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  #1  
Old 08-05-2010, 08:17 PM
Buhbuh Buhbuh is offline
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It's not entirely far-fetched to think it could happen. All you'd need is a poll of how many would feel inclined to donate for a new server to open/ sustain in electricity costs. I guarantee the funding could be found without great pains. The one concern would be having a crowd police it from dummies who feel it's just a playground and meant to be fucked with (MQ). It'd just be difficult to find people who aren't the developers here. There's no way they'd (Dev's) police it, it would go against everything this whole project stands for and I would think most people, including myself, would be against that idea anyway.

The best way to get that kind of thing ironed out is to have like a pool of 20 different GM's who would log on whenever they had spare time, so that generally there would always be a representative online guarding the best interest of the server. That is the difficult part.
Last edited by Buhbuh; 08-05-2010 at 08:33 PM..
  #2  
Old 08-05-2010, 10:38 PM
Abacab-insurection Abacab-insurection is offline
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EQemu pvp is terrible and several things need to be addressed before ANY pvp server has a chance of being level.

1. Resists need tweaked 100 MR should make you near immune to stuns and roots but since the resists aren't accurate you'll need to have at least 250+ to have the same effect. Which means only the people spending hours upon hours cultivating MR gear have a shot in hell at resisting a caster.

2. Certain spells need to be tweaked such as snare, whirl til you hurl, and clinging darkness as the duration for any of these buffs even on low resist characters either lasts for .2 seconds or completely immobilizes the target permanently which is a rather OP situation depending on the antagonist.

3. Melee mitigation needs to be addressed, as pushback does not work as intended, and damage is severely nerfed. Wizard can literally stand in front of you and cast ice comet with the smallest chance of actually being interrupted and given the current resist situation in my first point you'll be perma rooted and nuked for over 1k every 6 seconds.

4. Terrain and warping issues need to be resolved as there are several points of play that allow characters to completely avoid damage outside normal circumstance. What comes to mind is intentionally spamming spells to cause packet loss (I.E chanters alliance stick, or druid's AOE) which breaks your connection GG instant pwn.

If none of these issues are fixed fully and or at least tightened up pvp on these emulated servers will only be 20% up to par with what live was back in classic period, and 20% is being generous.
  #3  
Old 08-06-2010, 12:18 AM
PhelanKA PhelanKA is offline
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Quote:
Originally Posted by Abacab-insurection [You must be logged in to view images. Log in or Register.]
EQemu pvp is terrible and several things need to be addressed before ANY pvp server has a chance of being level.

1. Resists need tweaked 100 MR should make you near immune to stuns and roots but since the resists aren't accurate you'll need to have at least 250+ to have the same effect. Which means only the people spending hours upon hours cultivating MR gear have a shot in hell at resisting a caster.

2. Certain spells need to be tweaked such as snare, whirl til you hurl, and clinging darkness as the duration for any of these buffs even on low resist characters either lasts for .2 seconds or completely immobilizes the target permanently which is a rather OP situation depending on the antagonist.

3. Melee mitigation needs to be addressed, as pushback does not work as intended, and damage is severely nerfed. Wizard can literally stand in front of you and cast ice comet with the smallest chance of actually being interrupted and given the current resist situation in my first point you'll be perma rooted and nuked for over 1k every 6 seconds.

4. Terrain and warping issues need to be resolved as there are several points of play that allow characters to completely avoid damage outside normal circumstance. What comes to mind is intentionally spamming spells to cause packet loss (I.E chanters alliance stick, or druid's AOE) which breaks your connection GG instant pwn.

If none of these issues are fixed fully and or at least tightened up pvp on these emulated servers will only be 20% up to par with what live was back in classic period, and 20% is being generous.
It was never the poor melee characters that you had to worry about ganking, of course. It was that poor melee character's pissed off guild and alliances that made sure you never had a moment's peace ever again. THAT was the beauty of EQ PVP.

Get a clue.
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  #4  
Old 08-06-2010, 01:14 AM
Haynar Haynar is offline
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Quote:
2. Certain spells need to be tweaked such as snare, whirl til you hurl, and clinging darkness as the duration for any of these buffs even on low resist characters either lasts for .2 seconds or completely immobilizes the target permanently which is a rather OP situation depending on the antagonist.
I found going through pvp code, that the client was trying to limit snares to be 24 seconds max. I adjusted the server code to replicate this. So snares are shorter duration in PVP now, or should be.

One of the big advantages to macroquest, is figuring out where other players are. It is easy to make it so you cant see another player coming at you. But since you can see mobs moving, disappearing, corpses spawning when they kill something. You can see exactly where someone is located.

Until something was put together to scramble mob and player locations outside a certain range, PVP would never be fair. I have some code i was working on that did this, but never finished it. It was looking very promising, with little additional cpu overhead. But I spend most of my time working on mechanics of the game, or trying to add missing features, or worst of all fixing and detecting hacks.

I want to get back to this kind of fun, to make it so that if someone did want to go PVP, it would be somewhat fair. There just need to be a lot of changes and testing.

Haynar
  #5  
Old 08-06-2010, 11:29 AM
Braelyn Braelyn is offline
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Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I found going through pvp code, that the client was trying to limit snares to be 24 seconds max. I adjusted the server code to replicate this. So snares are shorter duration in PVP now, or should be.

One of the big advantages to macroquest, is figuring out where other players are. It is easy to make it so you cant see another player coming at you. But since you can see mobs moving, disappearing, corpses spawning when they kill something. You can see exactly where someone is located.

Until something was put together to scramble mob and player locations outside a certain range, PVP would never be fair. I have some code i was working on that did this, but never finished it. It was looking very promising, with little additional cpu overhead. But I spend most of my time working on mechanics of the game, or trying to add missing features, or worst of all fixing and detecting hacks.

I want to get back to this kind of fun, to make it so that if someone did want to go PVP, it would be somewhat fair. There just need to be a lot of changes and testing.

Haynar

Quote:
Originally Posted by Haynar [You must be logged in to view images. Log in or Register.]
I finally found where the pushback is handled for clients. I have not decrypted how to set the packet yet. But I am getting close. I am not very fast at working with decompilers, but that is where I am at now. Looking through assembly language, tracing how that one part of the packet is handled.

Its only a 32 byte word. How hard could that be to figure out?

Hah. Hard. Let me tell ya. For someone like me who is not a super fast coder.

haynar

Haynar working on pvp? This is great news. You just made my day sir [You must be logged in to view images. Log in or Register.]
  #6  
Old 08-06-2010, 12:00 PM
Abacab-insurection Abacab-insurection is offline
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Quote:
Originally Posted by PhelanKA [You must be logged in to view images. Log in or Register.]
It was never the poor melee characters that you had to worry about ganking, of course. It was that poor melee character's pissed off guild and alliances that made sure you never had a moment's peace ever again. THAT was the beauty of EQ PVP.

Get a clue.
Nice retort faggot... Except you totally missed the point of the whole fucking post.

I'm not talking about you ganking some level 30 and his crew of guild lackeys come rolling up to grief. I'm talking about simple game mechanics that are completely out of balance from a live standpoint 10 years ago. If you don't realize there is something seriously wrong with resists and pushback then you're a fucking retard.
  #7  
Old 08-06-2010, 12:10 PM
HippoNipple HippoNipple is offline
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Its a waste to try to make everything balanced, there is no need for it. Every class doesn't need to have an equal chance at killing every other class. Casters are better at pvp then tanks for the most part, so what. Rangers are worse in PvE for the most part, people deal with that.

Tanks with spells can actually do decent for the same reason pure casters can, (paladin with stuns, rangers/sk with snare) the only classes left out are rogues, monks and warriors. Rogues have their own niche to why they are good at pvp for obvious reasons, so you want them to put all this work into coding so that warriors/monks can be better at pvp? A warrior shouldn't be rolling around solo in pvp anyways. The only fixes that need to be made is taking out the cheating/hacking. Exploits or using the current system isn't a problem for 90% of the pvp community, just the whiners.
  #8  
Old 08-06-2010, 12:26 PM
Kastro Kastro is offline
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Wars/ Monks are SICK in group PVP when you have a healer , little bit of haste and someone to snare.
  #9  
Old 08-06-2010, 01:08 PM
Abacab-insurection Abacab-insurection is offline
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Quote:
Originally Posted by HippoNipple [You must be logged in to view images. Log in or Register.]
A warrior shouldn't be rolling around solo in pvp anyways.
First things first, no one REALLY rolls around solo in a pvp enviroment unless they're totally noob and asking for a 15 on 1 ass raping.

Secondly, if a warrior knew how to use pumice stones, golem wands, shadow step pots, and had decent CC weapons and resists up to par, 1 v 1 against a contemporary he would still be a huge challenge given he knew how to play

You're just stereotyping a warrior as the usual "huur huur I bash u good" mentality that is involved with tanking and spanking when you're totally neglecting several clickies that any good warrior would be armed to the teeth with, and a set of resist gear that anyone melee with common sense would be swapping on.
  #10  
Old 08-06-2010, 01:19 AM
Haynar Haynar is offline
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Quote:
Originally Posted by Abacab-insurection [You must be logged in to view images. Log in or Register.]
3. Melee mitigation needs to be addressed, as pushback does not work as intended, and damage is severely nerfed. Wizard can literally stand in front of you and cast ice comet with the smallest chance of actually being interrupted and given the current resist situation in my first point you'll be perma rooted and nuked for over 1k every 6 seconds.
I finally found where the pushback is handled for clients. I have not decrypted how to set the packet yet. But I am getting close. I am not very fast at working with decompilers, but that is where I am at now. Looking through assembly language, tracing how that one part of the packet is handled.

Its only a 32 byte word. How hard could that be to figure out?

Hah. Hard. Let me tell ya. For someone like me who is not a super fast coder.

haynar
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