deity really alter a characters progression. A dark elf cleric would not likely have all the same exact spells and ways of doing things as a high elf...
Another path that I also pursuing, putting those deity alignments into good use, because sadly LIVE never used them much for anything.
Consider Mage that follows Ro (Fire) vs Mage that follows Xegony (Air),
or for example I consider taking Necromancer template, and splitting it into 2 different classes - one thats follows Innoruk is a Necromancer that is master of undead, and another - following Bertoxulos, is a Defiler, that is master of Plague. Etc.


Quote:
Another cool thing was how Shards of Dalaya had actual mining!
Yeah I thought of this too, I figured it could be easily implemented using Rock pile model from new Tutorial zone, and client variables when trying to interact with it Foraging/gathering for all classes can be implemented the same way.
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  #6  
Old 04-19-2017, 05:37 PM
Albator
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Quote:
Originally Posted by ChaosSlayerZ View Post
client variables when trying to interact with it
Ie; require a pickaxe to be equipped so you can pick up the rock pile? How would one go about coding that? Like which server code file would be a good start .
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  #7  
Old 04-19-2017, 08:16 PM
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Quote:
Originally Posted by Albator View Post
Ie; require a pickaxe to be equipped so you can pick up the rock pile? How would one go about coding that? Like which server code file would be a good start .
its been a while since I actually coded but it would go like this:

You "hail" the Rockpile
Rockpile offers you a click link "mine"
You click "mine" - the code runs and checks if you have Pick Axe equipped, then it checks a client variable where it stores your Mining Skill, forces attack animation on our char and produces result
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  #8  
Old 04-19-2017, 10:23 PM
JimB_1958
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Quote:
Exactly. That's what generates that typical scenario of a server experiencing a possible small surge after launch, players bulldoze to the end and fade away.
But if you slow that leveling and experience down, (keeping the content soloable), would those same "bulldozing" players still be interested ?
In a word... No.

In my experience, slowing down leveling and experience for most players is like watching paint dry.

It sounds good, but while thinking that slowing things down will make it a challenge, that's not the kind of challenge most players want.

In my opinion, (and it is just an opinion), let them advance fast. Let them bulldoze to their hearts content. Just keep giving them more and more and more to bulldoze.

But, the issue with that is that you have to be willing and able to keep developing content that people actually want to do.

Then you have to decide how much time you can spend on it.

The time you can spend on ideas and development is a major factor in the success of the server.
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  #9  
Old 04-19-2017, 11:11 PM
Albator
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I agree and disagree. I agree let people bulldoze content. Heck in diablo 2 people got good enough to hit the rough softcap of lvl 87 in a day or so. They were just skilled. That didn't stop them from having fun with the character for years or just make more alts. If the game is FUN then people will keep playing regardless how quick they beat the game. Heck I bet most people who play eq now 18 years later have still yet to seriously try half of the classes! So the key should be to focus on the fun. Now yes you should keep things fresh but not by zoneflation. The reason I never came back to eq after 1999 was because all the old zones I loved were abandoned. Diablo 2 did a great job of creating divergent content; like fury visor and warshrikes and death's web and other items that let you play a class in vastly different ways and were very exciting to make an alt and level them solely to use that item. So you don't have to screw up the game like sony did to keep things fresh and fun.
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  #10  
Old 04-20-2017, 07:03 AM
JimB_1958
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You're not REALLY disagreeing with me

New content does not always mean new zones. Just something new for the players to work on.
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