Task Priority

EQ2Emulator Development forum.

Moderator: Team Members

Prioritized Tasks

Combat System (Melee, Throwing Weapons, Bows, Spells etc.)
47
63%
Tradeskills (Including tradeskill zones)
2
3%
Gathering Skills (Foresting, Harvesting, Ground Items, etc.)
1
1%
Scripting Engine (Allowing complete customization of game proccesses through scripting, includes questing)
15
20%
Weather System
1
1%
Guilds (Functionality within them as well)
0
No votes
Groups & Raids (Functionality within as well)
2
3%
Looting & Faction System
5
7%
Aggro System
2
3%
 
Total votes: 75

techguy84
Posts: 187
Joined: Wed Jul 25, 2007 4:56 pm
Location: Qeynos Guard Shack
Contact:

Post by techguy84 » Mon Sep 17, 2007 9:18 pm

As the poll stands, its pretty obvious what we are looking at in terms of implementation. I just cant conceive something like scripting being implemnented befoe combat if your talking about questiong. Granted there is going to be more than just quest that could be scripted, but just about 99% of all questing that your going to come into contact with will require the ability to kill something. Now combat on the other hand is different. Your more than likely going to be interacting with combat to complete a quest, but its not required. Most people go out and kill things for expeirence and loot. Combat is a core component of a MMORPG and in my opinion, it is one of the first things your going to come into contact with in the game.
Another good part about combat goes is that while your waiting on a scripting engine to be put in, your can already be spawning and placing your mobs around the world, and then testing them out. People will be able to come in and enjoy your server versus them logging in, and pretty much doing nothing but #zone ing around.

Cadimiom
Team: Zombie
Posts: 74
Joined: Wed Jul 25, 2007 2:31 pm

Post by Cadimiom » Tue Sep 18, 2007 3:25 pm

techguy84 wrote:As the poll stands, its pretty obvious what we are looking at in terms of implementation. I just cant conceive something like scripting being implemnented befoe combat if your talking about questiong. Granted there is going to be more than just quest that could be scripted, but just about 99% of all questing that your going to come into contact with will require the ability to kill something. Now combat on the other hand is different. Your more than likely going to be interacting with combat to complete a quest, but its not required. Most people go out and kill things for expeirence and loot. Combat is a core component of a MMORPG and in my opinion, it is one of the first things your going to come into contact with in the game.
Another good part about combat goes is that while your waiting on a scripting engine to be put in, your can already be spawning and placing your mobs around the world, and then testing them out. People will be able to come in and enjoy your server versus them logging in, and pretty much doing nothing but #zone ing around.
No one said the priority in which these tasks were being done, it is just more of an overview of what people really don't care about that can be worked on later.

Zex
Posts: 76
Joined: Sun Aug 19, 2007 12:41 am

Post by Zex » Tue Sep 18, 2007 7:54 pm

Cadimiom wrote:
techguy84 wrote:As the poll stands, its pretty obvious what we are looking at in terms of implementation. I just cant conceive something like scripting being implemnented befoe combat if your talking about questiong. Granted there is going to be more than just quest that could be scripted, but just about 99% of all questing that your going to come into contact with will require the ability to kill something. Now combat on the other hand is different. Your more than likely going to be interacting with combat to complete a quest, but its not required. Most people go out and kill things for expeirence and loot. Combat is a core component of a MMORPG and in my opinion, it is one of the first things your going to come into contact with in the game.
Another good part about combat goes is that while your waiting on a scripting engine to be put in, your can already be spawning and placing your mobs around the world, and then testing them out. People will be able to come in and enjoy your server versus them logging in, and pretty much doing nothing but #zone ing around.
No one said the priority in which these tasks were being done, it is just more of an overview of what people really don't care about that can be worked on later.
WHO ARE YOU :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock: :shock:

masterfreek64
Posts: 36
Joined: Fri Aug 03, 2007 6:02 am

Post by masterfreek64 » Thu Sep 20, 2007 9:04 am

if you need any help at the moment , I am currently making a "little" compiled script system , which dynamically loads and unloads , and of mcourse provides callbacks , etc to scripts.

tyeten
Posts: 11
Joined: Thu Sep 13, 2007 1:10 am
Location: Placerville, CA
Contact:

Post by tyeten » Sat Oct 13, 2007 9:38 pm

After spending a few hours in the DB I am starting to rework the naming system for the zones. I will keep in touch.

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