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#111
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![]() I'm stripping everything out of EQemu that doesn't exist after Planes of Power. Going to do an open source classic emulator fork that includes quests and database. I took out instancing, tasks, adventures, expeditions, ldon mechanics, and some other crap so far and still have it building and functioning.
I'm thinking the functionality will be that you set a timestamp for "server start time" and a timer counts from there in order to change functionality as appropriate. Only changes which last more than a month would be included. All of these changes will have rule values to turn them on/off and so will potential "overpowered" classic mechanics like AE kiting, fine steel pet delay, etc. This allows server owners to easily adjust classic mechanics to their preference. My bug list is currently at about 1,200 bugs I expect it will be just under 10k bugs when I finish. These will be prioritized in terms of impact to the player with the most important things being fixed first. This will be the basis for multiple servers. I am thinking traditional classic, legends, roleplay, rz/tz/vz/sz/discord rule set servers. Idea being one of each type of all server types that existed. The PvP rules functionality will be the first thing I cut a PR for to contribute code back to EQEmu. Legends server would probably be a code driven randomization of quests, item drops, etc and a potential idea I'm considering is to implement AI created custom encounters for players. This would be similar to games like Left 4 Dead where the AI considers your ability in terms of HP, guns, etc and provides unique gameplay encounters where you can still meet the level of challenge. FaydWAR will also exist using this forked emu as an example of how to take the code and make a custom classic server easily. Servers will go to PoP this is a much better place to dead end a server than Velious due to the additional functionality and raid content. Servers would rotate in such a way that there is always one server about to add an expansion or start over again every couple months so there is always a "new" thing going on somewhere. Servers restart awhile after PoP with players getting dumped into a permanent blue or red server type. I also have an idea for a custom mechanic to address the current raid bottlenecks that should avoid non-classic experience while letting players have more opportunity to experience challenging raiding. My hope is to produce something that is better than P99 and fully open so anyone can enjoy a classic era server. If people want to play on these servers that's great but my focus is going to be on producing a better experience even if no one plays it except my friends and family. As an aside P99 still has major bugs from 2010 that have never gotten a response. Like I said, about 10k bugs in total I expect are still relevant. They're probably drowning in them the scope is larger than I ever imagined. All the more reason to have an open project instead of relying on a couple people who seem burnt out and likely rightly so. | ||
Last edited by azxten; 11-21-2022 at 12:53 PM..
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#112
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![]() Very ambitious project. I like it! So some of your servers will include Luclin as well? Probably a smart move cause AAs would create nearly endless content for people as well as increase the raid scene. I like there is still the option of traditional classic as well.
Keep up the good work!
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#113
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![]() Quote:
I'd really like to see people stop remaking classic servers over and over. There are so many dead classic EQemu projects where people did some coding and then quit. A big problem is that they're also "custom classic" servers like FaydWAR so the code is all jumbled together mixing classic changes with custom and none of these have ever built a classic progression framework like P99 is using so that content can change based on a preconfigured timeline. P99 broke tracking while nerfing it to be "classic" and didn't fix it for months or years after it should have worked again. Same with immolate. Their last patch broke spell fading messages and it will be fixed "when there is time." Meanwhile major core functionality continues to be ignored like the resist system, channeling, push mechanics, etc. This kind of two steps back one step forward coding is just sad. P99 staff remains insular and has declined offers to help. Ok, I'll go reinvent the wheel for the 100th time but hopefully this can be the last time. | |||
#114
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#115
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![]() Having trouble on the PVPeq.com forum (I forgot my password and haven't been able to reset it), so I'll post my thoughts here. I have a level 30 dwarf shaman.
-Mana goes to 100% after you level, HP doesn't. Wasn't expecting it, but I know if I'm close to leveling I can go all out and I won't have to med after. -At some point your gear stays with your body when you die, not sure what level that starts happening. -Some of my spells seem to be more powerful than the Wiki suggests. Healing heals for 175 HP, when the wiki says it should heal for 100. My level 5 Frost Rift says it should hit for max 15 on the wiki, but I think it was hitting for something close to 75. Made going through the lower levels really fast. -Some of my spells seem to cost more mana than the wiki says. See Envenomed Breath for an example (level 24). This is based off watching my mana, and trying to cast the spell when I have just over the amount of mana the spell says it takes. -You get a few new spells each level, for the next spell level coming up. Was weird at first but I've gotten used to it. Some spells you get are labeled as "Cannot Use", so I just file those away at the end of my spell book. -Why no SOW?? Was sad to see that was one of the cannot use spells. -I haven't been able to test out any PVP mechanics because no one else has ever been on when I have been on. There was a GM on once, but they wouldn't talk to me. | ||
#116
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You probably won't see anyone on for awhile I'm not promoting the server at all. I've taken this detour into getting classic mechanics functioning first. | |||
#118
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![]() I had no idea this open source client was so far along.
https://lanterneq.com/media They have a shitload of work to do still and haven't implemented any network functions but this looks promising. | ||
#119
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#120
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