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#131
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Accepting applications for <We Hate Macken>
Requirements include being extremely serious about Everquest and able to raid in a DKP system for a minimum of 40 hours a week. Not allowed: players under the weight of 250 pounds, players with girlfriends or significant others, players who work a full-time job. PST Quote:
It's a good thing we didn't, because there's no way our lil' TZT crew would have been able to handle running a server full-time. There is just so much work involved. I/We greatly appreciated you educating us newbies on the source. That was a good exercise in learning more about game development in general, if nothing else. I hope some red server surfaces eventually though. I might actually play again and bring along many zerglings. | |||
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#132
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#133
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Right now, it's based off of grinding and time invested, but there's a roof of how much you can grind before going up to a new level. EXP is grinded for either raw stat purchases, or levels. It has a restricted level range on PVP +/- 5 levels. The max level in the game is 20, and at that point, all the points you gather are spent on temporary buffs, boosts, etc. I wanted to revamp combat as well, so I did: -Melee gets 6-round attacks (WAR ROG MNK), -Spells can be cast on the move (all of them, similar to bards) -All spells scale to statistics -All melee attacks scale to statistics -Statistics are bought from a merchant based on AA's grinded. -There is also a command in the game to set your AA exp to on at level 1, so that is corrected -Most spells have a base damage similar to weapon damage. This replaces the raw value listed on spells. -Weapon damage and spell base damage serve as a multiplier to stats. The higher the base damage is on a weapon, the higher the multiplier gets. -To compensate for the absurd numbers, everything gets a bonus to HP. Players logging into the game will be boosted accordingly. -Spell "lines" are no longer existant. You get all your spells from level 1. -Spell attributes determine what their effects do. A fire-based spell will burn the target, an ice based one will slow their movements, a poison based one will tick slightly more damage per tick, a disease one follows old tick rules, a magical spell does not have an attribute to it, but is typically used for beneficial things. (This does mean that an ICE based heal-over-time will slow you down.) -Ticks happen at a rate of 1 tick per second, unless the spell is disease based, in which case it happens every 6 seconds. -Melee/Hybrids get disciplines that can be used every 5 minutes as a temporary stat boost based on level. -Everyone starts at level 1 stats. -Pets stats' scale, have base NPC damage for their level, and inherit their owners' CHA as their stats. - STR is melee damage (derp) - STA is melee mitigation - DEX is overall critical chance, and critical chance is level dependent. If you neglect upping your DEX, your critical chance will be lower. Obviously at endgame everyone will have the same stats though (100% crit)... if you grind properly. - AGI is overall critical multiplier. Critical multiplier increases the benefit of critical hits. By default, criticals are 100% better and AGI adds a bit more to that number. - INT is spelldamage - WIS is spellhealing - Crowd Control spells are non-existant, and the ones that do exist (root/snare) only last 6-12 seconds. Also, I wanted to do something like guildwars, but all my previous attempts had no direction or they had bias to one team. Therefore, there are no teams, and the land is more freeform. 64 unit squares of placeable items in small overland zones is one of the features, similar to minecraft except in EQ's engine. I want players to define the gameplay, not so much the world being the limitation to what players can do. Structures can have placeable NPCs that defend against any player, any player in your guild, or any player in your group. (Depending on the setting of the NPC, of course.), they can also provide: -EXP Point merchants -Translocators to other outposts owned by you -Guild creators (As in, no more waiting for a GM to make your guild or finding x people -- You have the resources? Go ahead and do it.) -Buffbots that buff at a reduced EXP Point cost -Doors to your structure (With access rights; a whitelist or a blacklist comes to mind) -Furniture items can be placed in them (These objects can be clicked for various effects, such as reading a book on a table, a scroll on a wall, etc -- You make the text, it shows it.) I am hoping the balance issues being fixed make for a good PVP server, and if nothing else, the PVE will be unique. I have questioned the server being PVP or PVE, because of the fact that I could make PVE enemies smart instead of mindless like they are now. Something like EQEmu's bot logic, but in a player versus bot form. That, and I hate dealing with people. If I were to make a red server i'd probably provide MQ2. I don't see macros being bad at all, and map is something everyone typically has anyway.
__________________
Engineer of Things and Stuff, Wearer of Many Hats
“Knowing yourself is the beginning of all wisdom.” — Aristotle | |||
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#134
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#135
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I enjoy a good challenge and killing newbs who use MQ is one of my favorite pastimes
I'LL SEE YOU IN THE OCTAGON Tallon Zek will roll over u like a zergling swarm with big Searyx as the ultralisk stomping out crying nerds and flying kicking ppl through walls Quote:
I would have to play on that to actually get a feel for that system. But it does sound rad. | |||
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#136
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If only we had a server with both TZT and Fish Bait zergs
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#137
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I remember Phyre... That time Hidden Power destroyed Heresy in Fear he was running around with no-descend levitate and I got him on target and nuked him out of the sky with Curtis, a lvl 52 wiz. Any Heresy claiming to be legit is lulz.
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#138
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#139
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fu 2 all that ruined hidden powers great name on shitty eqemu
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#140
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