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  #71  
Old 11-11-2022, 10:08 AM
ledbedder ledbedder is offline
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why would you try to reinvent 20 years of emulator pvp?

devnoob/image and even gangsta has thrown their servers onto github.

all you have to do is take their codebase and implement the zone/team modifications.
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  #72  
Old 11-11-2022, 12:07 PM
azxten azxten is offline
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Quote:
Originally Posted by ledbedder [You must be logged in to view images. Log in or Register.]
why would you try to reinvent 20 years of emulator pvp?

devnoob/image and even gangsta has thrown their servers onto github.

all you have to do is take their codebase and implement the zone/team modifications.
Where is the source? Feel free to share and I'll take a look. Most of the code I've written I'm fairly sure no one has done before except for teams. It's all trivial stuff honestly only the instanced dueling took a bit of effort. I'm sure there is a lot I'm missing in terms of prior work.

Also, let me ask you this, where are the PvP servers if I'm building on their 20 years of work? None of them have had lasting success. I might just be the next sucker in a line of EQ PvP hopefuls who will end up with a dead server and that's fine with me. I'll just keep improving it for my own uses.

Seriously though do please share any source or data I might be able to implement. I'm happy to make my own code public as well for others to review. I was kind of considering open sourcing everything from the start so players don't have that feeling like it's all a custom black box.

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I can’t imagine playing anything image and Gangsta have touched on the development end of things. Yikes, pretty sure secrets was left off that list even though his DLL is all over this box, his reputation is now widespread thus singa was smart to leave him off but we know he has done things behind the scenes similar to roz (another dead server)
Also there seems to be a stigma attached to most of the existing EQEmu PvP servers. It seems like a very incestuous community that has been rehashing the same code that doesn't retain a player base. I really mean no offense and I'm sure there is a lot of great work but that it the answer. People want to know WHO is involved with a server and where it comes from. I don't want to be "Gangstas old code on a new shit box" in people's minds. For now I don't really plan any collaboration and the only other person I plan to make a GM is a real life friend who started all of this by asking me about an EQ Easy Server so they could fuck around and visit old raid zones they didn't get to see in live. They are no one who has any kind of reputation around here.
Last edited by azxten; 11-11-2022 at 12:12 PM..
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  #73  
Old 11-11-2022, 01:24 PM
Gustoo Gustoo is offline
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I support your approach.

when it’s ready to go live maybe name the server your website address so people can go somewhere and get info about how the server is gunna work. Or a window when you drop into the game.

Getting it off the ground is first but I dunno I really think it’s possible to have a pvp server that persists for a while as long as staff isn’t intent on supporting a population of a few dudes that steamroll the rest of the people trying to play
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  #74  
Old 11-11-2022, 06:40 PM
Tradesonred Tradesonred is offline
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Is it gonna pop on the server list? Too bad new world fresh servers launched a week ago. Havent played a MMO in quite a bit and while some of its parts are terrible, it has fun combat and lots of weapons to try. Ill try to log in anyway!
Last edited by Tradesonred; 11-11-2022 at 06:43 PM..
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  #75  
Old 11-11-2022, 07:24 PM
Cwall 146.0 Cwall 146.0 is offline
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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
Also there seems to be a stigma attached to most of the existing EQEmu PvP servers. It seems like a very incestuous community that has been rehashing the same code that doesn't retain a player base. I really mean no offense and I'm sure there is a lot of great work but that it the answer. People want to know WHO is involved with a server and where it comes from. I don't want to be "Gangstas old code on a new shit box" in people's minds. For now I don't really plan any collaboration and the only other person I plan to make a GM is a real life friend who started all of this by asking me about an EQ Easy Server so they could fuck around and visit old raid zones they didn't get to see in live. They are no one who has any kind of reputation around here.
nah, code sharing hasn't been a thing until very recently

a large issue over the past 15 years of eq emu pvp is that you keep getting new servers from different hosts using the same, shitty stock eqemu with minor modifications. as a result, none of the servers have been high quality
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Plus they were getting more YT then anyone I've ever seen in such a short span
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  #76  
Old 11-11-2022, 07:51 PM
Cwall 146.0 Cwall 146.0 is offline
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Quote:
Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
1. Two teams (Human/Dwarf/Gnome vs High Elf/Wood Elf/Half Elf/Dark Elf)

Why? This allows for team balance outside the typical Faydwer races. Humans allow Bard/Ranger/Druid/SK and Dark Elf allows Necro/SK.
mostly fine, although elf team has far superior racials (dark elf), but this is kind of unavoidable with racial teams regardless

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2. No shaman OR Dwarf and Half Elf Shaman

Why? Otherwise we might as well just add all the races which loses some of the Dwarf v Elf focus. A lot of players probably want to play Shaman so it could be added a custom class for other races.
add shamans to both teams, and if you're considering excluding any class for any reason, I'd start with removing bards

no shamans means that the massive disparity between caster power and melee power in classic grows even wider

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3. Coin loot

Why? People don't like punishments for PvP death. A lot of PvP players love full loot, item loot, exp loss, etc but this limits the player base to a small niche who will tolerate such extreme loss on PvP death. The intent is to appeal to a wider range of players.
PvE players won't play EQ PvP regardless of loot rules

the existing PvP community has shown across the past several servers that there is a large interest in some form of item loot, as multiple servers have had differing implementations with success (randomly selected item from inventory, one choice of an item from inventory, excluding certain inventory slots/bags, etc.)

I'd avoid exp loss, and coin loot is boring and without actual consequences for dying outside of extremely rare cases

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
4. Fast exp

Why? Lessens commitment for new players to be able to contribute to PvP on a peer level with older players.
yes and no

hyper tryhard players will continuously level alts to gain an advantage, and fast exp only accelerates the arms race against players who simply won't chain level alts

if you're going to have fast exp, you need to add incentives for people to continue to work on one character

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
5. No level range for PvP

Why? Creates more of a team atmosphere where you rely on your team mates always. A level 1 spamming snare on a level 50 should have a chance for the spell to land even if it's small.
I don't feel strongly about level range for PvP, especially if the exp is going to be fast (a vast majority of players will be max level before long), but you will absolutely have max level players farming lowbies without level range restrictions; I don't think this has any/many realistic benefits

please god reconsider your idea about low level characters landing CC effects on high level characters

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
6. Scaled PvP damage to allow lower/higher levels to have fairer fights while still having a power differential

Why? Same as no level range, more of a team atmosphere. Allows new players to quickly be capable of holding their own in fights or at least being able to escape instead of being steamrolled in one spell.
what's the point of leveling up then? hardly anyone has an expectation of killing a level 50 character in their 20s/30s

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
7. PvP death sends you to a team city, can't gate for 5 minutes after (stop bind rushing)

Why? With only coin loot there is minimal punishment for dying in PvP. The only punishment is the corpse run and this should be equal for melee/casters and some guaranteed distance away from likely PvP areas.
good, and I would suggest that players respawn with 0 mana

consider restricting binding to cities only imo

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
8. No cross team trading, guilding, beneficial spells, or language. Dwarvish (Dwarf/Gnome/Human) and Elvish (High Elf/Wood Elf/Half Elf/Dark Elf) are mastered at start by the races on those teams. Languages can be learned over time.

Why? More emphasis on separation between teams, less griefing especially for new players who won't be able to understand the enemy, and avoid the overpowered cross team guilds healing your enemies during fights and such.
good, but it won't stop cross teaming (nothing will)

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
9. Instanced dueling/team fights possibly for PvP points to be spent in some way

Why? This lets new players of EQ PvP the opportunity to practice fighting quickly and learn skills required to successfully fight in open world without becoming annoyed by how much they would die otherwise having no opportunity to learn except for a brief fight between corpse runs.
pvp points and using them as a (primary) method of progressing your character is excellent

I don't care for instanced stuff, so I would suggest implementing pvp point progression through open world pvp in some shape

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
10. Each team has a capital city that is safe for their team and is where they can join instanced duels.

Why? Casual players like safe zones, this is the minimum we could offer. Another potential safe zone would be a trade area where teams can trade between each other and possibly languages spoken in that zone are clear. Haven't decided if this is worthwhile yet or if teams should be expected to only trade between each other or drop trade between teams if players can speak each others languages or otherwise work out deals.
no to all safe zones imo

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Originally Posted by azxten [You must be logged in to view images. Log in or Register.]
Map (need feedback):
generally good; fewer zones are better in this smaller community, but I'm concerned you're adding too many additional dungeons and reintroducing the too-many-zones problem

if your heart is set on all of these dungeons being in, I'd suggest staggering their release so that A) people have new things to look forward to throughout the server's lifespan and B) it will concentrate the playerbase in fewer zones and then the newer zones when they release
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Plus they were getting more YT then anyone I've ever seen in such a short span
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  #77  
Old 11-11-2022, 08:20 PM
Gustoo Gustoo is offline
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That is good quality feedback.

I support removing bards.
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  #78  
Old 11-11-2022, 08:39 PM
magnetaress magnetaress is offline
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yea solid points from Cwall pvp professional
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  #79  
Old 11-11-2022, 09:34 PM
Tradesonred Tradesonred is offline
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Quote:
Originally Posted by Cwall 146.0 [You must be logged in to view images. Log in or Register.]

what's the point of leveling up then? hardly anyone has an expectation of killing a level 50 character in their 20s/30s
Point is access to higher level gear, prob some utility spells in there like porting. So the options to me are either keep it 4 levels or this tweaked pvp dmg thing, which i like more because its unintuitive to throw yourself in a fight and ooops cant attack this guy. Still not a fan of instadeath because everyone will dodge pvp till end game for the most part (recreating the first months of red 1.0) but id take it with a side of a "practice room" where people can practice to be better prepared to fight people like Cwall. Liking this back and forth feedback, we might actually get somewhere.
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  #80  
Old 11-11-2022, 09:42 PM
azxten azxten is offline
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It's available now if anyone wants to check things out. Normal eqemulator loginserver list. Server is FaydWAR.

No plans for anyone to be there so expect it to be empty. This is just an open beta if people want to contribute feedback.

I updated the website with some better zone connection details.

https://pvpeq.com/map.php
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