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  #46  
Old 09-23-2003, 09:20 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
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Merth already presented the instance idea to me and it is unfortunately not something doable at the current time, having an extra zone for each guild will be difficult to maintain. Considering we are already running the normal zones themselves, having to add zones specifically for guilds just isn't probable.
  #47  
Old 09-23-2003, 09:33 AM
just_add_water
Hill Giant
 
Join Date: Mar 2002
Location: //say $network
Posts: 138
Default

Quote:
Keep the separation between players and GM's
See thats the problem, trying to find people who want to be a CS because they just WANT TO HELP PEOPLE instead of having "l33t p0werz". Also most guildwars players being little kids with IQs that hover around a bathroom sink dosn't help matters much. A bunch of GW guides would take one look at petitions and ooc and /quit on their first day.
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  #48  
Old 09-23-2003, 09:38 AM
Kgaul
Hill Giant
 
Join Date: Apr 2003
Posts: 225
Default

I totally agree, for Raevenloft, i tell everyone their job is not to l22t out but to help out. infact they have to also play chars and not to always be on their avatars.

also keeping them working on events helps keep GM's on the CS side...

Kgaul
  #49  
Old 09-24-2003, 10:09 AM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
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First off. LOL @ Jaw. That's the fucking funniest picture and made my day.

Secondly, this is kind've the idea we had brought up for the game i'm working on. (With the Bazaar). I'm a loser and was working on a Harry Potter MMORPG, but for the bank it goes down a tunnel and you'd get to a vault.

We would have it so its the same thing, but it just multiples and the player gets a session id for that time and it just looks at the bank vault number and preloads it while going down on the cart. After they left, the sessionid would go, so the area would go *poof*. :P

But yeah, if you can't do that, that's coo. I think it would be a great idea, but maybe there is another way of doing it. Bazaar is pretty big for a seperate guild zone though.

The idea I had was. Same zone, multiple players can be in it. But they are /hideme to different guilds or guildless players. That way it'll seem like your guild is the only players there.

Just make it so the players can't attack in bazaar (like a boat) and/or make them invunerable. That way the only way players can see other players that aren't in their guild are GMs.

Just my little idea.
  #50  
Old 09-27-2003, 09:53 PM
fmladenovic
Fire Beetle
 
Join Date: Sep 2003
Posts: 5
Default

I just had an idea about how economies could work... I am new to this so i have no idea how they previously worked but I think a workable system might be to give funds to the city leaders based on the amount of money that players are using in the city (i.e. buying and selling). This way cities that are heavily used by players will generate more income, and will be more sought after by guilds.
  #51  
Old 09-28-2003, 10:06 PM
DernwynArtanis
Fire Beetle
 
Join Date: May 2003
Posts: 11
Default pre luclin

i think it should be eqclassic+kunark+veliuos
  #52  
Old 09-28-2003, 11:56 PM
Rabaril
Sarnak
 
Join Date: Sep 2003
Posts: 62
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Are you going to reinstate the 60th level cap? Or was it 50 at this point.... I forget.... But places to level in these places at 55+ are hard to find.... Raids are about the only exp...
  #53  
Old 11-02-2003, 03:47 PM
DannMann99
Hill Giant
 
Join Date: Jun 2002
Posts: 205
Default

I have an idea to bring PVP to the forefront of the game, im not sure how easily it would work out but... hear me out and tell me what you think.

Okay, think diablo for this. When you pvp and you kill another player his corpse lays there, when you go to loot it the characters "ear" is lootable and stackable, then you can buy things depending on these ears, the items would cost a great amount of these ears but also be worth it because it would be very strong items. but this leaves the ability to cheat with multiboxing and having another character in a different guild.

Another idea is to have PVP experience work directly as AA exp. you can only get AA points by getting PVP levels, i think its a good idea and even too as long as all the aa's or an equal amount of them are in place for each class

Another quick idea would be to tally the amount of each guilds kills, whenever you capture a new town this tally would be set to 0 again and you have to have so many pvp kills before you can start buying guards... so in theory you have to actually defend your town before you can buy people to do it for you. Then for like... every 5 people your guild as a whole has pvped you can then buy 1 guard, or merchant, or PoD, or banker... each one could require a different number... so like, banker could be highest requiring your guild to have killed 25 players.

Let me know what you think

~Dan
  #54  
Old 11-03-2003, 09:10 AM
Rabaril
Sarnak
 
Join Date: Sep 2003
Posts: 62
Default

This exists already to a degree.... The epic quests require that your guild takes over every other guild's city... I think...
  #55  
Old 11-03-2003, 02:53 PM
DannMann99
Hill Giant
 
Join Date: Jun 2002
Posts: 205
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but for epic it is only required that at one time all cities must be under your control, after you have your epic its overwith. it isnt required. What im saying is have incentives for for constantly having control and pvping,
  #56  
Old 11-16-2003, 03:27 PM
varbuk
Fire Beetle
 
Join Date: May 2003
Posts: 7
Default

Just an idea here but im thinking if you make the number of playable zones larger you can make a set number of guilds, ill take 4 for my example:

Guild 1: Owns freeport to start
Guild 2: Owns Thurgadin (or cabilis doesnt matter its an example) to start
Guild 3: Owns qeynos to start
Guild 4 owns felwithe to start

all of these are nice and spread out but the other cities should be able to be conquered also, reward for taking a city should be something that makes you more powerful, stats, exp bounuses ... anything nice maybe even aaxp... players would have to keep thier home towns from being taken or they recieve a negative effect for not defending.... this would be more of a guild WAR type setting

For taking cities there should be required killing of some mob thats pretty tough also... hailing something is just too easy if you have everything else distracted.
  #57  
Old 11-16-2003, 06:35 PM
DeletedUser
Fire Beetle
 
Join Date: Sep 2002
Posts: 0
Default

then guild 9 & guild 10 get nothing, that doesn't work :P
  #58  
Old 11-16-2003, 09:17 PM
kai_shadowbane
Sarnak
 
Join Date: Sep 2003
Posts: 67
Default

I guess the question to start would be: How many guilds are we working with then?

I mean, if you look at planetside (another sony creation) they did a great job at pvp type things. Each major faction (in this case guild) had a safe zone that the others couldn't enter via a warp, basically a safe spot to re-pop in. Now the ways to get to the other areas were by misc warp. Each other city had a specific bonus tagged to it. In the base zone for each faction there was base equip machines (merchants in this case). And then you had to go elsewhere (outside of safe zone) to get better stuff (in this case).
I mean for each guild, you could give them a small (VERY small) (like ldon camp size?) area of non pvp protection with a basic items merchant, and then leave the cities to be conquered.

Just an idea you might be able to toy with, and of course then in each area you could create ppl that would bind you to home instead of that area.

Hope this addition will be useful.
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  #59  
Old 11-17-2003, 11:49 AM
varbuk
Fire Beetle
 
Join Date: May 2003
Posts: 7
Default

as i said above a SET number of guilds, it was just a spur of the moment idea but i thought making guilds by like race/diety or something like that and there would be no option to create new guilds *shrug*
  #60  
Old 12-22-2003, 10:27 AM
var1ety
Sarnak
 
Join Date: Jan 2003
Posts: 59
Default Bazaar zone, incentives to hold a city

It would be neat to have a no-combat bazaar zone for commerce, maybe gambling ala EQ's casino also? Although it would diverge from the all fighting nature of the game, it would be a nice respite from fighting, and a place to spend gold for something other than guards.

A zone like Kerra Island would be perfect for this, I think. Make it no pvp, and create a npc that would handle leaving it..hand your guild token to him and it will return your token then teleport you to your guild's central city, otherwise say a keyword and it will teleport you to some central place like East Commons. To prevent ganking maybe have it send you to a random spot within the zone.

--

I was thinking about the desire to hold cities, and maybe we could remove the necessity to "take" a city to get your epic, and put that elsewhere, whether it be a ring, or various mobs, or what. Instead, assign an inherant value to every city.

That is, Felwithe is renowned for it's spellcrafting and high end weapons, so having control of the city gives you access to deployable vendors that sell high end spells and weapons.

Oggok is known for it's strong and durable armor, so it has some armor vendors.

A city like Freeport has only known war, and is home to many races, so there is affordable mid-range gear for all people in high supply, so that a downed person can get a new suit of midrange stuff there easily.

Kelethin is known for bows and elvish armor, Kaladim is known for axes, etc.

Something along those lines, so controlling a city means controlling access to some gear, and gives the guild easy / relatively cheap access to it, and maybe access to a percentage of the merchant's profits.

Maybe you could create a hierarchy of gear, say on a 1-10 scale in terms of how good a piece is. Steel would get an 8, banded would get a 4, etc. Each city could produce up to a given number in a category - maybe Felwithe had 8 magic, 8 small/med armor, 3 large armor, 6 swords, so controlling the city would mean control of vendors that could craft this kind of armor.

It would bring back the feeling of travelling to a distant town to purchase some armor they're renowned for.

Of course, to make a system like this workable you'd want death to cost the person dying more than experience, maybe a portion of their gear - have the server tuned so that the majority of the people are in storebought gear, and only a low percentage have access to magical items.
 


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