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  #1  
Old 07-12-2014, 11:02 AM
Coenxai's Avatar
Coenxai
Hill Giant
 
Join Date: Dec 2013
Posts: 151
Question Custom server interest? Read inside.

I've been working on a server for the past few months, and I'm deciding on if I want to release it to the public when it's ready. It's purely a "for fun" project right now pending interested individuals. I'm curious as to if anyone would be interested in the following:

(Underfoot client, custom)
- Entirely custom spells & disciplines, quests, zone connections, tradeskills, aa's and npcs. The zones being used are all relatively new, and the connections are made to look very realistic.
- Scripted content that's challenging to solo players, groups, and raids.
- Mitigation, avoidance, taunt and threat have been re-coded with balance in mind. There's a better curve in progressing your character; You'll actually notice when you receive those armor class upgrades--especially your shield as there's shield block.
- Statistic points are actually valuable. There's no "creating your character wrong".
- A lot of class/race combinations have been unlocked. Want to be a dwarf druid? Go ahead. Want to be an ogre wizard? Well, you still can't currently as that sounds and looks silly, but you can be a barbarian paladin instead!
- No mercenaries or bots.
- Lore to support the world.
- Balanced classes with slightly favoring roles. For instance, you'd prefer a paladin tanking a caster over a shadowknight (Slightly better spell mitigation). However, if there's small adds that spawn or need to die fast, you'd prefer a shadowknight. (Slightly better snap aggro and damage.) The differences shouldn't exceed 10-20% effectiveness, and they always sacrifice something in return.
- Legendary item quest lines which will possess effects that will remain useful even after you upgrade the item.

The game is centered around convenience, fun, and difficulty. I don't ever want the game to feel too tedious, but I always want players to have something to accomplish. The first fifty levels will take between 10 to 50 minutes. This will help congregate players in a given level range for grouping. Plus, nobody enjoys the first levels when you don't have your spell lines--snooze fest! After that, it will take a considerable amount of time to level to 65 and acquire aa's.

If there's enough interest I will put more hours into developing. However, I don't want to deliver a broken promise as I feel the community receives enough of that. So as it stands, consider this a dream pending community support.

I'll happily answer any questions you may have about the server.
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  #2  
Old 07-12-2014, 11:55 PM
Drajor's Avatar
Drajor
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Join Date: Nov 2012
Location: Halas
Posts: 355
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Plenty of people will probably be interested in your server. Share some more specifics though. What custom spells have you made? Did you replace all spells or only a few? What about;
Quote:
Statistic points are actually valuable. There's no "creating your character wrong".
I am interested in what you have done.
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  #3  
Old 07-13-2014, 01:11 AM
Coenxai's Avatar
Coenxai
Hill Giant
 
Join Date: Dec 2013
Posts: 151
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While maintaining the general essence of EverQuest, (you'll notice a lot of similarities in spell lines.) ALL of the spells are entirely custom. That may sound scary at first, but it's very intuitive and reminiscent. Also, spells feel very responsive with a lower recovery time.

Classes now possess more influence over threatening situations with various spells and abilities; A shaman might use Last Wish--which cannibalizes some of his hitpoints to quickly pick a target up. Or, a Shadowknight might use Grave Call, which summons an increasingly intimidating companion that aids the Shadowknight and increases his mitigation.


Intelligence: Increases spell damage.
Strength: Increases physical damage.
Agility: Increases your chance to avoid damage. (Block & Shield Block don't apply.)
Charisma: Increases/Decreases threat generation based on class.
Dexterity: Increases chance to hit with physical damage & weapon proc rate.
Stamina: Related to endurance (not implemented yet)
Wisdom: Increases healing amount (not implemented yet)

Statistic points were normalized across the board in character creation. There's no worrying about down the road how you wish you'd have spent all your points in stamina.
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