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  #1  
Old 04-19-2017, 05:37 PM
Albator
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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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  #2  
Old 04-19-2017, 08:16 PM
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ChaosSlayerZ
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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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Old 04-19-2017, 10:23 PM
JimB_1958
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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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  #4  
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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  #5  
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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Old 04-20-2017, 01:14 PM
daerath
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Quote:
Originally Posted by JimB_1958 View Post
You're not REALLY disagreeing with me

New content does not always mean new zones. Just something new for the players to work on.
Unfortunately most players who cry about new content DO mean "new zones", "new stuff that didn't exist in EQ live" instead of, "There are literally hundreds of quests I've never done" or "I've never played XYZ class, maybe I'll do that!"

I'm playing through Crescent Reach and the surrounding zones because I've never been there before. It's neat. The quests are super minimal, so I'm going to implement them as I go along (unless work interrupts, which it probably will, but it's still a goal!)
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