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Messages - Reaver

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31
Drawing Board for Community Concepts / Proposed changes to Slows
« on: March 04, 2019, 05:29:36 pm »
So the staff team was talking last week about slow spells across the board, and one idea came up that we'd like community input on.

Currently, most slow spells are magic-based, with a couple specialized exceptions being disease-based.

From a design perspective, this leads to us having to make mobs with higher magic resists -- or nearby friends who buff them -- to make slows landable and still somewhat challenging.  This has an unintended consequence of making all other magic-based spells harder to resist as well, including other debuffs and damages (DoTs and nukes)

So, the thought we had was to make each class that is capable of casting a slow spell, focused on a particular resist type.  For example:
Enchanter - magic based
Shaman - disease based
Beastlord - poison based
Cleric/Pal/Necro - either poison or magic based (undetermined at this time)

ALL slow spells for these classes would be based on that resist type.  The thought behind this is that it helps each of the classes stand out a bit more in  this field, and gives the design team some more interesting options by making certain mobs more resistant to a particular type of magic class.  This would have the effect of making certain kinds of slower classes more beneficial in certain circumstances, as their slows would land easier than other types.

This is not to say that other slower classes are useless -- just they would have a somewhat increased chance of slow being resisted (against certain mobs only) compared to the other slower-types.

So, what do you all think?  Would you like to see each class who can cast slows specialize in a particular kind of slowing?

32
This Piece Needs Some Love / Re: The Gnoll Slayer
« on: March 03, 2019, 08:30:44 pm »
Both versions have been upgraded a bit

33
It's awesome you found the quest and are working on it.  I can assure you that what you described is working as intended. The Quest journal gives a hint on where to find the appropriate items.

When you find the correct items, your journal will update appropriately.  When that happens, if you encounter issues, please let me know.  But I did test those quests pretty thoroughly, and I'm pretty confident they will work as intended.

34
Feedback / Re: Looking for a Skill up drop/item
« on: March 03, 2019, 08:10:05 pm »
I think this is an interesting idea.  Initially my thought was people should earn their skills the same way we've always done it.  But it's a solid point that we've all been around EQ long enough that do we really need to go through the grind of skilling up seldom-used skills on the off-chance we get a weapon or whatever that we'd want to use?

So, with that in mind, my thinking is along these lines:
skill books would be possible to rarely drop that are worth various amounts of skill points (5, 10, maybe 20) for a single skill, and would be tradeable.
people could consume the book to gain the number of points in the skill that the book is for. The list of skill books that would be available would likely be limited to combat skills and primary caster skills: 1HB, 2HB, 1H Pierce, 2H Pierce, 1HS, 2HS, Alteration, Conjuration, Evocation, Abjuration, Divination.

As they would be tradeable, people could give them to alts to help quickly get them up to speed, or sell them to others.

Thoughts?

35
Thanks, i'll address this one.  Though the amount of xp gained is small enough that it would take a TON of time for someone to use this exploit for any significant gain.

36
General Discussion / Re: AEQ 1-51: A Review
« on: February 14, 2019, 10:29:39 pm »
Thank you SO much for the post and the feedback.  It is very refreshing to read honest feedback, to help us identify places we can improve as well as point out the things we got perfectly right.  I'll admit that I didn't expect such a positive overall response as I was starting to read, but found myself feeling elated that you enjoyed so much of the leveling experience.

We would absolutely love it if you felt inclined to post this in the EMU community for all to read, and maybe help them understand what it is we are trying to accomplish here.

One small correction I feel obligated to point out though, is regarding epics.  While there are custom changes to all of them, they are not all completely custom and brand-spanking-new to our server (though some are, for sure).  Some will be intertwined with the original epic stories, but all will have varying degrees of differences from the Live quests for the original epics.  I'd hate for someone to come join us because of the comment regarding epics and find it to not be the case.  Also note that each epic stats/effects/graphic will likely not be identical to its Live counterpart -- this is definitely something that we are striving to make feel different from Live.  The quests should *feel* epic when doing them, and the rewards should *look* epic, when compared with other items available.

37
Bugs: Quests, Recipes, or GamePlay / Re: "Weapons Delivery" Quest
« on: February 14, 2019, 10:13:18 pm »
One thing to keep in mind is that ground spawns, when we imported them from the EMU community back when we started up, sometimes has the z-axis wrong.  This can cause items to float above ground (you may have seen some floating tradeskill containers like forges or ovens do this).  Given that there are thousands of stationary objects and groundspawns throughout the world, and floating a little above ground is odd (and sometimes kinda funny) but isn't game-breaking, it isn't too high a priority to fix the z-axis for all of them.

All that is to say: when you're searching for a groundspawn, look not only on the ground but a few feet above ground as well (maybe as high as head-level on a normal sized character).

38
Feedback / Re: Paladin newbie weapon remarks
« on: February 14, 2019, 10:09:44 pm »
There is a specific reason all of these towns all give the same newbie weapon, and an NPC in the Temple of Ro can elaborate:)

No, not really. That npc asks for the sk and pally newbie weapons. He doesn't care which ones he gets, as long as it is one of each type. The sk newbie weapons are different.. so why is the same pally weapon re-used between all the zones?

tldr: The short answer is time.

It takes time to create new items and allocate stats, even if they are nearly identical.  Then we need to test it in the development environment to ensure the item exists and works.  Then merge the item into the live game. Then update the quest to reward the new item and re-test the quest scripts to ensure they weren't broken in the process.

Repeat that for each item and quest we touch, and it gets not only tedious, but time consuming.  Granted, some changes can be batched together to reduce some of the repetition, but again, time is required to do this.  I really do like the idea that each race gets its own weapon -- I just really don't have tons of time to spend rehashing newbie quests.

The last factor is that these are newbie weapons, and intended to be outgrown in 10-20 levels in most cases.  I got through doing SK ones, and just couldn't stomach doing all that again for Paladins.  In order to complete the quest in Sol Ro, all races (good and evil) have access to quests needed to complete it, so there's no real roadblock to anyone.

One thing I'm considering is putting in some checks so that it won't matter which version of the pally or sk newbie weapon you hand in for the Sol Ro quest, as long as it's one of each.  That's a little outside the scope of the thread, but since it's related and the quest was mentioned, I thought I'd share what I was thinking.  If anyone has opinions one way or the other, I'm happy to hear them.


39
Feedback / Re: Kedge Keep
« on: February 14, 2019, 09:56:34 pm »
Kedge will get some love soon*.  I agree that zones which have inherent unattractiveness deserve some perks to compensate for the pain of being there.  However, keep in mind that xp is not the only draw for a zone.






* soon:  at some point in the future yet to be determined and without an explicit time frame involved for said event.

40
Feedback / Re: Cannot See items ( missing files I assume )
« on: February 14, 2019, 09:52:42 pm »
I'm also not sure why this is, but I'm still looking for solutions.  If you find a resolution, please let us know so the next person can get help faster.  You can get with me in discord this weekend sometime if you like, and we can retry some of the fixes together, just to make sure something wasn't missed.

41
Not all newbie swords are created equal.

42
Player Feedback / Re: AC Barely Reduces Damage
« on: February 13, 2019, 06:03:55 pm »
Yeah, need a count of misses (dodge/parry/block/riposte).  A parse from a 3rd party player (not the recipient of the attacks) might not pick them up by type, and simply record it as a miss.

43
Feedback / Re: Cannot See items ( missing files I assume )
« on: February 11, 2019, 02:39:45 pm »
After installing, did you download https://discordapp.com/channels/357388837707710467/474886803221118977/475454027342151680 and place it in the proper folder?

This file should enable all weapon models in all zones.

44
Player Feedback / Re: Item Balance
« on: February 11, 2019, 02:36:56 pm »
I've brought up the idea of a 'points allocation' type thing for gear in the past.  The hard part is finding the time to place an appropriate value on each stat/click/focus/etc.  If you have some thoughts on how the formulas should look, please feel free to offer them here.  We can all see what the suggestions are, and possibly refine it to something workable -- and at the same time make sure everyone has had a chance to provide their suggestions and ideas.

45
Bugs: Items / Re: Marr’s Promise worn effect
« on: February 06, 2019, 06:04:53 pm »
Updated pending patch.

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