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Re: Changes and Suggestions

Posted: Mon Nov 07, 2016 3:28 pm
by Control
Also, you asked in-game about celestial regeneration. Its in but has Healing Gift 3 as a prerequisite.

Re: Changes and Suggestions

Posted: Mon Nov 07, 2016 3:45 pm
by Control
Trentn wrote:Hey Control,

The Fenin Ro event could use a tuning when you get time as well. The HP's are pretty high on the 7 platforms you need to clear as it's 6-8 mobs. Fenin Ro himself could use tuning too as his DD is 3k and is ramping - a bit for one group. We tried with 2 war 2 clr 1sham 1bst 1rog and got him down maybe to 70%.

Thanks bud


Will test this when I have time, but on live you can avoid ramp by staying at max melee range. Also, is the 3k dd on a crit? Looks like it's supposed to be 3k on live, which should make it 1.5k here unless spellscale isn't working on it.

Re: Changes and Suggestions

Posted: Mon Nov 07, 2016 5:53 pm
by Trentn
I'll check to see if Tubbu has logs still from last night - but pretty sure I saw 3k. I would go down and try again - but the clear down to Fennin took 2 hours with those platforms and clearing the mobs and named to spawn Fennin.

Re: Changes and Suggestions

Posted: Mon Nov 07, 2016 6:09 pm
by Control
I'll give it a test when I can, just wondered if any of you had logs or remembered. If the spellscale isn't working for some spells, that would be a pretty big (and unintended) source of bonus difficulty that I'd need to deal with hehe.

Re: Changes and Suggestions

Posted: Tue Nov 08, 2016 4:48 am
by Trentn
So we tried Fenin Ro again tonight - the hit box on him is so small you can't get max melee to avoid rampage. The AE is also a mana drain - and the ramp wall aparently does not block it. HP's may need to be tuned a bit on this one.

Re: Changes and Suggestions

Posted: Fri Nov 11, 2016 6:40 pm
by Control
Sorry I've been dragging my feet on some of these things, ended up being a bit of a crazy week, will try to catch up some this weekend.

Re: Changes and Suggestions

Posted: Sun Nov 13, 2016 2:29 pm
by Control
The air pathing problems look like they might take a bit more time or tweaking to fix. If any of it is literally blocking progression, let me know, and I'll see if I can find a workaround.

Some of the odd behavior from the air and earth rings, might be due to the cycle getting confused from conflicting spawntimes since some were set in script and weren't updated. I've fixed that part at least, so hopefully they improve.

Changelist since the last update:

General:
-You can now rename your pets by targeting them and typing #rename petname
-added a kunark dungeon translocator
-added a tribute master
-prismatic dye added to peras
-re-added holgresh elder beads as a rare from the Grand_Vizier
-added rebreather to pok vendor
-turned off crescent/blightfire
-changed required level to recommended level fabled tranq staff

Spells:
-fixed duration on charms
-fixed duration in invis/camo/undead/animals
-extended duration of all versions of levitation to match soulbinder's extended version
-removed another load of annoying npc spells
-strong disease duration reduced

Quests:
-changed Jinalis_Andir to neutral faction
-upped phinny's epic quest item droprates
-slightly lowered how much Dizok's hate iksars (iksar can now do spirit wracked cord quest)
-made regal band turnin/recharge work at warmly

Mob Changes:
-non-mezable rathe council had their damage reduction tiers set in script, so they weren't getting adjusted by the server damage reduction.
-toned down fennin ae ramp
-toned down avatar of mist ae ramp
-corniav - extended timer a bit
-removed ramp from magmaton
-reduced the number of adds when fighting rztwl
-removed bane requirement from emp/seru
-reduced the duration on seru's stun
-set naggy to no-flee to keep him from wandering into bad places

Mob Respawn issues:
-fixed earth/air ring respawns
-fixed poeb respawns
-fixed a problem with cursed cycle respawn (exiled was still setting a long global timer)
-fixed a problem with rz spawn (vallon was still setting a long global timer)
-fear golems were on same spawn table, split them up and fixed spawntime so they all should spawn now
-fixed hoh trial respawns
-upped putrid skeletons in qhills spawns
-tweaked emp cycle script again, maybe fixed blood repop?

Re: Changes and Suggestions

Posted: Mon Nov 14, 2016 5:53 am
by Trentn
Hey bud,

Can you look at the coirnav script again? Still not getting enough time to clear the waves. There's about 35-50 trash mobs and a named mini each wave - and the named mini has a good amount of HPs. We made it to wave 2 and just can't keep up. Is there a way to increase the time between the waves? I think another 2 mins per wave should be sufficient.

Re: Changes and Suggestions

Posted: Mon Nov 14, 2016 10:03 pm
by Trentn
NM - found Aug vendor in BB.

Re: Changes and Suggestions

Posted: Thu Dec 08, 2016 10:50 am
by Fierlen
I wasn't sure which thread to put this in so I will just put it here.

We finally made it into Plane of Time and it will need some tuning. I know you have been busy and haven't had an opportunity address the many suggestions that have been brought to your attention. I am also sure there are more pressing issues that need to be addressed at this time but I will pass along my observations so far.

Phases 1-3 actually are pretty good and don't need to be touched at all. My only suggestion would be either make it possible to bind in Plane of Time A or put some type of translocator or something in the five phase one trials. It is a quality of life issue and not terribly important but it would be nice. We spent more time gating to Plane of Tranquility to access the other trials when we finished one than actually doing the trials. I think you have to gate out a minimum of six times, or is it seven, to Plane of Tranquility, zone into Plane of Time A and then Plane of Time B to complete phases 1 and 2. That is a lot of zoning especially if you box multiple characters.

Phase 4 - Saryrn isn't too bad but I would say is about the limit of what a group of six can currently do based on damage output and length of fight. The AE's are too terrible, the adds are manageable and a typical group of six with two healers (cleric and something) should be able to squeak it out.

Terris Thule - Once again the AE's aren't too bad but the melee damage output was really insane really easpecially for one of the easier mobs in Phase 4-5. I am going to guess that she had a haste item from her loot table because she was attacking crazy fast. If that is the case, there is no way to mitigate the additional 40% damage she is putting out since she is immune to slow. Given the stated purpose of the server it isn't possible to just throw another couple of healers into a rotation to deal with the additional damage output. It took a cleric complete healing, a HoT and shaman spamming heals just to keep a warrior up and that was with defensive running. It left nothing for rampage healing and dealing with the adds that spawn even though they aren't particularly difficult except the the 3 minute mez they cast(?), proc(?). It is fairly easy to resist but when it did land the character was essentially done for the fight. Also, when the adds did spawn, if they aggro'd on the warrior it was instant death since it was almost impossible to keep the warrior up as is.

Vallon Zek - Unresistable feign death and 30 second stun. Not much to say beyond that. It is manageable in a raid but not in a group of six.

That is as far as we made it in Plane of Time B. Some of the mechanics just seem to be better suited to raids than single group content especially when you can't just out level or out gear them.

Re: Changes and Suggestions

Posted: Tue Dec 13, 2016 12:52 am
by Control
I changed it so that Terris wouldn't equip her haste items, so hopefully that helps.
Changed VZ's stun to be 6 sec instead of 30.
Changed the proc on Terris adds from a 30 sec mez to a 6sec stun.
Changed RZ's stun from 20 sec to 6.
I'll upload a new spellfile that you may need to grab before the changes work for you.

I'll add a teleporter when I get a chance, but I haven't done it yet.

Re: Changes and Suggestions

Posted: Thu Dec 15, 2016 6:18 am
by Xethel
Thanks again for doing the work you do Control.
The instance for Plane of Time B seems to be a bit buggy when trying to add more people. I don't know if this will help and I know nothing about coding but i did find this post. Might save you some time with a teleporter NPC and could help with instances at the same time.

http://www.eqemulator.org/forums/showthread.php?t=36489

P.S. The server has been great

Re: Changes and Suggestions

Posted: Thu Dec 15, 2016 4:47 pm
by Control
Thanks, I'll take a look.

Also, tried to update the time lockout script to 24 hours, so give me a yell if that isn't working now. Any timers set before will still be there until expiration though.

Re: Changes and Suggestions

Posted: Fri Dec 16, 2016 12:14 am
by Eatbeast
Hi Control, thanks for your continued work in support of the server.

We have been having fun working through the plane of time. Would you consider removing the time limits on the phases? It would be a bit more "dad server" friendly if we could do phase 1-3 one night then work on phase 4 bosses the next day. I think any group that can clear the rathe council should have no problem meeting the time requirements anyway.

Of course if you want to preserve the classic difficulty of the raid we understand that.

Thanks again for the many hours of entertainment over the past few weeks!

Re: Changes and Suggestions

Posted: Fri Dec 16, 2016 8:01 am
by Thebbc
Hey Control love your server I have some things I think would help.

1)make potions so they have a 30-40 second cooldown to make soloing easier.

2)add a call of the hero or group summon item to the vendor for free so you can summon teamates.

3)add a npc who buys aa's for plat so you can fuel your solo life.

4)add a npc who sells aa's for plat once again to help with solo life.

That is all I love your server its all I play all day every day.

your addicted player,

The Black Big Crispy

Re: Changes and Suggestions

Posted: Fri Dec 16, 2016 11:44 pm
by Eatbeast
Spent about 5 hours in plane of time today, got all of phase 4 except for Vallon. His melee damage is just a bit too much. It's hard to keep the tank up as it is, and when FD procs he was chewing through other people faster than we could heal with clr/shm healer team. It seemed like he was doing considerably more than Tallon. It is possible he had a haste item equipped. I think he should have his max hit reduced or be made partially slowable.

Thanks!

Re: Changes and Suggestions

Posted: Fri Dec 16, 2016 11:52 pm
by Xethel
It was a blast, really the biggest downfall is having to spend 4 hours to get to the higher phases, phase 3 just takes so long. I'm not sure if there is anyway around that or if you are open to changing how Time works but its difficult to find 5-6 hours at once.

Re: Changes and Suggestions

Posted: Sat Dec 17, 2016 5:17 pm
by Control
Sorry again that things are going a bit slow. Finally finishing up my international move and job change soon, so hopefully life gets more sane in the near future.

When I get a chance, I'll flag vallon's haste items as non-equippable, and will probably go through the time loot tables and do the same for all the mobs. I should also be able to remove or extend the time limits, though it will take a little poking to make sure that doesn't conflict with the faster reset time.

For bbc's proposed changes, a coh-ish potion or ability is probably a good idea. Dropping heal-pot cooldowns might be ok, would need to poke it a little. Something useful to do with extra plat and aa is a good idea too, though exchanging them for each other might not be the answer. If anyone has ideas for aa/plat sinks that wouldn't end up being either unbalanced or required for progress, it would be an interesting discussion to have.

Re: Changes and Suggestions

Posted: Sat Dec 17, 2016 5:32 pm
by Thebbc
level 65 hotzones would be good to but thats just my idea hehe...

Re: Changes and Suggestions

Posted: Sat Dec 17, 2016 11:02 pm
by nobody
there's not much to buy with plat, so i'm all for a sink. Eventually you get all the AAs you want, so a sink for that is nice too. maybe a limit per day you can buy/sell can control its effect on balance. tying these together would simplify things.

the basic augs that drop in various zones would be good for aa/plat too -- generally speak not something that's unique or special that's only on the vendor, but rather more along the lines of quality of life or some other function that isn't overpowered. as long as you control rate of purchase you also control those items' availibity and effect on balance. avoiding unique or overpowered items i think goes without saying.

could be an alternate method to whatever you want to do wtih the charm too, if that's still brewing. alternate method to flagging another toon from the same IP. maybe a PoP flag requirement for it? could be the future of some pots / free stuff on your custom vendors - without hurting a new player, ofc.

no matter what, take a look from a broader perspective. keep it simple, whatever you choose to do. simple doesn't mean few choices, but that could be a possible result.

i always wanted a worthwile tradeskill system, lol... but i have no idea of investment vs return. if no one uses it, it' would be a waste to change it.

Re: Changes and Suggestions

Posted: Sun Dec 18, 2016 4:35 pm
by Eatbeast
It would be neat if we could use excess AAs to powerlevel alts in some way. Maybe you could spend AAs to grant flags to alts. Or exchange AAs between characters. I like the idea of powerleveling and twinking some classes I've never played, but I don't want to backflag or grind 200 AAs on a new character.

Exchanging AAs for augs is a good idea too, or maybe fun items like illusion clickies.

Re: Changes and Suggestions

Posted: Wed Dec 21, 2016 4:41 am
by Thebbc
take the no trade off all items that would be nice for twinking and getting items and quests done thanks control just wonder when your gonna do any of these changes the games slowly draggin along lol...anyways ttyl bro great server love it peace!!

Re: Changes and Suggestions

Posted: Tue Jan 24, 2017 1:50 pm
by Xabassis
Hi Control!

I'm new to your server, but I absolutely love it. From what I can see you've done a fantastic job scaling, I have played on Irreverent and then moved over to Imperium when Irreverent went down :'( (RIP). So I've made it to level 65 and I've started looking around to see where I can farm gear and where I can't and then BOOM I can't zone into VT.

I understand some logic behind leaving the key for VT in, but I think for these types of servers it really promotes skipping the content. I *could* farm VT keys for all of my characters and gear up there then move to PoP progression, or I *could* (likely will) farm AA's, then VP & NToV, ST for fun and then move in to PoP progression. From what I have seen in other current players this seems to be the accepted path, as it's just a huge PITA to get the VT key x3 or 4.

(Deleted this paragraph, read through updates and see that you made questing for the key easier at least. Good to know).

I am wondering what other players thoughts on removing the key requirement for VT is, and would love to hear back from you!

Regards,
Xab.

Re: Changes and Suggestions

Posted: Wed Jan 25, 2017 1:52 am
by Control
I'm glad you're enjoying it! Keyed zones are a tricky call, and I got rid of some of the earlier ones, but I kept in VT keys and PoP flagging because they were such a big part of the experience back in the day that it just felt wrong not to have them. The VT key items pretty much always drop though, so it basically just means that you have to make a short visit to a few Luclin zones, which I hoped was more of a nostalgia trip than anything onerous, even for a few toons. We all have different tolerances for such things though, of course.

Re: Changes and Suggestions

Posted: Wed Jan 25, 2017 1:28 pm
by Xabassis
I did start working on the VT key just to see. I think the idea of farming the key was uh... intimidating, because I have nothing but nightmares when I think of farming the VT key parts. I think I lost the roll on the Grey shard like 13 times.
Buuut with how you have increased the droprates, it is pretty nostalgic. I'll give you that. I also appreciate the x6 ~ drops for the emp key parts. Did you intentionally leave the taskmasters pouch as an uncommon drop? I actually triggered the cursed cycle before I got all 3 of my taskmasters pouches.