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Season 7 Beta in Progress.

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Author Topic: Season 7 Planning  (Read 2419 times)

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #120 on: January 08, 2019, 05:03:03 pm »
For me that error is caused when trying to log in using the login entry on the top left of the main page which looks like:

Please login or register.
____________ _____________ [Session Length] Login
Login with username, password and session length

If I click the Login tab in the horizontal list below which looks like:

Home / Forum /Help /Media/ Login / Register, then I don't get that error when attempting to log in. Or If I've logged in using that tab already, without closing browser, log out, then the top left login prompt above works too, but on a fresh browser only the login tab in the horizontal list works for me. Noted that this occurred after the server move a while back. It's probably something to do with cookies.

Offline zek1

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Re: Season 7 Planning
« Reply #121 on: January 08, 2019, 08:01:15 pm »
Im getting some Chrome upgrade alerts so maybe that's the problem.

Offline devn00b

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Re: Season 7 Planning
« Reply #122 on: January 17, 2019, 12:25:42 pm »
-- Fixed loot on Undertow skelly's. They had somehow forgotten how to drop loot/gems.
-- Fixed loot balance on some NPC's in Lake Rathe. Had a situation where loot would roll but no item would be selected.
-- Increased Loot drop rates by a LARGE margin in the following zones or items. ** Note: This is a 2 step process. Step 1) Increase loot drop rates. Step 2) Increase, or adjust spawn rates to increase overall loot distribution in some cases. Some loot will remain rare (manastones, jboots, etc) and some zones/NPC's will not be touched (Raid Zones/Raid Mobs).

   - Perl Kedge Totem now 50% chance to drop (overall).
   - Emperor Crush (now drops 100% of the time he spawns)
   - Other Crushbone NPC's loot drastically increased.
   - Guk (top/bottom) loot Increased (On average ~25% increase. Most set to 100% chance to drop good loot).
   - Shadowed Men Had loot drops corrected and quest loot set to 100% drop chance.
   - Mistmoore Loot increased (50% increase on Average 25%-75%).
   - Hatar (oasis) Loot set to 100% drop.
   - Allizewsaur gem drop rate doubled.
   - Increased Seafury Cyclops Cash drops (average 2x).
   - Paw named loot increased.
   - Permafrost loot increased (Average 50% increase).
   - Ice Giants in permafrost have had their average coin drop increased.
   - Runnyeye loot increased (Average 50% increase).
   - Sol (A/B) loot increased (Average 50% increase).


More to come on this...

Offline devn00b

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Re: Season 7 Planning
« Reply #123 on: January 17, 2019, 02:48:11 pm »
-- Added Step 1 for the Epic upgrade. Please see Edon Varg in Ecommons. (1 aug slot)

-- Added Step 2 for the Epic upgrade. Please see Varg Edon in Ecommons. (2 aug slots)

Offline Ebolachan

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Re: Season 7 Planning
« Reply #124 on: January 18, 2019, 06:44:41 am »
If K&B is going to be mostly classic, could we maybe add a bit more loot or adjust some of the stats of the current loot in MM? There really is no reason to go there aside from the shield and exp. Like the guy in the tower (Gartin Viswin?) drops two items which are complete garbage. The advisor robe is pretty crappy and these items IMO are harder to get than anything in Guk or Sol B because of the horrible pathing.

Same with Paw..there are maybe one or two items to get there.

Offline devn00b

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Re: Season 7 Planning
« Reply #125 on: January 18, 2019, 04:11:17 pm »
-- eqzek.com domain moved again. should be much faster now. the old site will continue to work until your DNS switches over, it will, however, be outdated. This should solve many of the speed issues the site was having, as well as making it easier to keep updated.

-- Added an item drop to the world for SK's and Necromancers



-- Begun work on bandit buff ** Beta Power of the Bandits ** :

Working Design Currently:

Quote
1 : Effect type : Increase Spell Duration by 200%
2 : Effect type : Decrease Spell Mana Cost by 25%
3 : Effect type : Increase All Stats by 10
4 : Effect type : Critical Heal Chance by 10
5 : Effect type : Exp Gain by 200 (2x)
6 : Effect type : Strikethrough by 10
7 : Effect type : Increase AC by 20
This will all change by quite a bit, but that is what I'm gonna be rolling with here soon.

Offline devn00b

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Re: Season 7 Planning
« Reply #126 on: January 18, 2019, 04:12:43 pm »
If K&B is going to be mostly classic, could we maybe add a bit more loot or adjust some of the stats of the current loot in MM? There really is no reason to go there aside from the shield and exp. Like the guy in the tower (Gartin Viswin?) drops two items which are complete garbage. The advisor robe is pretty crappy and these items IMO are harder to get than anything in Guk or Sol B because of the horrible pathing.

Same with Paw..there are maybe one or two items to get there.

There are for sure a few zones like paw, and mistmoore that are under-used and for sure need some love. I've got a few items I'm working on (like the one above) that may end up going in zones like this. Too early to tell, however.

Offline Valhalla

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Re: Season 7 Planning
« Reply #127 on: January 18, 2019, 08:29:16 pm »
-- Begun work on bandit buff ** Beta Power of the Bandits ** :

Working Design Currently:

Quote
1 : Effect type : Increase Spell Duration by 200%
2 : Effect type : Decrease Spell Mana Cost by 25%
3 : Effect type : Increase All Stats by 10
4 : Effect type : Critical Heal Chance by 10
5 : Effect type : Exp Gain by 200 (2x)
6 : Effect type : Strikethrough by 10
7 : Effect type : Increase AC by 20
This will all change by quite a bit, but that is what I'm gonna be rolling with here soon.
Can Bandits form guilds?

Offline devn00b

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Re: Season 7 Planning
« Reply #128 on: January 18, 2019, 10:58:10 pm »
-- Begun work on bandit buff ** Beta Power of the Bandits ** :

Working Design Currently:

Quote
1 : Effect type : Increase Spell Duration by 200%
2 : Effect type : Decrease Spell Mana Cost by 25%
3 : Effect type : Increase All Stats by 10
4 : Effect type : Critical Heal Chance by 10
5 : Effect type : Exp Gain by 200 (2x)
6 : Effect type : Strikethrough by 10
7 : Effect type : Increase AC by 20
This will all change by quite a bit, but that is what I'm gonna be rolling with here soon.
Can Bandits form guilds?

Yes. With all the restrictions bandits will have I don't see a need to punish them farther.

Offline mansSZ

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Re: Season 7 Planning
« Reply #129 on: January 19, 2019, 01:11:48 am »
Looks very interesting so far.

Offline eqpvpacct2

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Re: Season 7 Planning
« Reply #130 on: January 19, 2019, 01:19:36 am »
I think the attuneable thing is bugged where it asks you if you're sure you want to equip the item everytime you loot your corpse.

Offline mansSZ

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Re: Season 7 Planning
« Reply #131 on: January 19, 2019, 01:43:47 am »
Noticed that also.. with the Devnoob's Pipe item

Offline image

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Re: Season 7 Planning
« Reply #132 on: January 19, 2019, 05:41:31 am »
Can Bandits form guilds?

Yes, but they can't take locations, can only build a guild camp for your guild.

Offline devn00b

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Re: Season 7 Planning
« Reply #133 on: January 19, 2019, 11:48:03 am »
I think the attuneable thing is bugged where it asks you if you're sure you want to equip the item everytime you loot your corpse.

That was removed after I took the screenshot (and now also from the pipes).

Updated pic


Offline devn00b

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Re: Season 7 Planning
« Reply #134 on: January 20, 2019, 04:21:52 pm »
-- Bandit buff will be applied upon zone into most zones. The buff is non-dispellable and lasts 7 days. This will fuckup buff order, but whatever.


Bandit buff effects...
I was thinking since they cannot take cities. and get those buffs I would make the buff have the following.
Quote
1) Run speed. Perhaps using fabled jboot speed.
2) 50% xp boost.
3) All stats 10.
4) AC 15 (equivalent to a GOOD bit of armor)
5) Regen (some#)
6) Mana Regen (some#)

Or something like that. I'm also working on having bandit players do a different epic quest that is much easier. If they switch teams they would lose their epic and have to do it over again, however (in both directions, if they join bandits, they get their old one nuked, if they leave bandits they get the bandit one nuked).

Offline mansSZ

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Re: Season 7 Planning
« Reply #135 on: January 21, 2019, 03:02:49 am »
I'd say start with 10 regen and 10 mana regen, then we'll see how it is. My understanding is that the Kings get cities right, but do they have to capture them? Basically.. what level do these kings/bandits benefits begin affecting the game?

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Re: Season 7 Planning
« Reply #136 on: January 21, 2019, 05:44:49 am »
I'd say start with 10 regen and 10 mana regen, then we'll see how it is. My understanding is that the Kings get cities right, but do they have to capture them? Basically.. what level do these kings/bandits benefits begin affecting the game?

There are a few differences between KAB and the seasons prior.  First your home towns are by default set to you when you select a team, Qeynos (purple), Halas (orange), Freeport (teal), Rivervale (yellow) which will happen upon leaving the tutorial isle (bunny island).  These cannot be taken, they can certainly be attacked, but killing all guards will not result in ownership transfer, it will remain with the team.  Bandits (red) are players in a free for all setting, they can attack each other and other teams, they can also form guilds.

The other cities, Felwithe, Erudin, Neriak, Kaladim can all be taken at lvl 40+ if you are on a team, bandits cannot take locations.  Prior to that the only thing that can be taken are the encampments (Tox, Greater Faydark, Lavastorm).

Guild camps are available to all teams and bandits.

In all situations when someone captures a new city or encampment they capture it for the entire team, not just their guild.  The individual who captures however has control over the city management / custom bank (South Felwithe,Erudin), other cities just give a spawn-in point and buff perks.

These are the buffs (with also notes if other teams own cities, but not yours, you will get a buff as well):

Location Bonuses
Oggok = Spirit of Wolf
Grobb = 5 platinum every 10 minutes while online (must be outside of nexus to earn plat, 10 minute cooldown elapses in nexus as well)
Felwithe = Mask of the Stalker
Kaladim = Cure Blindness
Neriak = Cure Disease (Counteract Disease at lvl 40+)
Erudin = Cure Poison (Counteract Poison at lvl 40+)
*All cures have a combined 10 second cooldown, these will not stack cast, only one at a time.

If locations are owned and a team does not own a location, they will get the underdog bonus:
* Minor Healing or Light Healing (lvl 40+) casted once every minute if health is not 100%.
* Cassindra's Chorus of Clarity casted once every minute if mana is not 100%

Offline devn00b

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Re: Season 7 Planning
« Reply #137 on: January 21, 2019, 12:44:18 pm »
-- When leaving bunny island all players are now bound to nexus rather than the city of their choosing. This is done to prevent bind camp situations where players can camp the default city bind. After your 1st port to Nexus, you can visit your city and use the soulbinder if you wish to be bound inside your team's city.

Offline Valhalla

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Re: Season 7 Planning
« Reply #138 on: January 21, 2019, 08:16:34 pm »
Not trying to poke holes, but unless I'm missing something it sounds like rolling Bandits is a no brainer. Are they discord or something?

Team bonus: minor/light healing cast every minute, and clarity song every minute, and you essentially have an additional safe space in the game + extra location bonuses – SoW, pp, etc (all above)

Bandit bonus: run speed, 50% exp, mana regen, hp regen,  decreased mana cost, increased spell duration, +10 all stats, 15 AC, can form guilds, can make a guild camp for buffs, more targets, but can't own cities

Offline mansSZ

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Re: Season 7 Planning
« Reply #139 on: January 21, 2019, 09:07:24 pm »
Looking forward to testing this once given the notice that its ready.

 


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