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#1
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![]() Its a great idea to reduce the size of the world while keeping some dungeons accessible, remedying to game being made for when you /who'd 50 players in a zone.
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#2
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![]() Instead of Steamfont to Permafrost it should go Steamfont to Runnyeye to Permafrost. I forgot about runny and this also provides better separation between a zone with steam and a frozen cave. Pulling all the classic dungeons in helps with itemization. I think the only thing missing now would be like Kerra Island and Befallen. Nothing too serious missing there I think.
The server isn't Counter Strike friendly enough. I'm thinking skills and spells should auto train as you level. I had an idea for auto loot too but that gets a lot more complicated so probably not. Scaling for PvP needs to maintain a sense of power connected to your level while still allowing lower levels a sporting chance to escape or contribute in group fights. This somewhat depends on how long it takes to level. If it takes 2 hours to hit level 50 and there is no exp loss scaling in this becomes kind of meaningless. Leveling to 50 you might get beat up in fights but if leveling is that fast it's a temporary experience. To maintain the Counter Strike twist maybe players should just start at level 30ish. A level 30 vs a level 50 is already roughly achieving that goal of escape/group fight viability. | ||
#3
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![]() Quote:
Or... The Hole could be an extension of Paw. The lore fits with gnolls worshipping Brell.
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#4
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![]() Quote:
completely new supreme ultimate idea is a super custom zone connection tower / dungeon server where all the dungeons in the game are connected and are fought through progressively. Also make it do mobs never stop aggroing (treat you like you’re sitting) when you’re way higher level so to get back from the max level basement you gotta fight through the whole damn tower again. No gating out it’s a hell crawl. So you just keep delving deeper or climbing higher however you’d have it. So many fun ideas. I think without real incentive to pvp besides zone control a hot zone with super drops enabled would be the best way to get people to concentrate into open world pvp madness On this server my plan would be to avoid pvp as much as possible until I hit max level. Just like all the inherently inferior no item loot wide level range servers where pvp serves minimum purpose at low levels except added nuisance. I don’t mind since you’re planning on making it fast leveling so it kinda nukes out the low level range game which is a shame but I understand why people wanna just be max level already. | |||
Last edited by Gustoo; 11-07-2022 at 01:48 AM..
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#5
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![]() I'm leaning towards damage scaling rather than super fast leveling. Still fast but not like one kill gets you a level fast. This retains the enjoyment of PvE for longer while still making PvP viable. Going back to my original idea of a 1% penalty/bonus per level difference. A level 10 hits a level 50 for 30 damage it becomes 30 + 40% = 42. A level 50 hits a level 10 for 100 damage it becomes 100 - 40% = 60. I think the sweet spot is actually 1.5%. In this way a level 10 and 50 can actually fight each other. The higher level still has a big advantage but it fades quickly especially in group fights. Any resist, damage mitigation, etc from level is turned off for PvP so your resist checks are purely gear based.
The default EQEmu code doesn't actually support coin loot. It has a weird half assed loot system but what it can do is allow you to assign an item for players to drop when killed. In this way it allows you to loot coin. I could fix that to just loot coin but I like this mechanic. I'm thinking of making players drop a Joker card which is turned in for rewards like items including legacy items. They could also just randomly drop gear and another idea I have is we can randomly select a piece of the gear they are wearing and just duplicate it as a drop. In this way the player doesn't lose the item but you still get nice rewards for kills. This allows a balance mechanism as well where lets say one guild is dominating the server and raids if you kill their members they have a chance of dropping their raid gear if they're wearing it. This brings back the old Rallos item bagging strats in a softer but relevant way. I want to have a live beta on eqemulator loginserver by next weekend. Once these issues are worked out it will be ready for beta. Really I just need to get this beta going and have people test some variations. I'm thinking I'll just make everyone a guide at login and give them a command set that makes testing easy. https://pvpeq.com/phpBB3/viewforum.php?f=3 | ||
Last edited by azxten; 11-07-2022 at 04:30 AM..
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#6
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![]() Quote:
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