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Season 7 Beta in Progress.

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Author Topic: Season 7 Planning  (Read 5406 times)

Offline devn00b

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Re: Season 7 Planning
« Reply #180 on: May 10, 2019, 11:12:16 am »
Note on this quest I'm working on (bow portion working, and btw bow is for SK/PAL/RNG). The same exact quest (except staff in place of bow) for Monks is in the works.

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #181 on: May 10, 2019, 06:47:19 pm »
Can you make it so the merchants in the capturable cities can't attack at all?

Otherwise  I think the merchants need to be killable, right now they are invulnerable so when attempting to capture Oggok, there's several guards that have invulnerable merchants that flurry and summon protecting them... I am thinking a faster respawn rate for the merchants, and remove their invulnerability so they can be killed when the city is attacked would be more enjoyable.


Offline devn00b

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Re: Season 7 Planning
« Reply #182 on: May 11, 2019, 03:57:45 pm »
Can you make it so the merchants in the capturable cities can't attack at all?

Otherwise  I think the merchants need to be killable, right now they are invulnerable so when attempting to capture Oggok, there's several guards that have invulnerable merchants that flurry and summon protecting them... I am thinking a faster respawn rate for the merchants, and remove their invulnerability so they can be killed when the city is attacked would be more enjoyable.

I have a few options I can take.

In order of my preference.
1) Set NPC run speed to 0. You can aggro them, they will get pissed but won't move. If you get to close you can still die.

2) Set NPC to no "NO-HARM", "IMMUNE TO AGGRO", "WILL NOT AGGRO". This should stop the NPCs from doing anything. but is 0 risk.

3) Wipe the NPCs faction table. This will cause them to not give a fuck about anything unless you attack them.


Offline zek1

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Re: Season 7 Planning
« Reply #183 on: May 11, 2019, 04:07:15 pm »
I'd go with option 3 assuming that also translates to the ability to use the vendors without sneak

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #184 on: May 11, 2019, 04:20:19 pm »
My thing is PvP could spill around anywhere in the zone and any merchant could then become a problem..


Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #185 on: May 13, 2019, 02:28:58 am »
Couple of major bugs..

The issue of the guild global Spirit of Wolf for capturing Oggok, it needs to check to see if you are indoors or max buffed before attempting to cast. It's causing massive spam when in a dungeon once it wears off and starts trying to reapply. As for Mask of the Stalker, it just needs to check if you are max buffed.

Other major bug I just found, my warrior on the Freeport team owned the Toxxulia encampment under some guild tag and I wanted to delete his guild so I could invite him to a main guild. So I created a mage on the Rivervale team to capture the Tox camp so my warrior can delete his guild but once the mage captured the camp it instead caused my warrior's guild tag to automatically change to my mage's guild, And then upon relogging, it caused my warrior to change teams from Freeport to Rivervale because the team no longer matched the guild tag.

Also, the usual camp capture announcement did not occur.

Instead it quietly added my warrior to my mage's guild by magically changing his guild tag and it retained my warrior's leadership status and made him a pseudo-leader of my mage's guild with the L designation, except only with removal powers but also unable to remove himself from the guild because he must first transfer leadership, but at the same time, cannot transfer leadership because he is not a leader of the guild. My warrior is currently unable to get out of his guild by any in game mechanic and now has the ability to kick players out of the guild of the player that captured his camp.


Guild bugs where GM help is required to resolve the problem by purging the player from any guild affiliations have been around for a while. I wish I could resolve the problem myself right now. Would be nice if you could add an NPC that offers the GM command that resolves the problem.

Edit: Notably when this bug occurred I had attempted to capture the camp from my warrior using my mage as a Bandit with no city allegience first, and it instantly respawned, so I joined the Rivervale team, then captured it, and that's when it converted my warrior's guild tag to that of my mage's etc. So not sure if there is a repeatable exploit here or a fluke bug or what. What I can say is that it should not change a player's guild tag when an enemy takes their camp, and also, if possible, a feature to delete guild would be nice as these bugs are annoying.

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #186 on: May 13, 2019, 03:12:56 am »
Other thing, it says Toxxulia encampment is owned by Test Guild which is Rivervale team, but it shows/cons as still being Freeport team..So it doesn't look like the camp adopted the capturer's team affiliation.

Offline devn00b

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Re: Season 7 Planning
« Reply #187 on: May 13, 2019, 11:48:37 am »
Couple of major bugs..

The issue of the guild global Spirit of Wolf for capturing Oggok, it needs to check to see if you are indoors or max buffed before attempting to cast. It's causing massive spam when in a dungeon once it wears off and starts trying to reapply. As for Mask of the Stalker, it just needs to check if you are max buffed.

This, at least code wis, shouldn't be that big of a deal to fix. Will get to it soon(tm)

Quote
Other major bug I just found, my warrior on the Freeport team owned the Toxxulia encampment under some guild tag and I wanted to delete his guild so I could invite him to a main guild. So I created a mage on the Rivervale team to capture the Tox camp so my warrior can delete his guild but once the mage captured the camp it instead caused my warrior's guild tag to automatically change to my mage's guild, And then upon relogging, it caused my warrior to change teams from Freeport to Rivervale because the team no longer matched the guild tag.

Also, the usual camp capture announcement did not occur.

Instead it quietly added my warrior to my mage's guild by magically changing his guild tag and it retained my warrior's leadership status and made him a pseudo-leader of my mage's guild with the L designation, except only with removal powers but also unable to remove himself from the guild because he must first transfer leadership, but at the same time, cannot transfer leadership because he is not a leader of the guild. My warrior is currently unable to get out of his guild by any in game mechanic and now has the ability to kick players out of the guild of the player that captured his camp.


Guild bugs where GM help is required to resolve the problem by purging the player from any guild affiliations have been around for a while. I wish I could resolve the problem myself right now. Would be nice if you could add an NPC that offers the GM command that resolves the problem.

Edit: Notably when this bug occurred I had attempted to capture the camp from my warrior using my mage as a Bandit with no city allegience first, and it instantly respawned, so I joined the Rivervale team, then captured it, and that's when it converted my warrior's guild tag to that of my mage's etc. So not sure if there is a repeatable exploit here or a fluke bug or what. What I can say is that it should not change a player's guild tag when an enemy takes their camp, and also, if possible, a feature to delete guild would be nice as these bugs are annoying.

I'll attempt to replicate that at some point soon. This could be some strange edge case thing, having to do with Perl breaking when I was working on it.

I'll see soon(tm)

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #188 on: May 13, 2019, 07:58:21 pm »
Tried it again and it worked fine

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #189 on: May 13, 2019, 09:37:29 pm »
Could you purge Deebknight from his guild if you get a chance? He's stuck in a guild on a different team due to the bug so I can't heal him to use him as  atank.

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #190 on: May 14, 2019, 06:49:53 pm »
All set.

Offline zek1

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Re: Season 7 Planning
« Reply #191 on: May 27, 2019, 01:05:22 am »
Seeing there will be ample content with the exotic zone teleporter. In theory, there shouldn't be much more to add

Offline mansSZ

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Re: Season 7 Planning
« Reply #192 on: May 28, 2019, 07:34:24 am »
PVE substantially more challenging this time around.. here are the problems


PVP Pumice missing
Devnoob's Left Nut missing/ no quest ever implemented to obtain
Defensive disc missing... need oogly not disc
Ooglies missing
Weapons missing.
Access to HK made overly difficult. Requires TLer directly to HK casino, or exotic zones NPC must be moved to an accessible zone


Access to Potion vendor inconsistent.. Bandits have no access to any at all

Bazaar used to be the central launching point, now its HK / EC which are not accessible as there are no porters.

Might be the first season I don't go end game, since it seems a concerted effort was made to strip it to the point where its more of a hassle than fun. Personally don't see the reasoning behind making endgame impossible for a 1 group crew, but RoZ already made that mistake and it killed their server in a matter of months. I suggest leaving the end-game the same as it was in S6. Chief complaints were always around point farm zones and PVP vendor items.


Offline Olscratch

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Re: Season 7 Planning
« Reply #193 on: May 28, 2019, 08:50:35 am »
PVE substantially more challenging this time around.. here are the problems


PVP Pumice missing
Devnoob's Left Nut missing/ no quest ever implemented to obtain
Defensive disc missing... need oogly not disc
Ooglies missing
Weapons missing.
Access to HK made overly difficult. Requires TLer directly to HK casino, or exotic zones NPC must be moved to an accessible zone


Access to Potion vendor inconsistent.. Bandits have no access to any at all

Bazaar used to be the central launching point, now its HK / EC which are not accessible as there are no porters.

Might be the first season I don't go end game, since it seems a concerted effort was made to strip it to the point where its more of a hassle than fun. Personally don't see the reasoning behind making endgame impossible for a 1 group crew, but RoZ already made that mistake and it killed their server in a matter of months. I suggest leaving the end-game the same as it was in S6. Chief complaints were always around point farm zones and PVP vendor items.

"I suggest leaving the end-game the same as it was in S6"

I don't know if dev is taking suggestions, but I'd like to again suggest removing the "end game". Make the server shut down after a couple weeks at 50. Slow the xp and brackets down so people can savor the early game. Should be one week at 10, two weeks at 20, two weeks at 30, two weeks at 40, two weeks at 50. First week of the brackets are for for leveling, second week for gearing and pvp.

With one week brackets us casuals who can mostly only play on the weekends end up just spending all our weekend playtime leveling trying to catch up while getting beaten down. Gets less enjoyable each time.

Offline devn00b

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Re: Season 7 Planning
« Reply #194 on: May 28, 2019, 11:13:45 am »
PVE substantially more challenging this time around.. here are the problems


PVP Pumice missing
Devnoob's Left Nut missing/ no quest ever implemented to obtain
Defensive disc missing... need oogly not disc
Ooglies missing
Weapons missing.
Access to HK made overly difficult. Requires TLer directly to HK casino, or exotic zones NPC must be moved to an accessible zone


Access to Potion vendor inconsistent.. Bandits have no access to any at all

Bazaar used to be the central launching point, now its HK / EC which are not accessible as there are no porters.

Might be the first season I don't go end game, since it seems a concerted effort was made to strip it to the point where its more of a hassle than fun. Personally don't see the reasoning behind making endgame impossible for a 1 group crew, but RoZ already made that mistake and it killed their server in a matter of months. I suggest leaving the end-game the same as it was in S6. Chief complaints were always around point farm zones and PVP vendor items.

"I suggest leaving the end-game the same as it was in S6"

I don't know if dev is taking suggestions, but I'd like to again suggest removing the "end game". Make the server shut down after a couple weeks at 50. Slow the xp and brackets down so people can savor the early game. Should be one week at 10, two weeks at 20, two weeks at 30, two weeks at 40, two weeks at 50. First week of the brackets are for for leveling, second week for gearing and pvp.

With one week brackets us casuals who can mostly only play on the weekends end up just spending all our weekend playtime leveling trying to catch up while getting beaten down. Gets less enjoyable each time.

I've slowed down the exp rate (was almost 1.0 it's now 0.2) no one seems to of noticed. I did increase the XP rate in some zones but not by so much that it makes a huge diff. Then again, it could be due to low interest in testing or in the upcoming season, not sure.

PVP pumice is in the world, no one has found it (it's not listed on the website, as it's controlled by script).

This upcoming season I was going to do something like:
Quote
week 1-2: levels 1-10
week 2-4: levels 10-20
week 4-5: levels 30-40
week 5+:  level 40-55

so first two caps are long then after that it just opens up, I might even drop week 5 and just make week 4 level 30-55(or whatever cap I end up with).

Ive also considered an escalating xp curve. I'm using fake #'s here because I haven't done the testing on this buuut.
Quote
week 1-2: Really Low XP Rate (0.05)
week 2-4: Moderate Low XP Rate (0.09 or some shit)
weeks 4+: Normal XP rate (0.2)

This would make the start of the server pretty slow, and accelerate it towards the end. This would benefit late starters and alts that start later.

Offline Olscratch

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Re: Season 7 Planning
« Reply #195 on: May 28, 2019, 12:09:50 pm »

Ive also considered an escalating xp curve. I'm using fake #'s here because I haven't done the testing on this buuut.
Quote
week 1-2: Really Low XP Rate (0.05)
week 2-4: Moderate Low XP Rate (0.09 or some shit)
weeks 4+: Normal XP rate (0.2)

This would make the start of the server pretty slow, and accelerate it towards the end. This would benefit late starters and alts that start later.

I think that's a dandy idea, increasing the XP rate at each bracket. That works wonderfully up to 50.

That 51-55 grind is godawful at every xp rate. Very few people seem interested in grinding past 50 on a 2 month EQ season. If there's content you want people to consume that requires 55 or 60 I'd recommend a quest that just straight up gives you levels 51-55 or even a beta style bot.

To me the most fitting arc for a season is a crescendo where it starts slow and difficult and decreases in difficulty each week so by the end the levels and gear come easy. By level 50, if the season is due to end within a few weeks it seems appropriate to be handing out levels and gear so people can just bang instead of out grinding.

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #196 on: May 28, 2019, 03:50:02 pm »
need a better manastone for sure

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #197 on: May 28, 2019, 07:49:09 pm »
and perma defensive disc, aka oogly, hard to use warrior atm cuz the fights are way longer than the disc

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #198 on: May 28, 2019, 10:25:49 pm »
Honestly.....Warriors currently cannot tank anything longer than a 3.5 minute fight.. Problematic on a low pop server. . Think I'll wait till everything's up to par. Thing is I already been through this, it's almost every beta now all the things that make the game fun and playable get removed, then it's up to me to go through the grief of seeing how vital it is, reporting it, and it gets added back. I'm done with that.
« Last Edit: May 28, 2019, 10:56:21 pm by eqpvpacct2 »

Offline devn00b

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Re: Season 7 Planning
« Reply #199 on: May 29, 2019, 02:42:48 pm »
Monk staff quest is now in, the same person as the bow quest.

Rewards are T-staff and Fabled T-staff.

 


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