Fine Tuning

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John Adams
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Fine Tuning

Post by John Adams » Mon Oct 27, 2008 10:47 am

Since Queens Colony was our first official zone to set up, I thought I'd go back in and start tuning the inhabitants a little better. Please grade my work :)
I have created a special faction for the island (Tutorial1 and Tutorial2) for cases like the tainted sapswill invaders. I have it set to the defenders hate the invaders, but the invaders could care less about the defenders and will not aggro them. This is how it appears to work on live after watching them loop for over an hour. This also seems to reduce the amount of running amok that is done when each of the opposing factions aggro each other in range and wind up seeming to exponentially chase each other off the map.
I set the invader Movement script to random one of 3 possible destinations. Middle (as it was before), slightly to the south (defender bristlebrow) or slightly to the north (defender kuglup). The hard-coded aggro radius is still making things run all over the zone, but it's a good test for now. Invaders will wander into the defender camp, and if not aggro'd, will continue to wander around like they do on live, until they are taken out by the defenders. Bristlebrow and Kuglup no longer 1-shot the invaders, either...
The defenders also have up to 6 PlayFlavors each now (wow!) and an aggro() playflavor. I've randomed all these out, and hopefully they are not too obnoxious, but they seem close to how much shouting and shrieking is done by them on the live servers. :)
Now if we can get PlayFlavor chat_text to have a configurable radius like Say(), that'll be done too.
Mostly posting this so the team can check out the work, make sure it's ok, and have more examples to work from when scripting.
Thanks
John Adams
EQ2Emulator - Project Ghost
"Everything should work now, except the stuff that doesn't" ~Xinux

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