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EQ1 in EQ2 Server

Posted: Wed Jun 24, 2009 11:52 pm
by Secrets
I'm kind of sick of starting projects then never finishing them, so I might as well advertise my latest idea to come out of my head; development on this will start when 0.7 EQ2Emulator rolls around, and maybe a little bit before.
EverQuest in EverQuest II
Features


*EverQuest I-like game set in EverQuest II.
*Modern MMORPG features, while still retaining a classic feel
*Custom Content up to level 50, the level cap.
*Solo & Group Content (raids when they are implemented)

Q/A Time!

Q: What is this server?
A: This server is recreating EverQuest 1 as best as we can... in the EverQuest II Client with more modern features and conviences. It is based around original EverQuest lore, NPCs, etc. It's basically what EverQuest would be today, if it took a WoW turn, and not SOE's spin on modifying the original game.

Q: Wait... what? Couldn't I just play EverQuest Emulator? It's tons more like EverQuest!
A: Yup. I'm going to be spawning the world using EverQuest NPCs & layout, while using the EverQuest II models, storyline, and modern conviences such as no corpse runs, easier travel, amongst other things.

Q: Ok, now i'm interested. Will there be any other EverQuest features (negative or not) added?
A: The Alternate Advancement system has some big plans, when LethalEncounter gets that far, I am going to tweak code so they work like EQ1 AAs. I am just hoping the limit isn't hardcoded. There will possibly be EverQuest-like spells added in, meaning, the only way to get specific skills will be from a vendor. You, of course, will have to find all of your spells, and as such, will be slaughtering large rats for money until you can level up to purchase them. Melee characters will only get three combat arts, to maintain a classic feel. That will be Taunt, Kick, and Bash. Passive abilities will be added in, such as a permanent 5% chance to double attack at a specific level for melee classes, to maintain caster vs melee balance. With the EQ2 client, things are truely limitless, and you should expect a lot of boundaries being pushed.

Q: WoW! (pun intended), that sounds super awesome, but what modern conviences will be added from EverQuest II, WoW, etc?
A: Travel will be a big one. The world may be limitless, however, it can feel small at some times, especially a game as large as EverQuest II. The world will be limited to Antonica at start to help ease these feelings (that's a total of 4 zones) however, getting from point a to point b will be easy with bells at every major city (and yes, I plan to recreate Ogguk in the Thundering Steppes out of objects, Rivervale will be a grassy knoll in the Steppes, etc.) and that will be a big thing. No corpse runs! I hated the damn thing in EQ1, hated spirit shards in EQ2, and there is no reason they should be included in a modern MMORPG at all. (I personally don't play emulators for headaches.)

Q: When can I expect this emulator server?? It sounds like what i've been looking for!? Brasil?!
A: When it's done.

Re: EQ1 in EQ2 Server

Posted: Thu Jun 25, 2009 5:16 am
by Zex
Much <3 from me for this idea.
/support

Re: EQ1 in EQ2 Server

Posted: Thu Jun 25, 2009 5:44 am
by ZexisStryfe
Just a wild question...

Why would Oggok and Rivervale be located in Thundering steppes? Thundering Steppes is the remains of the Karanas...

Rivervale should be in the Enchanted lands (where it is in EQ2) and Oggok should be in Moors of Ykesha for lack of a better place.

My only other question is what are you going to do about the massive areas that are missing? (Kithicor, Rathe Mts, Highpass, Odus, etc.)

Re: EQ1 in EQ2 Server

Posted: Thu Jun 25, 2009 6:01 am
by Secrets
ZexisStryfe wrote:Just a wild question...

Why would Oggok and Rivervale be located in Thundering steppes? Thundering Steppes is the remains of the Karanas...

Rivervale should be in the Enchanted lands (where it is in EQ2) and Oggok should be in Moors of Ykesha for lack of a better place.

My only other question is what are you going to do about the massive areas that are missing? (Kithicor, Rathe Mts, Highpass, Odus, etc.)
The Enchanted Lands is too spread apart (IE: disconnected) from the rest of the world, and geographically, the place it makes sense to put the entrance to rivervale would be the middle-southeast part of the Karanas. There would be a grassy knoll in the mountains that leads to each side of rivervale.

Kithicor Forest can be tied into the ruins of Karana, the trapdoor leading to a different area than the Ruins of Varsoon (for example, an underground fortress of NPCs would be the idea. For the missing grass, SOE added a grass house item which I am hopefully placing in replacement of the dirt. I feel that the house item system that SOE added in could be used to make actual landscapes in Norrath, rather than being confined to a house or guild hall. With the system i've heard about being implemented, this will be fairly easy to sculpt.)

Ultimately, I plan on making the world in four zones for one specific purpose: To make the world feel less huge. The main problem with emulated servers is the world is too friggin huge, and you can always NOT find anyone. They feel almost as barren as planetside.

Highpass will *not* be in release, though, I honestly have no clue on which zone to use for it.

@ Odus, this is why i'm keeping it to 4 zones and only the continent of Antonica, 1) i'm not familiar with Erudite Lore, 2) No zones are suitable.

Grobb will be situated in Nektulos Forest much like Ogguk will be. There are plenty of house items available to do this.

Re: EQ1 in EQ2 Server

Posted: Thu Jun 25, 2009 2:58 pm
by Wdneq2
This project sounds great :)
Wish you all the best of luck with it.
Looking forward to running round your world ..

If EQ1 looked like EQ2 I would fire up my old accounts immediately

Re: EQ1 in EQ2 Server

Posted: Thu Jun 25, 2009 3:27 pm
by LethalEncounter
Too bad the zone formats weren't the same, then you could use the old zones as is :)

Re: EQ1 in EQ2 Server

Posted: Thu Jun 25, 2009 9:52 pm
by manoth
but isnt the context of the zones in the same language? because then you could overwrite EQ2 zones with the EQ1 ones

Re: EQ1 in EQ2 Server

Posted: Fri Jun 26, 2009 5:48 am
by ZexisStryfe
Nope. The two games use totally different engines.

Secret, be careful with those grass house items. They cause massive amounts of lag.

Re: EQ1 in EQ2 Server

Posted: Fri Jun 26, 2009 7:12 am
by Arremis
What I would do is find out how the zones are put together (i.e. trees, hills, grass, rocks, buildings, etc), and using the independent pieces build custom zones which look like the original ones.

I see the story line here...originally, EQ2 though is set 500 years after EQ1, it's on a completely different timeline...I can see how this server would be the original EQ1 continuing on into a different timeline where no cataclysm ever occured...the land just developed normally over time, races evolved normally, etc.

I like this idea...good luck in your project :)