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  #31  
Old 08-25-2002, 08:04 AM
Wiz
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Quote:
Originally Posted by hogosha
i think with the traveling path what you need to do is make it have x,y,z, zone. Having multiple points of these you could make the spawn move to this point directly, then move to the next point in the list. I don't know if this is already implented, but I can see that being the easiest way instead of making every single point. It's going to be complicated unless someone hacks verant and gets their server software. If someone did that, then wow, we got it made, just gotta figure out how to run the mess.
Yes. We shall hack VI. That's not at all likely to get legal repercussions, or be next to impossible, or give us server software that's optimized for servers way beyond what a normal person can provide.

#end sarcasm
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  #32  
Old 08-25-2002, 10:33 AM
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Hardy
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Someone probably already said this and I missed it, but Tradeskills would be kewl, but first do the zoning and the other stuff that makes it playable. What good is a tradeskill if you can't use it? :p

Also, devs should work together on ONE area and get together for meetings and talk about what they got, if everyone works on the same thing (aka the zoning issue) then you might be able to resolve it quicker. I would say the zoning issues and anything else that makes it playable should always come first, features can come after. Features are no good if you can't even play on the emu, hehe.

I only scanned through the posts, to many :p, if I repeated anything....my bad
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  #33  
Old 08-25-2002, 10:57 AM
DeletedUser
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Trade skills do work I believe, you just have to create them
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  #34  
Old 08-25-2002, 12:03 PM
hogosha
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You know, maybe we've been going about this all wrong. Perhaps all the zones spawns and everything are inside Everquest all along, we're just unable to pop it up. If you think about it, for Verant to run the way they do would require lots of computer power, and a lot of time just optimizing the spawns. It would be nice to know how Verant actually runs everything to get a smooth game with lag only from the modem connecting to it or 2k+ in users.
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  #35  
Old 08-25-2002, 01:15 PM
Aspirax
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Distributed computing.
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  #36  
Old 08-25-2002, 01:42 PM
hogosha
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yeah, i could draw a diagram of how I think EQEmu would best work. But i think the database should be seperated. For each computer should be cut and run a mysql of the content it should have. For Example: There should be one computer to handle accounts and characters, and maybe items. Then each zone should be ran on a seperate computer with it's zone's spawns factions, etc. But I think going like that will remove a whole lot of lag and computer run-down.
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  #37  
Old 08-25-2002, 03:04 PM
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Varent has a pretty nice size server running EQ, actually they have alot. They spawn the beasts through there server, it is not in the game at all. If you got online on one of there servers and you was the only one on there, you would still be running the internet because it still needs to read the spawns etc... What kind of server would you think you would be running if your GROSS income was $74,867,000? Take out bills, still have a nice size sum left, maybe $60,000,000? A month? Thats just wild! How did I get them numbers? Well, just take $13 a month times the number of people online, around 443,000, last time i checked. So I bet they run spawns off there server they are not in the files. If they are, I would be really surprised! I don't know much about servers and stuff, so I could be wrong you know.
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  #38  
Old 08-25-2002, 03:06 PM
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Quote:
Trade skills do work I believe, you just have to create them
I knew that! Just making sure you remembered! *grin* :p
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  #39  
Old 08-25-2002, 03:07 PM
Hisoka
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I have played the Emu for only 3 days now but i wanted to give my opinion

1
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  #40  
Old 08-25-2002, 03:19 PM
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Hardy
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I got a hacking game! Will that work to hack VI? huh huh? I try! whats there IP address? Actually they might be in the game, I hack them now, mwahahahaha!........................../eyebrow

Quests do work, just don't have to many on servers. I believe that AI will be kinda difficult :( Would have to set most mobs where they go, what to do, how to do it, when to do it, I think the computer would explode pretty soon, or maybe even the programmers brain! Just hire some Varent workers, get them to come in, or go work for Varent undercover...yea, thats it! Go apply for Varent as a deep dark undercover agent! There we go!!! YEA!!!!!

I think its my bed time......no?
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  #41  
Old 08-26-2002, 01:47 AM
kathgar
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Quests are working, so are tradeskills.. you just have to make them
Pathing- we /have/ a waypoint system, it stresses way too much.. and the spawns aren't our problem.. since the world databases are third party.
Horses/aa/disciplines/ PACKETCOLLECT we don't have data on these
Luclin zones work.. bankers and vendors work.. GM training is the only one that doesn't work yet
/ooc works for everyone on the world
Guilds work, mostly
EQ servers run about 3-5 zones per server, based on average load(usage) and have nice amounts of memory, and are quite dedicated..
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  #42  
Old 08-26-2002, 02:30 AM
Wiz
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What 'bout quest container combines? Are those in?
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  #43  
Old 08-26-2002, 03:13 AM
kathgar
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Yeah, just make 'em like trade skills I bet
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  #44  
Old 08-26-2002, 05:01 AM
Wiz
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Well, wouldn't that force you to make combines in trade skill containers like tailor kit, jewel kit, etc?

Or can you flag a container to use a bogus skill, say, evocation, and have a evocation based combine?
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  #45  
Old 08-26-2002, 05:42 AM
hackwizofcent
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I currently run the EverHack server and I would REALLY love to see all the zones fixed and especially NPCs ROAMING!!!!!..... EverQuest is not everquest without roaming creatures. It just brings the game to life!

Nic
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