EverQuest II is getting a time locked server.

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Chrisworld
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EverQuest II is getting a time locked server.

Post by Chrisworld » Thu Jun 11, 2015 4:41 pm

The link below is to the discussion thread, and it also links to the original thread.

https://forums.station.sony.com/eq2/ind ... ad.560708/

It's very interesting to read through. A lot of what DayBreak is trying to do sounds nothing like what people really wanted all along.

Edit: correction to autocorrects (posted from my iPhone 6)

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Re: EverQuest II is getting a time locked server.

Post by Jabantiz » Thu Jun 11, 2015 10:01 pm

Interesting, I will have to keep an eye on that to see if they will enable old features or if they will just enforce the rules that the progression guilds use.

Thanks for pointing this out.

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Re: EverQuest II is getting a time locked server.

Post by Zcoretri » Fri Jun 12, 2015 12:08 pm

Couple posts from the devs on the discussion forum I found of interest...
PvE TLE Server is going to beta in July
Kander will go over the details in the forums as we get them worked out. To answer some bigger questions, the following is TRUE:
  1. Both servers will require membership.
  • This is NOT a Project 2004 project. We will NOT have the original stat and class systems.
  • Lots of features will be locked according to past releases, i.e. prestige housing, AAs, research, BGs, and a growing list of things we are picking up from feedback.
  • We will offer limited marketplace items but want input. We'll run a poll on some item questions by server type (PvP, PvE).
  • We will run a vote on unlocking preferences for each server type (PvP, PvE) pre- and post- launch. We want each server to manage its own destiny according to the players who are on it also.

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Re: EverQuest II is getting a time locked server.

Post by Chrisworld » Fri Jun 12, 2015 3:14 pm

Haha yeah, they've said time and time again they "can't do" a Project 2004 server, and well, we know it can be done, they've just screwed with the DB TOO much and probably don't wanna spend money making a separate server running on a separate DB, that's basically what the issue is.

They also said they couldn't ever bring back the starter isles or city neighborhood zones, yet they remain active in client files and database, so I just rolled my eyes. More excuses. If the database and code are different then make new warps or quest lines that include zoning to various zones and reimplement it. That's like saying I can't enter a room in my house because the door handle is different than every other room in my house....

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Re: EverQuest II is getting a time locked server.

Post by Jabantiz » Fri Jun 12, 2015 8:39 pm

Chrisworld wrote:They also said they couldn't ever bring back the starter isles or city neighborhood zones, yet they remain active in client files and database, so I just rolled my eyes. More excuses.
It would be really simple to enable both the starting islands with city zones and the old class system, client still supports both, they are just lazy. I am betting they don't have the old data any more and don't want to rebuild it, or if they do have it they don't want to be bothered updating it. Sad really as a lot of people would love both of those back. I do understand stat system not being able to be reverted, that would all be code.

Oh well, both the islands and class system were what I was hoping for the most.

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Re: EverQuest II is getting a time locked server.

Post by Chrisworld » Sat Jun 13, 2015 12:05 pm

Jabantiz wrote:
Chrisworld wrote:They also said they couldn't ever bring back the starter isles or city neighborhood zones, yet they remain active in client files and database, so I just rolled my eyes. More excuses.
It would be really simple to enable both the starting islands with city zones and the old class system, client still supports both, they are just lazy. I am betting they don't have the old data any more and don't want to rebuild it, or if they do have it they don't want to be bothered updating it. Sad really as a lot of people would love both of those back. I do understand stat system not being able to be reverted, that would all be code.

Oh well, both the islands and class system were what I was hoping for the most.
Of course it would, you're right though they're either lazy or won't pay someone enough to rebuild it. Shoot they wouldn't even have to pay me, if I knew what I was doing I'd offer to rebuild eq2 as close to before they removed the island as possible but maybe not as far back as 2004 because I wasn't in the game then, and they wouldn't have to spend a dime on me. The power of what people will do for the hobbies they love is grossly underestimated.
And yeah the zones aren't even technically disabled, being part of this project or having some basic knowledge about it sort of helps us all understand that. A guy on Butcherbkock has a character in the queens colony still that he can log on and explore the whole zone with. Yet daybreak said before that the isles were disabled (right....). Zones are dumped from memory and sleep when no one is in them. Given that no one can /teleport to any of the old Zones of course people will believe they're gone "for good".

It just makes me really mad. They can easily reuse zones for quests, I've witnessed this before on numerous occasions and give them different names and of course Pop them with NPCs based on the quest. Look at me McScroogle's past during the Christmas event. A lot of those zones are instances of qeynos houses and the OLD OLD zones from when class progression still existed. They just summon up the asset from your client and pop it with NPCs . there can always be more than one copy of a zone using the same zone asset from the client, they know that but they don't want the players to know that so they look like fools when they sit around and won't do anything with the old zones.

Edit: I am willing to bet (but haven't looked yet) that despite qeynos and FP being unified as one zone that the old zone files technically still exist in the paks folder. Example "qey_north.vpk" if that still exists, then guess what? All they have to do is add a zone into the DB and request it uses this asset again, then you've got old north qeynos and they could add the old spawns if they still have them somewhere.

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Re: EverQuest II is getting a time locked server.

Post by Jabantiz » Sat Jun 13, 2015 6:02 pm

Chrisworld wrote:Edit: I am willing to bet (but haven't looked yet) that despite qeynos and FP being unified as one zone that the old zone files technically still exist in the paks folder. Example "qey_north.vpk" if that still exists, then guess what? All they have to do is add a zone into the DB and request it uses this asset again, then you've got old north qeynos and they could add the old spawns if they still have them somewhere.
Yes they do still exists and we are able to use them here on the emu, though from antonica or common lands looking at the city it will look like the new one and we can't change that.

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Re: EverQuest II is getting a time locked server.

Post by Jabantiz » Tue Jul 21, 2015 11:31 pm

Well this launched today and it looks like they did actually add in isle of refuge, and from what I have read the tutorial boat before the isle. It was also mentioned in this interview that the islands would go to all servers. This is should allow us to get updated collects for these zones (had none for the boat I believe) in the near future with out risking any ones paid account.

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Re: EverQuest II is getting a time locked server.

Post by Cynnar » Wed Jul 22, 2015 12:24 am

I can start on this Friday night. Just shoot me a PM of everything you want me to collect.
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Re: EverQuest II is getting a time locked server.

Post by Jabantiz » Wed Jul 22, 2015 12:33 am

Remember there is always a chance the collector can be detected and the account banned, we can wait until this goes to the other servers so we can use free accounts. If you still want to risk it just send me a pm.

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Re: EverQuest II is getting a time locked server.

Post by Cynnar » Wed Jul 22, 2015 12:35 am

What is timeframe for that do you know by any chance?
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Re: EverQuest II is getting a time locked server.

Post by Jabantiz » Wed Jul 22, 2015 12:41 am

All they said was soon, not much more info then that at the moment as no one really even knew the islands would come back until today when they were there for those logging into the new servers.

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Re: EverQuest II is getting a time locked server.

Post by Cynnar » Wed Jul 22, 2015 12:44 am

Gotcha! When it happens just give me a shout, and I will get to working on collecting.
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Re: EverQuest II is getting a time locked server.

Post by John Adams » Wed Jul 22, 2015 11:18 am

Is that the old original boat where the Drakota attacks? Holy crap, that would be awesome. I always wanted to recreate that but never had the time. I remember that vividly :)

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Re: EverQuest II is getting a time locked server.

Post by Zcoretri » Wed Jul 22, 2015 2:42 pm

John Adams wrote:Is that the old original boat where the Drakota attacks? Holy crap, that would be awesome. I always wanted to recreate that but never had the time. I remember that vividly :)
Yes it is...I have already did a collection for this yesterday :mrgreen:

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