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  #1  
Old 02-12-2002, 06:30 PM
Flecko
Fire Beetle
 
Join Date: Feb 2002
Posts: 14
Default What exactly is the 'final product' going to entail?

I read that post about "content creation" and I just don't get it. Isn't the point of this everquest server emulator to actually emulate a real LIVE everquest server? I for one would love to bring my characters and my friends offline(just build chars with the same equipment, there are more than 10 of us) so I could play it at a lan. There are tons of us who play that I live near...this way, we could set up a computer to play it at a lan and just have fun without worrying about sharing modems(no broadband here) or disconnects.

I mean, are people really going to use this emulator to set up a bunch of custom servers? I for one would love to build a machine very similar to live servers. I know the emulator has a ways to go before it gets to that state, but what about the database? I used that spawn data zip file and it was neat, but its nothing like a live server(no offense to the author.) I would love to add/edit the database myself, but am not sure of tools available to do so.

As far as legality is concerned, why should Verant care? Did ID software get pissed when people made mods but used the default models and maps? Its not like people are redistributing copyrighted content. Its just being utilized by homebrew databases and scripts. I personally see nothing illegal about trying to emulate a live server. Its just reverse engineering, which has been proven to be legal in court.

Anywho, I'd love to hear comments from anyone who thinks similarly to me, or is interested in it. I would also love to get to work on making a 'realistic' database for the server, zone by zone. Keep me posted, or send me an email(blf141@psu.edu)

Thanks for your time,
Flecko
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  #2  
Old 02-12-2002, 07:13 PM
flipper
Sarnak
 
Join Date: Jan 2002
Location: California
Posts: 94
Default Re: What exactly is the 'final product' going to entail?

You're looking for flames, aren't you? :p

Quote:
[B]
I mean, are people really going to use this emulator to set up a bunch of custom servers? I for one would love to build a machine very similar to live servers. I know the emulator has a ways to go before it gets to that state, but what about the database? I used that spawn data zip file and it was neat, but its nothing like a live server(no offense to the author.) I would love to add/edit the database myself, but am not sure of tools available to do so.
Yes, people really are going to run a bunch of custom servers. That's the way it is right now.

The combat is still primative in eqemu. Keep in mind that this development effort has progressed very far in just the past few months. Combat will evolve, but at this stage mobs only melee (no mob casting), mobs dont path properly, special attacks aren't implemented, etc. These things are being worked on, but the developers have priorities and other things may need to be addressed first. Drawde's item/loot/spawn database is a godsend! We went from manually spawning everything (or using eqemu admin tool) to static spawns in lots of zones with almost proper item drops! Give it time.

There is a database interface for eqemu at the sourceforge download site for eqemu:
http://sourceforge.net/project/showf...group_id=41381
This tool allows you to generate items, spawns, modify account permissions, and much more.

[B]
Quote:
As far as legality is concerned, why should Verant care? Did ID software get pissed when people made mods but used the default models and maps? Its not like people are redistributing copyrighted content. Its just being utilized by homebrew databases and scripts. I personally see nothing illegal about trying to emulate a live server. Its just reverse engineering, which has been proven to be legal in court.
Duh! Of course VI cares about something like this. Modding Doom WAD files or making custom Quake mods resulted in more Quake/Doom sales. EQ is a subscription service. They made make a lot of their profits via the /month fee. If you perfectly emulate the servers... bye bye subscriptions.

I'm not qualified to discuss legality, so I'll pass on that part...

Quote:
[B]
Anywho, I'd love to hear comments from anyone who thinks similarly to me, or is interested in it. I would also love to get to work on making a 'realistic' database for the server, zone by zone. Keep me posted, or send me an email(blf141@psu.edu)
These projects are already underway. Keep in mind that progress has been remarkably quick given that folks are doing this on a volutary basis. If you know how to code and have time to kill, then by all means head over to the Dev section of the forum and get to work!

I'll make it easy for you:
http://forums.eqemu.net/forumdisplay...&forumid=7
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  #3  
Old 02-12-2002, 07:40 PM
Flecko
Fire Beetle
 
Join Date: Feb 2002
Posts: 14
Default

I assure you, I wasn't looking for flame =P

I know this project is far from complete, but reading through that content creation thread really scared me. I really appreciate what the authors of eqemu are doing. I was just wondering if there are people that want to emulate live servers? My coding skills aren't worthy of such a vast project. I'm a terribly sloppy coder, and take very little pride in my work =P

Actually playing with this emulator made me realize exactly how much is taken care of on the server side. Its a pretty big undertaking( AI and all that.) I didn't want to come off sounding like some newbie, but apparently I did.

I was speaking of the distant future. If no one else tries to set up an emulated live server, I plan to. I know lots of the zones like the back of my hand. And btw, despite the fact that if this emulator reaches the quality level of the live ones, I doubt anyone will have the necessary hardware to emulate a whole server. I personally would just like to do a few zones. Perhaps just Faydwer or something.

Also, I really appreciate the prompt reply. I'm pretty excited about this whole server emulation thing. Thanks! And keep up the good work everyone!!

-Flecko
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  #4  
Old 02-12-2002, 10:35 PM
madborg
Banned
 
Join Date: Jan 2002
Posts: 322
Default

Flecko-- you said it all when you said it's big. There is a lot of work to making any game server. Over time it will be more and more like EQ --- that is the mostly likely path.
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  #5  
Old 02-13-2002, 11:32 AM
an_old_EQmage
Fire Beetle
 
Join Date: Feb 2002
Posts: 20
Default some thoughts

just something off my head while thinking about the future of this project. Yeah as you can imagine, trying to emulate a MMOPG like EQ is not really a walk in the park, just think about these features that hasn't been implented :


combat:
- formula for all the offensive skills of all classes vs. mob
- formula for all def. skills of all classes vs. mob
- the mystery of AC, dex only affect proc. ? Wis helps
gaining skills?
- casters skills, specialization, etc
(yeah i know verant already release info about this but who believes them anyways?)

spells:

- mob AE, DoT,
- how does resists apply? both pvm and pvp

rare spawns

- how the hell does verant handle spawning rare mob? people still argue over that ancient cyclop only spawn once per day or you have to kill its placeholder in order to get it to pop blah blah blah...


rare drop

- hmm another myth here, say you are killing phingel for mage's water mastery staff, which is rare as hell, what's your chance of getting it? personally I've killed him 17 times to get my staff, but i've heard stories about people got the staff in one kill and people who had killed him 50 times without luck, one word, verant's random generator sucks, big time.

and there is sooo much more, mob pathing, questing, faction maybe, you get the idea ....
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  #6  
Old 02-13-2002, 06:14 PM
Flecko
Fire Beetle
 
Join Date: Feb 2002
Posts: 14
Default

I realize that in any sort of programming, there are alot of 'unkowns' and 'x-factors' as I like to call them. The formulas and equations that drive your game. Falling damage, skill increases, hit/miss ratio, hell even movement speed. The only way I can see to figure these out is to base them off of what people think they know, and just tweak from there.


I guess my attitude is just wait and see. I'm really excited about this emulator, but I'm ready to wait for it to improve leaps and bounds. I'm quite content messing with it as it is, but I know my friends won't be impressed, not understanding the nature of the beast.

I once again just want to say that I REALLY appreciate what the emulator authors are doing. They seem to be going at a great pace. I just want to wish them luck and godspeed. I'll be here to support!

-Flecko
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  #7  
Old 02-14-2002, 12:25 AM
Trumpcard
Demi-God
 
Join Date: Jan 2002
Location: Charlotte, NC
Posts: 2,614
Default

Ahh, perceptions of the unaware..

I know what you mean.. I was messing around with on my machine the other day and one of my friends exclaimed, 'You mean you dont even have pets yet???' .. Of course, my smart ass asked , 'We'll , do you know anyone other than Verant that does?? I dont seem to recall hearing anything about YOUR emulator'

I just don't think the unwashed masses can appreciate the beauty of whats been done so far, and the huge leaps that have been made already. This project will stay at relatively low numbers until it gets too a BETA point, at which time we'll probably be flooded by newbies screaming how they cant get it too work on their machine, and are we trying to steal their passwords... LOL

My standard friends wouldnt understand it so I dont bother, now my programmer friends on the other hand think its great whats been done so far.
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  #8  
Old 02-15-2002, 04:13 PM
cbreaker
Sarnak
 
Join Date: Feb 2002
Posts: 33
Default

Sure, there will be lots of people trying to run EQ servers that have no clue how to use a computer, besides what it takes to get to this forum.

Well, good luck to them. I'll be busy playing EQ on someone's cool new server =)

-CB
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  #9  
Old 02-16-2002, 04:22 AM
Megahertz
Fire Beetle
 
Join Date: Jan 2002
Posts: 16
Default Re:

"- hmm another myth here, say you are killing phingel for mage's water mastery staff, which is rare as hell, what's your chance of getting it? personally I've killed him 17 times to get my staff, but i've heard stories about people got the staff in one kill and people who had killed him 50 times without luck, one word, verant's random generator sucks, big time."


The random generator works fine, the person who thinks otherwise is just not happy with the results. It's like going to play a roulette wheel in vegas and saying their wheel sux cause you lost 15 times in a row.

If there was a constant distribution of chances of winning across the board, i.e. 1 in every 10 kills was guaranteed to be a drop, it wouldnt be very random now would it?
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  #10  
Old 02-16-2002, 08:24 AM
cbreaker
Sarnak
 
Join Date: Feb 2002
Posts: 33
Default

The crappy part about it IS the randomness and sparseness.

Heheh think about it.

You get a quest. "Kill XYZ in the temple of ABC, Bring his head to me"

So as a valliant character, you travel to the depths of ABC and seek out XYZ. You slay him, but he doesn't have a head?!

Yea that's realistic. Looks like you'll have to kill him again.. but he's already dead. Hey, no worries, this is a game that doesn't even attempt to hide that fact, so he'll be back!

And it's pointless. The ONLY reason I can think of to have quest items not drop every time is to make it more difficult to complete your quests. It's infuriating. They should have made it difficult in other ways, like more parts to the quests or something, not this game stopper rare drop nonsense.

Ohh, like traveling to most of the places for the Epic quests and other high level quests is easy, right?

So yea, I think Verrant's random drop generator sucks. It sucks because it's there in the first place =)

-CB
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  #11  
Old 02-17-2002, 10:13 AM
Megahertz
Fire Beetle
 
Join Date: Jan 2002
Posts: 16
Default Re:

> The crappy part about it IS the randomness and sparseness.

Fair enough.

Heheh think about it.

You get a quest. "Kill XYZ in the temple of ABC, Bring his head to me"

So as a valliant character, you travel to the depths of ABC and seek out XYZ. You slay him, but he doesn't have a head?!

Agree.

> Yea that's realistic. Looks like you'll have to kill him again.. but he's already dead. Hey, no worries, this is a game that doesn't even attempt to hide that fact, so he'll be back!

Well games are not meant to be realistic. They can be, but sometimes this detracts from gameplay. If this game were "realistic" there wouldnt be dragons in it. Forging a weapon wouldn't be as simple as click click, wow i made a sword. You'd have to spend hours heating a block of steel to high temperatures and folding it over and over to strengthen it, all the while banging on it with a hammer. Joy =)

Or take quake, if it were realistic, youd log on a server and once you died, oops that's it, your out of the game, or possibly out of it for good cause the game just deleted itself. =)

I do understand your point. But realism does not usually equate to fun. Unless its a simulation type game. In any event in this case I agree, if you slay a monster, you should have his head as a prize.

> And it's pointless. The ONLY reason I can think of to have quest items not drop every time is to make it more difficult to complete your quests. It's infuriating. They should have made it difficult in other ways, like more parts to the quests or something, not this game stopper rare drop nonsense.

That only reason IS the reason. There has to be some sort of throttle for letting items into the economy. Especially the uber ones. It would be extremly bad if every cleric had a rez stick or every magician had his epic pets. Or how about those cheal breastplates that dropped. Can you imagine how easy it would be to kill anything in the game given 8+ clerics with those BP's. Even then they had to "nerf" it. And i can understand why. They were simply just too powerful.

Now you make the suggestion that the quests be lengthend and have more steps in them, but I have to say, I dont think thats enough. Even a quest that had 30 steps in it, could prolly be done fairly quickly, given a decent sized guild.

Verant has stated that the Ragefire camp was only a bottleneck because of the demand for the Epic. This I disagree on. Given only 2 clerics vying for the Epic, 1 is going to have to wait because there is another person "in front" of them in line to do the quest. Why couldnt they both do the quest at the same time? They've both put in their time up to this point on the quest. Seems only fair.

Now given this thinking what happens if 50 clerics are at this point. Bam! In an instant, 50 clerics all get their Epics or all the Warriors get their uber sword of llama slaying. Now replicate this to all the other decent items in the game and the items become worthless because theyre so easy to get. Everybody could do the quest at the same time. Items flow in , economy falls in the gutter.

There has to be some way to limit the flow of items into the game, but at the same time not restrict anybody in doing their quest because somebody else is a one step ahead. Its a tough problem to solve.

I agree its a bottle neck. One that needs to be solved, but how?
I see a lot of people complain, but nobody offers any solid solutions.

> Ohh, like traveling to most of the places for the Epic quests and other high level quests is easy, right?

Disagree. If youre of level to be worthy of an Epic item, you should have no problem in doing the quest. Yes it takes sometimes up to a full guild for some parts of the quest, but if didnt, i dont feel it would be very Epic.

As a monk i had one of the hardest spawn camps in the game for my Epic, Mr. Raster of Guk. I spent a good week straight camping him. Did it suck? Slightly. Was it worth it? Fuck yeah! I wouldnt change it at all. The quest was meant to be long and tough and the reward was well worth the cost of the journey.

> So yea, I think Verrant's random drop generator sucks. It sucks because it's there in the first place =)

Well, the way its used does suck, but its a methodology thats prolly been too long in the making to change now. Not without redesigning the game from scratch. Maybe thats what Verant has planned for the other games.

Everquest was the first of its kind. It may not be perfect, and may have some flaws, but all in all, i think its a well rounded game. I played it for almost 2 years, and while i did my share of bitching and moaning about it, I still enjoyed it.


-=[ Megahertz ]=-
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  #12  
Old 02-17-2002, 11:00 AM
Vipermmx
Sarnak
 
Join Date: Jan 2002
Posts: 89
Default

"Topic starts bringing back nightmares of the Necro Epic Quest he had completed"

I hate waiting at spawns. As a Necro I did this to get tons of loot then trade. It started sucking once I hit 60 nothing left to see.
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  #13  
Old 02-17-2002, 05:49 PM
an_old_EQmage
Fire Beetle
 
Join Date: Feb 2002
Posts: 20
Default hmm...

I think we can at least agree that these situations should changed, unless you really enjoy doing it.. hehe

- sitting at one spot waiting for hours, days, even weeks for xxx mob to pop.
- the mob pops but was instant killed by others. (eg: Quillmane)
- finally killed that mob but it didn't drop what you were looking for.
- go back to square one and start all over again till you drop dead and all your friends think you are crazy.
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(who had never gotten his epic... and still think mage sucks in raid)
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  #14  
Old 02-18-2002, 12:57 PM
Flecko
Fire Beetle
 
Join Date: Feb 2002
Posts: 14
Default

See, the worst part about what you're saying on waiting on spawns is this: What if all the spawns where there when you needed them? Would make the epic quests alot shorter. It seems that each classes epic has a strangle point that involves multi-day camps.

I mean, even the testament of vaneer is a long camp at low levels. So I don't think there is really any solution to the problem of long camps, they do have their place. I've played EQ since it came out, and I don't know why I still play. I can't quit. There is some allure to it that I just can't get away from. I mean, I agree that the mechanics of everquest are far from perfect, but in its current state, its a pretty fun game.

Man...this post is going nowhere =P

-Flecko
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  #15  
Old 02-18-2002, 02:36 PM
Yodason
Hill Giant
 
Join Date: Jan 2002
Posts: 205
Default

erm.... he can drop a head every time IF he is harder =) just make encounter harder. If it can not be made harder without making it imposible then you might wanna scale back loot =p (NEVER NERF A ITEM IN GAME) example vulak. it rewards the 1st while making it very hard for 2nd.
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