Preliminary 0.8.0 Wish List
Posted: Sun Jan 17, 2010 11:46 am
Since 0.7.0 is getting close to release, it's time to start considering the remaining functionality of EQ2Emulator that we want to see implemented before the elusive Beta phase begins at 0.8.0. Including items I took off the 0.7.0 list, here's what I think is left for 100% Emulator functionality. Note that I do not anticipate every one of these being in 0.8.0, but if you can help me pick out the MAJOR systems we'd like to see for Beta, I would appreciate it. Stuff I think is MAJOR is in red.
We'll hash this list out privately, then post a true 0.8.0 list in Server Development once we decide.
New Implementation:
Complete existing systems:
Ok, what have I overlooked for 100% emulator completion?
Then, what items do you feel are mandatory for Beta (est 2011) vs can wait for 0.9.0 and 1.0.0 final release (2012)?
Edit: Of my suggested list above, here are the top 5 things I want to see implemented asap - if they can be done before 0.7.0, great. If not, I'd like these to be the first things we get implemented next cycle. These will help with player testing, and seem small(ish). I do not want to have to revisit every zone over and over, so let's get all we can done related to scripting.
Floor's open.
- For instance, Cross-Server chat is not a Beta need, but AA, Collections, or Implied Target is.
[ ] Achievements (Quest Journal)
[ ] Alternate Advancement
[ ] Arena (not battlegrounds)
[ ] Collections
[ ] Cross-Server chat
[ ] Discovery XP
[*] Guild Banking
[*] Guild Recruiting
[ ] Implied Target
[ ] Inventory / Appearance
[*] Knowledge Book
[ ] Languages (racial)
[*] Loot System
[ ] LFG / LFM
[*] Maintained Spells
[ ] Maps/Fog data
[ ] Marketplace
[ ] Mentoring
[*] Merchants
[*] Persona
[ ] Pets
[ ] Player/Guild Housing
[ ] PvP
[ ] Quest Journal (Achievements)
[ ] Raiding
[ ] Recipes
[ ] Scribing
[ ] Slayer Status (part of Achievements? Zexis)
[ ] Spawn Group Movement
[ ] Tradeskills
[ ] Waypoints
[ ] Weather
[ ] XP Bar
[ ] Zone access flags
[ ] Zone Instances
[ ] Zone Reuse Timers
New Implementation:
- Achievements: We need to identify and make a table of all possible Achievements and their requirements. Would this be similar to the Quest system, maybe? `character_history` and `character_achievements` tables might also need to be added.
Alternate Advancement: Work has already begun on this system in as much as identifying structs and data. Likely need a table for AA details (separate from Spells?) and a `character_aa` table.
Collections: Have a ton of raw data for Collections, just need to implement the server-side of it and figure out how to use the data.
Additional Notes:- We need to add grid_id support to ground_spawns so in areas that have ?, we can have one type of reward in one area vs another type in another, without having to create multiple ? spawn entries.
Also need to fix a current bug in Collecting which raises Gathering skill, since there is no collection_skill: Collecting (Scat)
Discovery XP: When I come to a new area, show I discovered it and give me XPz! We have a lot of raw data for locations, just need to figure out how to use it.
Implied Target: Target a fellow Player, and defensive spells land on them while offensive spells land on THEIR target.
Inventory / Appearance: Change characters appearance by using the Appearance tab in Inventory - have those items override the Equipment appearances.
Languages: Zcoretri started looking into how to implement this. We're getting raw data parsed now, but need to figure out how to "garble" unknown languages - both in NPCs and in chat.
Loot System: Putting this in New because the system has to be completely re-written to support the "Smart Loot" concepts previously discussed last year. This is something I'd like to put as a priority, get it out of the way, so we can build Loot tables.
LFG / LFM: Looking for Group and Groups looking for more players - make search UI find these players. Is this data persistent? Do we need tables to store LFG/LFM settings?
Maps/Fog data: While Maps in general are working, I put this in the New Implementation because the Fog data part has not even been considered yet. LE was dreaming something up, but we haven't moved forward on it. Need a data storage method; how will we track what parts of the map the player has been to?
Marketplace: This would be a great feature to have during Beta, because we could reward Beta Testers - but we could do that other ways, so not critical. As long as there's no hard-coding in the client to go to SOE's sites...
Mentoring: Yes. Gimp me out so I can help teh nubz
Pets: Huge system. Players /bug this at least once a week... would love to see Pet's early in 0.8.0 development
Player/Guild Housing: Need the Access, Escrow, Visit, Tour options and placement of house items. Need to (re)design character_house* DB tables (recently dropped because they were not used)
PvP: Player-versus-player combat. This is probably a pretty huge system, though I personally would love to see it in Beta as a major feature.
Raiding: Allow 4 groups to link together into a Raid. I have no idea what this system entails, as I have never Raided in EQ2
Recipes: We have lots of raw data for recipes, just need to tie it to the UI
Scribing: I think we finally need to be able to purchase books and scribe them into our Knowledge and Recipe books. What do ya say?
Slayer Status: Hunter of Fairies! We need to track how many of a specific type of Mob a player has killed. I was considering using a new `character_history` table, not only to track the progress of a character, but maybe use it to accumulate race-type kills. Either that, or we use the recently added Statistics functionality - which may be better.
Spawn Group Movement: Much like spawns have their movement loops, we need the ability to move an entire group of NPCs around the map - following the leader, so to speak. For Guards, we need all guards to stop moving if the leader is Hailed (I think), but if a follower is hailed, the rest keep moving and the remaining guy has to run his course to catch up. For Aggro NPCs, I believe spawn_groups will handle the fact they all aggro when you attack any one of them, so likely no continue wandering is needed -- except in the case where the group kills the player(s).
Tradeskills: Crafting would be huge and would like to see it in Beta
Waypoints: Trails work for Map clicking, but no Waypoint options yet. Likely need a waypoints table added, unless these are considered 'locations'?
Weather: LE started looking into this last year but we never finished it up. I'd like to see some Weather patterns in EQ2Emu! I think it would merely be an aesthetic feature that adds a lot of depth to the game.
XP Bar: Enable/Disable all XP gain options (Combat, Tradeskill, Quest, AA, don't switch, Vitality and XP Bonus)
Zone access flags: Locked zones
Zone Instances: This is "in general". Ability to spawn zones for single players (housing), guilds (guild halls), duo/trio/group/raid adventure instances, etc. Including:
Zone Reuse Timers: Reuse timers on said zone instances. I am assuming a Zone Reuse Timer is ONLY for zones that can be instanced? Or could a reuse timer be on a regular zone (like Qeynos Harbor)? - We need to add grid_id support to ground_spawns so in areas that have ?, we can have one type of reward in one area vs another type in another, without having to create multiple ? spawn entries.
Complete existing systems:
- Guild Banking:
Guild Recruiting:
Knowledge Book: Allow sorting, storing of sorting, deleting entries(?) and Tradeskill abilities (though I think those already work)
Maintained Spells: Ability to remove maintained spells/buffs, add Concentration points. Also, persistent buffs/detrimental spells cross zones and camping.
Merchants: Add support for Status purchases and gaining status selling items
Persona: Get remaining Skills/General stuff to show up, add Titles, add back-end server support for the Options tab (UI switches added by paulgh, but never any back-end support).
Ok, what have I overlooked for 100% emulator completion?
Then, what items do you feel are mandatory for Beta (est 2011) vs can wait for 0.9.0 and 1.0.0 final release (2012)?
Edit: Of my suggested list above, here are the top 5 things I want to see implemented asap - if they can be done before 0.7.0, great. If not, I'd like these to be the first things we get implemented next cycle. These will help with player testing, and seem small(ish). I do not want to have to revisit every zone over and over, so let's get all we can done related to scripting.
- 1. Loot System - Major re-write needed
2. Discovery XP - zone building
3. Spawn Group Movement - zone building
4. Scribing - get players purchased/looted spells/arts
5. Implied Target - Player testing
Floor's open.