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  #1  
Old 10-21-2008, 08:43 PM
eyeke
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Great idea.. I'd be interested in playing it.

Have to make sure there's still enough things around to kill to get xp, though.
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  #2  
Old 10-21-2008, 09:46 PM
GeorgeS
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I think a lot of the mob state about what is alive and dead is totally within the server instance, and therefore updating the database so that the named or dungeon mob never respawns is going to be a PITA. I'll either have to manage it manually, or will probably have to do some significant server coding to make it happen. If anybody knows for sure either way please confirm.
Ok the way/s I would do this is either of two ways. One is to code it in C++ and set a state in the table Spawn2 field Respawntime to a extremely large number or set a state like -1 and have any fields with -1 never respawn.

The other way is to write it in .net/C++ a executable that checks for any value where Respawntime<>0 and delete the NPC's in the spawngroup. You would need a backup up of the affected tables.

Those are just 'loud' thoughts..

GeorgeS
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  #3  
Old 10-22-2008, 09:26 AM
RhinoDude
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Quote:
Originally Posted by GeorgeS View Post
Ok the way/s I would do this is either of two ways. One is to code it in C++ and set a state in the table Spawn2 field Respawntime to a extremely large number or set a state like -1 and have any fields with -1 never respawn.

The other way is to write it in .net/C++ a executable that checks for any value where Respawntime<>0 and delete the NPC's in the spawngroup. You would need a backup up of the affected tables.

Those are just 'loud' thoughts..

GeorgeS

Thanks for the info George.

The way I was going to handle initial respawn so that thigns do not pop again is to simply batch update the database ahead of time so that all spawnentires within spawngroups that exist in dungeon zones have their respawntime set to a very large value. But this won't help if the server is reset.

I have no problem writing a C# or C++ app, but I'm wondering if there is there enough state in the database while the server is running that I could tell what has been killed (corpses, etc.) and what has not, and then delete from the spawnentries as needed?

Wiping an entire dungeon is easy once cleared out. But what if the group only half-way clears out the dungone? Since they won't play for another whole week, there is a strong chance the server will restart during that time. Having very long respawntime won't matter, as everything will respawn anyway.

So what I really need is a more granular way to delete only the items that have been killed. I would like to just write a sql proc that is scheduled to run every 5 minutes or so, which simply executes some querties to determine the dataset of killed things, and then if those things are either in a dungeon zone or if named, it deletes the spawnentry / spawngroup. But from what I've seen, there isn't enough state in the database to make that determination. Unless I'm overlooking something?

- Rhino
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  #4  
Old 10-22-2008, 09:17 AM
RhinoDude
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Originally Posted by eyeke View Post
Great idea.. I'd be interested in playing it.

Have to make sure there's still enough things around to kill to get xp, though.
Sure thing, if we end up short on players I'll post here. Right now I have enough for the first full group

Yep, I've already thought of the xp issue. I figure in-game killing and quests will account for 25% to 35% of xp. I was planning on handing the rest out as role-playing bonuses to encourage strong role-play, as well as at the end of each session and each "adventure" which may span several sessions. I'm not sure if there is a command to do this directly, or if I'd have to tweak the db after the sessions are over based on my session notes. Obviously I'd prefer the former, as the player can then immediately see the reward for good play.

Since the good loot is going to drop every time with no camping necessary, it won't take long for the players to become overpowered with gear compared to their level The direct xp hand-out will be used to offset this. If I have to wipe the level restrictions on gear I will, that's probably not a bad idea anyway as it's not very RP friendly and will feel artificial ('cause it is!).

The other thing is I may simply have to increase mob xp by some multiplier, which I may do for dungeons, say a 25% to as much as 100% increase. I won't know how much to settle on until after our first few sessions to see how advancement is going.

Keep in mind though, unnamed mobs in outdoor zones will not be limited in any way. So the party can still always go and hunt level-appropriate mobs in any of the numerous outdoor zones. In fact, I plan on making such hunts important pieces of custom quests which tie into the main campaign story arc. I can easily control the rate of dungeon consumption and give them chances to up their exp in a seamless way by throwing story lines at them that run outdoors.

Between the outdoor zones still having mobs, "hot zone" bonuses for dungones which can't be rehunted, as well as direct exp bonsues for role play and finished adventures, I think I can control the rate of advancement well.

My only real concern is that there is enough combat and spell casting to keep skill advancement rate up with leveling. This game is *definately* going to level way faster than Live!. Probably an order of magnitude faster (keep in mind they'll only be playing 2-4 hours a week, but I want them to rip through all classic, kunark, and velious content in 1.5 to 2 years). Spell casting isn't a huge deal as they can practice that, but combat is not so easy. I don't know if through the DB if EQ Emu allows you to control trade skill and general skill advancement rate, ie, adjust progressive percentage chance of a skill up. If so, I'll probably have to tweak that as well. Otherwise when the party gets to mid-levels their skills could start to fall behind.

Does anybody know if skill up rate can be tweaked?

Thanks,
- Rhino
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