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Re: Changes and Suggestions

Posted: Wed Oct 12, 2016 3:42 am
by Heck
A few things about Heck's post...

The Warrens...use the Paineel PoK stone to get here easy. I went to warrens at like level 10 with no Temp and no problem.


It could still be better, given how low level it is (and buff timer scaling), also than most characters start KOS to Heretics, also because some later clients have PoK stone problems with Paineel and Erudin and others (notably RoF1, but also some odd versions of UF that are out there with a custom spell file).

Also, honestly- I'm not advocating that every dungeon "should" have a direct teleport to it, you must think I believe that; i clearly don't. Generally, only if it is more dangerous "getting there than being there," OR if travel time is much over five minutes or requires travel buffs or a teleporting/succoring class, OR IF there are regular problems getting there any other way because of client mismatches, missing zone files, or truncated or custom spell files.


Veksar...use FV port then the zone to LoIO is pretty close and veksar is pretty much in the middle of the zone.
City of Mist...again the teleporter puts you in Emerald jungle. really cant get much closer without a porter that just takes you to the zone you want.
Karnors and Droga/Nurga...seems odd that you find the run to Droga/Nurga fine but the run to Karnor's "sucks"

Key quests...here's another thing I dont get. If you want to do key quests you can, I'm sure the hunter and forager drop the things you need for the Seb key. why subject the rest of the server to key quests? If you like to do key quests...have fun and do them.

Also there is lots to camp and do here and not much player base, I wouldnt worry too much about things being perma farmed.


Veksar is a 5 minute trek -with- travel buffs. Lev is stripped on entry.

CoM same, running around the zone wall is 4-5 minutes; 3-4 minutes if you train it and run straight, but lower levels can't always do that, especially under-geared mid 30's characters

I think you misunderstand why I lamented even suggesting KC... Running to any zone, any where, sucks WHEN "you get there and it has been cleared"

NO idea where Gary's coming from on keys; I don't like them, but the game has them; same with locked doors.

I suggested leaving the key quests AS IS, and ALSO offering keys for sale (like on a Vendor, for no cost, a few PP, or something else) to those who don't want to lower factions by completing HS or VP keys, or who don't have the time to spend questing them; besides, my comment was about how to treat keyed zones (dungeons) that the Server Op may have planned to offer direct teleports to.

Which I am not totally against, but it kind of "cheapens the game" to allow every player to go to every zone without spending any effort to get there; that is why many zones (notably the Alter Planes) are level-locked, barring lower level toons from entering, while others are just ass-pains to get keyed for- and to get to-- unmolested (Charasis, Cobalt Scar, EG)

...

Sorry, I think we have a significant difference of opinion on what is "reasonable time spent just getting to content"- that is even compounded by "living gray aggro" which is a minor annoyance. Low level undead are supposed to attack players no matter what the level difference, but living NPCs and creatures (even if hostile) are supposed to "live and let live" unless a player sits in their aggro radius or they aggro to assist a fellow MOB. I guess Verant/SOE/Daybork/Whoever has gone back and forth on this issue. On another EQEmu server, similar to this one, I complained that the undead NPCs were all fleeing at low health, and basically told "tough, that's how it really is" (This server still exists and the undead all still flee at low health, at all levels, now even the bosses and "perma-rooted" NPCs do too! mheh).

Look, I've played EQ since October '99 on the Nameless and Rallos Zek servers... I know better.

Again, sorry for the asides, and the length and/or my tone; it's late but I want to be clear, since I think I'm being misunderstood.

...

The WW world teleport for Velious content is/will be dearly cherished.

Adding The Warrens to Teleporter Dea isn't unreasonable; heck, you have a Hole teleport even when it is still one of the easiest keyed zones to get keyed up for and/or to just sneak/shrink into; and these dungeon entrances are right next to each other.

As for the rest; the Kunark Dungeon teleports, who cares? IF there ever are any, great, and if not, oh well, that's just fine too.

I remember what it was like to just get to Kunark on the damn boats and rafts from BB and Oasis.

Also that it took a level 35 Human Monk 8 hours to complete the Hero Bracers quest without a port or SoW; had to walk/boat from Steamfont to Erudin to Qeynos...

Kerran Toy ftw too...

...

Thanks for reading

Re: Changes and Suggestions

Posted: Wed Oct 12, 2016 4:35 am
by Heck
On a much different note, wondering if Mosscovered Branch and/or Mosscovered Twig could be added back to Boogoog's drop table, in Frontier Mountains?

Even if rare %... they're both tradeable at least, and Lore, so everyone that wants one won't have one without effort.

http://mqemulator.net/item.php?id=10900
http://mqemulator.net/item.php?id=10901

http://mqemulator.net/npc.php?id=92176

Is pre-nerf CoS ingame? Inside or outside dungeon?

Thanks

Re: Changes and Suggestions

Posted: Wed Oct 12, 2016 7:05 am
by Control
Heck wrote:On a much different note, wondering if Mosscovered Branch and/or Mosscovered Twig could be added back to Boogoog's drop table, in Frontier Mountains?

Added both last week

Heck wrote:Is pre-nerf CoS ingame? Inside or outside dungeon?


Probably not, but I'll add it to the list of things to add.

Re: Changes and Suggestions

Posted: Wed Oct 12, 2016 7:25 am
by GaryRivers
Not trying to be difficult but i'll be a little more succinct on a few things.

You should be able to run to CoM at level 30 with a sow, no caster mobs along the way to my knowledge to root you or dispell your sow. Really shouldnt die doing this.
As for keys...my point was that lots of doors that had keys on live do not on this server but the quest is still there to do if thats your thing. The rest who do not care to do the quest can zone right in go. Not sure why that's hard to understand, and if your saying to leave the doors that are unlocked as they are then what is the point of mentioning this?. Like I said if someone thinks a particular door should stay locked until opened with a key quest...then do the quest and enter...

As for travel times I really dont care either way, i find travel on this server takes at most a few mins anywhere you want to go and if Control wants to put in the "port to anyzone" code so you can just /slash your way anyplace thats fine.

It is interesting though what one person finds a time sink the next person finds fun or essential to the gaming experience. And also I notice how some people cant be happy playing the game a certain way until everyone else is forced to play the game the same way they do or want.

Re: Changes and Suggestions

Posted: Wed Oct 12, 2016 7:35 am
by GaryRivers
1 other thing...when I was playing on al'kabor emu I was lamenting the spell and skill up's one had to do so that you could actually play your character (thank cazic thule for auto skill ups) and I suggested to the dev's to maybe think about removing it and having auto skill up's. Not only did the devs shoot down my idea...but a few players actually defended the idea of working on casting skills in PoK. They claimed they liked doing it (/boggle)

But here's the thing, if they added auto skill ups you wouldnt have to sit in PoK for hours and work on casting skills but you still could if you wanted to. Problem is some players are not only not happy without a masochistic time sink in game, they are also not happy unless you are punished by it as well.

I mentioned to one of the devs to put auto skill ups in the game for say a month and then keep track of how many people sat in PoK and worked on casting skills......

Re: Changes and Suggestions

Posted: Wed Oct 12, 2016 6:07 pm
by Control
GaryRivers wrote: I mentioned to one of the devs to put auto skill ups in the game for say a month and then keep track of how many people sat in PoK and worked on casting skills......


Well, one thing to consider is that people will take the path of least resistance, even if it's not fun. Removing the unintended behavior of "practicing" skills instead of leveling them up through actually playing the game would make things more difficult, so naturally people would argue against it. But once they're used to the system, just getting the skills for free would feel like cheating and would also make people feel like people that came after were getting a free ride since the old players did it the "hard way".

In any case, a game needs some amount of friction to still be a game. We're just arguing over how much and where :)

I added a port to the Warrens. The reason for the old dungeon ports was mainly so people would try out dungeons that they may have never been in. I just forgot that the warrens was a dungeon when i went through the list. I think I was confusing it with Stonebrunt.

The thing about travel buffs being worthless for fresh noobs was something I'd forgotten about. I upped the time on them to 1h and removed the duration scaling, BUT there must be other setting or hardcoding involved since the duration didn't seem to want to move above 12min for a level 1. 12min is way better than 1min though.

Added CoS

Re: Changes and Suggestions

Posted: Thu Oct 13, 2016 1:54 am
by Heck
Well, thank you Control, really I'm sorry if anyone really thinks I'm trying to, eh, uh "control" things or make others play EQ "my way"... really, sorry, Gary.

There's a forum for suggestions, and the few things I thought of were already mostly taken care of already.

It may seem ingratiating, but i like things pretty much as they are; so does my wife, and the rest of our tiny family outfit.

It's the truth, any way.

Thanks again

Re: Changes and Suggestions

Posted: Thu Oct 13, 2016 3:07 am
by GaryRivers
Oh Hey, I admit I went off on a little bit of a rant there mostly about a previous server....not this one.

This server is pretty fun so far, the Dev (btw Control are you flying solo here?) is doing a bang up job and is responsive to the players. Cant ask for more really

And to top it off, the player's seem pretty cool as well.

Re: Changes and Suggestions

Posted: Thu Oct 13, 2016 5:41 am
by Control
No worries, suggestions are what this is here for, and none of us would have kept playing this for like 2 decades if we didn't have some pretty strong thoughts about things :) Arguing about games is probably like a 5th food group to many of us.

And ya, solo at the moment, have had a couple offers for help, but I'm a shitty software developer heh and haven't really had a chance to set up a reasonable way for people to collaborate. I'm more of a designer and just "develop" as a means to an end.

Re: Changes and Suggestions

Posted: Sat Oct 15, 2016 6:59 am
by Hosix
Tunare...she summons the whole zone onto you.

CT....he still does that as well. We tried to clear the zone but respawn was so fast we could not keep up.

Also...server seems to be having issues releasing accounts?Some people had trouble logging in 2nd box and switching windows. Ole server may need a reboot?

Re: Changes and Suggestions

Posted: Sat Oct 15, 2016 9:07 am
by Control
Tunare's zone aggro should have been turned off a couple of days ago, tested it again just now to be sure. If that happened last night, let me know because that's strange.
Just removed and tested cazic's zone aggro.
I'll give the server a reset, but any other info about the trouble logging in? any error messages? everything had worked ok before, and now was broken? etc.

Re: Changes and Suggestions

Posted: Sat Oct 15, 2016 11:06 am
by Control
I think I've fixed the account changing issue. Apparently the account status setting has some hidden privileges. That's why people would show up as GMs since the default settings didn't put all accounts at 0. Yesterday, I changed the default status to 0 so the GM tags would go away, but apparently instantly letting go of an account is a "feature" that only works if you're above a certain status. I think it's now fixed where everyone should be high enough to change accounts but low enough to not be GMs hehe.

Just let me know if you run into any further problems.

Re: Changes and Suggestions

Posted: Sat Oct 15, 2016 1:13 pm
by Mosko
I think you should add an easy to achieve quest for a gate clicky.

Re: Changes and Suggestions

Posted: Sat Oct 15, 2016 3:26 pm
by Control
There are free, stackable gate potions on the general vendor.

Re: Changes and Suggestions

Posted: Sat Oct 15, 2016 5:00 pm
by Hosix
Thanks be being on top of things Control. The account issue was messing with Tubbu/Stefen. My guys were good to go.

Thanks for fixing the aggro thingie. Though it was funny seeing CT summon everything in the zone to us and watching us run in circles and get summoned by him. It was lol funny.

Re: Changes and Suggestions

Posted: Wed Oct 19, 2016 8:22 am
by Lazybird
Just a mere suggestion,

I recently found out that there are potion vendors at PoK, but they are near guild hall.

How about moving them to the PoK hub to reduce the run? Or maybe add potions to general vendor.

Not really complaining, just thought this could be convenience improvement & opportunity to let everyone know that there are potions available.

Thank you always Control!

Re: Changes and Suggestions

Posted: Wed Oct 19, 2016 2:45 pm
by Control
Ya, that seems like a good idea. Moved her over. Also, added the other custom potions to her and added a bind potion as well, those the additions won't show up until the next server restart.

Re: Changes and Suggestions

Posted: Thu Oct 20, 2016 11:32 am
by Lazybird
Thanks for the update Control.

However, there are two potion vendors and the one moved is for 1~40 level potions.

There is another vendor whos name is Ralkor Stoneclaw, sells 50 - 65 potions.

Would be better if you can move him too.

Thanks!

Re: Changes and Suggestions

Posted: Thu Oct 20, 2016 3:41 pm
by Control
kk, moved him too

Re: Changes and Suggestions

Posted: Mon Oct 24, 2016 4:51 pm
by Hosix
Veeshans Peak...we made a run at a few of the big dragons. They seem to have a 12 second and 24 second AOE? Can you take a look? I don't expect them to be doable by 4 or even 6 people. At this point I think we will need 8 to 10 which I am good with. Can you just look at the AOE's as they are brutal.

Thank you Control.

Re: Changes and Suggestions

Posted: Mon Oct 24, 2016 10:19 pm
by Control
went through them and increased the delay significantly and removed the dispells and slows
and while I was poking spells, I went through the default npc class spellsets and removed some other annoying spells. some that I missed before, and some new ones

Re: Changes and Suggestions

Posted: Mon Oct 24, 2016 10:37 pm
by Control
opened elemental planes and time! (12hr and 24 hr repops, though some of them rely on scripts so let me know if there's any strangeness)
removed some additional annoying spells from normal mob spell tables (including slows) and some DT's that I missed
toned down most VP boss spells (generally removed dispell/slow and significantly increased recast)
added a bind potion
changed the weight of the custom potions and shurikens to zero
brother zephyl's robe is 100% drop now
increased droprate on a_coerced_penkeeper
moved the pok potion vendors near the soulbinder

Re: Changes and Suggestions

Posted: Wed Oct 26, 2016 8:41 am
by Heck
All nice changes and updates. Thanks, Control!

Just a couple of issues... wondering if all ranks of Paladin "Lay of Hands" are AA-less like SK's Harm Touch? For parity's sake, if nothing much else. Hehe

Also, it is my experience after spending a whole day resetting Chardok and still not seeing the Iksar Betrayer for Monk epic, if it would be a worthy consideration to either remove one or both other placeholders, or to balance the spawns so they each have a 33% chance to spawn? Also, same trouble with the Pawbuster in KC, though he is more accessible and imminently more "camp friendly" than the Iksar Betrayer, deep in Chadok. Also tested aggro radius of fights there in Chardok and all nearby mobs aggro at levels 51-54; bad for those wanting to preserve +Brood of Di`Zok rep there in the zone. The problem is being able to overpower the rare spawn before 3 or 4 other mobs also beat the Monk to death before he can/she can feign death; this is also in consideration that Monks will be or should be using their Stonestance disc and potions to help them beat this content at the levels it was introduced for. It is more work, but any extra tweaks would be helpful- maybe place the Iksar Betrayer on either "undead rep" or "befallen" or some other faction rather than Brood of Di`Zok, so things like the Ancient Guardian don't jump in to assist in pasting nearby, hapless Monks.

Thanks again for consideration. =)

As always, posted here on the boards, as others' comments welcome and appreciated.

http://mqemulator.net/npc.php?id=103193
http://mqemulator.net/npc.php?id=102122

Re: Changes and Suggestions

Posted: Wed Oct 26, 2016 2:46 pm
by Control
Yes, LoH and HT are both auto-granted up to level 50.
I've fixed the spawn rates on the iksar betrayer and the pawbuster.
Hopefully with no placeholders, the faction won't be as much of a concern.

Re: Changes and Suggestions

Posted: Wed Oct 26, 2016 8:30 pm
by Dumluk
Selfish wish here...Race/deity change potions. Made my Ranger a Tunare follower, and after spending 1000pp on fletching realized I needed to be a Karana follower for the fletching recipies. Plat is a non issue, but all those combines lost to a reroll would suck.

Might not be able to do this since they are only available in live through the marketplace.