View Full Version : Mortalquest
Psykes
11-10-2010, 10:35 PM
Mortalquest is back
www.mqredux.net
Secrets
11-11-2010, 01:47 PM
Just wanted to mention that I have no involvement in this server, and this is the guy that was trying to force me to bring it back.
He also sent me on a guilt trip and tried to pay me to bring it back even though I thought the concept was flawed and I didn't want to do it. I declined his offer for my own mental health.
If you are willing to DEV for us, and just not do player support we can pay you for your time and DEV abilities. As long as its kept being hosted. These changes are what we think needs to happen to get the server to grow.
The only thing that I ask is admin privelages to be able to deal with player issues, MOTD's etc etc. These are the changes the base of server has chosen to be implemented and if you can do these we will gladly donate cash from a player standpoint for your time.
1) Fix NPC damage that is being dealt, currently as it stands they are hitting for like max damage every hit on a player, even at 40+ with Good AC you hvae to spam heals to keep a warrior alive.
2) All Melee Classes recieve a 25% mitigation AC bonus as well as 50+ to all resists to allow them to be viable both in pvp and pve environment, if they choose to solo
3) For some reason dying to a DoT or NPC pet in PvE enviroment causes -10 levels not the -5
4) PvP ranges changed... 5-15, 15-25, 25-35, 35-45, 45-60
This is Psykes, you know ive been around since server relaunched and believe that with the people we have right now we can make this server work, all i need is your support from a dev standpoint and the ability to run the server from admin abilities to allow thigns to be done for playerbase.
Overall, I think his username on eqemu describes him. I think at one point he was cole12213 or whatever (a troll from ages past) on EQEmu, but I can't be too sure.
Psykes
11-11-2010, 01:56 PM
i dont see the issue here, and nor do i see your point....the db we have is brand new we are not using your corrupted one that got totally messed up from all the changes you were making over and over without player input.
If your trying to flame me for asking you to dev for us, then so be it...your a good dev but borderline psychotic as you wrecked Mortalquest server and then did the same thing to Qeynos vs Freeport
your apologies to both communities mean nothing, as most of those players had no idea you had already done this once before to us...so we did our own coding and have a brand new server, we made out of our own build since yours was corrupted anyways
Lanvaren
11-11-2010, 02:04 PM
all the changes you were making over and over without player input.
I think they did have player input on many of them. That was part of the problem. The other part was that it was Raren.
RapidScotch
11-11-2010, 02:13 PM
I don't see how this is server related?
Extunarian
11-11-2010, 02:16 PM
Psykes:
http://www.cprogramming.com/books.html
Now...back to p1999...
Rogean
11-11-2010, 02:45 PM
I don't see how this is server related?
I also don't see why he didn't get the point the first time I moved his thread to off topic. Guess I gotta ban him now.
Mountaineer
11-11-2010, 03:59 PM
Abacabb is haxing on the server already too!
Scrooge
11-25-2010, 09:37 PM
The original MQ was interesting because of some unique ideas Secrets had for that particular ruleset, and its unfortunate it didn't last, but she wasn't under any obligation to anyone to keep it going. I think many people forget that these servers are "by players for players", and can go any time.
This new server could be interesting, but after what happened in the first one, I'm not so sure I want to participate in a remake.
Hasbinbad
11-26-2010, 11:37 AM
she
i lol'd irl
Lazortag
11-26-2010, 04:14 PM
The thrill of mortalquest was that it was ridiculously hard, so everything felt like an achievement. For instance, when Boyz in tha Hood were camping level 1's who entered non-safe zones and killing them so that no one would play, I actually thought that was really fun, because of the extra challenge of trying to get out of North Qeynos past the boyz who were camping the gate. Unfortunately, a challenging game is only fun if the challenges in that game can be overcome somehow, which was impossible if your preferred class was pretty much anything other than a necro (okay that's an exaggeration because many classes had their uses, but my point is still clear).
Anyways what I'm really trying to get at, is that it wouldn't be hard to make a server as fun as mortalquest, you just have to come up with a concept that's really challenging and balanced (it doesn't have to be permanent death, it can be anything that's really hard honestly).
Secrets
11-26-2010, 04:41 PM
...so we did our own coding and have a brand new server, we made out of our own build since yours was corrupted anyways
What's this 'we'? You couldn't code your way out of a box, and it seems you have the faction issue according to your forums still so you used my code. You can't lie your way out of this one, cole.
Personally I think your passive-aggressiveness is funny; I would rather just say f you and be done with it, but since you aren't that kind of person I guess I am gonna be passive aggressive too.
I love you.
Abacab niggah
11-26-2010, 05:02 PM
The thrill of mortalquest was that it was ridiculously hard, so everything felt like an achievement. For instance, when Boyz in tha Hood were camping level 1's who entered non-safe zones and killing them so that no one would play, I actually thought that was really fun, because of the extra challenge of trying to get out of North Qeynos past the boyz who were camping the gate. Unfortunately, a challenging game is only fun if the challenges in that game can be overcome somehow, which was impossible if your preferred class was pretty much anything other than a necro (okay that's an exaggeration because many classes had their uses, but my point is still clear).
Anyways what I'm really trying to get at, is that it wouldn't be hard to make a server as fun as mortalquest, you just have to come up with a concept that's really challenging and balanced (it doesn't have to be permanent death, it can be anything that's really hard honestly).
Boyz N' Tha Hood are always hard come talkin' that trash and we'll pull your card
Abacab niggah
11-26-2010, 05:03 PM
What's this 'we'?
Big abacab writing pvp scripts and balancing out melee
YendorLootmonkey
11-26-2010, 05:06 PM
How about Everquest: Immortals based off the Highlander franchise...
1) Warrior-class only, with considerably increased HP regen, so that PVE isn't as much of a threat, only used as a secondary way to gain XP (see below). PVP melee damage increased so that PVP is the primary threat.
2) If your HP goes below zero, PVP or PVE, you just go purple/unconscious for a period of time, but you really can't "die". No XP loss or anything. Once you regain consciousness, your health is restored at the same regen rate but you have certain effects that reduce your stats/movement speed. Yes, this could create a series of chain "deaths" in PVE.
3) All players have a "behead" skill that pops every so often. This is the only way to kill someone in PVP. There is 100% chance this is successful against an unconscious target (see above), scaling exponentially down to 0% chance against a target at 50% health or something (maybe 10% at 25% health, etc).
4) From 2 & 3, you can show someone mercy by "killing" them by knocking them unconscious but not actually going through with the beheading. Not sure why you would do this, but it is an option.
5) When you behead someone, you gain their Quickening... i.e. all of their XP (and whatever levels you gain as a result). Some gnomish fireworks graphics go off with the winner as the target of the effect to represent the Quickening... the recipient cannot move during this time and has some sort of recovery effects that diminish movement speed and combat skills for a short period of time after. This is perma-death for the beheaded Immortal. The winner (or whoever) can loot their inventory. I'm torn as to whether these beheadings should be announced as a server broadcast or not.
6) From 5, you want to pick your battles closely... you don't want to win a battle by a hair and gain the Quickening, only to be beheaded by someone else while you are vulnerable. One strategy could be to lie in hiding, waiting for such a battle to occur, only to cheaply pick off the winner while they are recovering from their Quickening.
7) Some zones/areas in the game are designated "Holy Ground" and battle cannot occur in these zones/areas.
It only sounds fun to me because I am a fan of the Highlander movies/series. :)
Secrets
11-27-2010, 12:52 AM
Big abacab writing pvp scripts and balancing out melee
HAHAHHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHA
Abacab niggah
11-27-2010, 01:42 AM
HAHAHHAHAHAHAHAHAHAHHAHAHAHAHAHAHAHAHA
Tis' true dawg
Scrooge
11-27-2010, 10:56 PM
If you want more people to test out your ideas for the server, you should promote it some from the ground up. Also, naming it this way also says its the same exact thing, and those who stopped playing it before it went down perm, won't be playing it again. Even the "Redux" version.
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