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Ajustments on Creatures
Posted: Tue Dec 11, 2007 10:02 am
by palaxe
One thing I have seen on WoW emulator is there is an ajustment on Creatures.
So lets say its elite it would have a code where you can adjust how strong it is by a percentage.
This is WoWs code for example
"# Drop rates
# Default: 1
Rate.Drop.Items = 1
Rate.Drop.Money = 1
# XP rates
# Default: 1
Rate.XP.Kill = 1
Rate.XP.Quest = 1
Rate.XP.Explore = 1
# Creature Damage Rate.
# Examples: 2 - creatures will damage 2x, 1.7 - 1.7x.
Rate.Creature.Normal.Damage = 1
Rate.Creature.Elite.Elite.Damage = 1
Rate.Creature.Elite.RAREELITE.Damage = 1
Rate.Creature.Elite.WORLDBOSS.Damage = 1
Rate.Creature.Elite.RARE.Damage = 1
# Creature Health Ammount Modifier.
# Examples: 2 - creatures have 2x health, 1.7 - 1.7x.
Rate.Creature.Normal.HP = 1
Rate.Creature.Elite.Elite.HP = 1
Rate.Creature.Elite.RAREELITE.HP = 1
Rate.Creature.Elite.WORLDBOSS.HP = 1
Rate.Creature.Elite.RARE.HP = 1
# Resting points grow rates (1 - normal, 2 - double rate, 0.5 - half rate, etc) from standard values
Rate.Rest.InGame = 1
Rate.Rest.Offline.InTavernOrCity = 1
Rate.Rest.Offline.InWilderness = 1
# Damage after fall rate. (1 - standard, 2 - double damage, 0.5 - half damage, etc)
Rate.Damage.Fall = 1"
One thing in live I like to solo or play with a friend. To go into oblisk of lost souls lets say it is imposable for me to solo a level 50 templer in there and the mobs are level 38.
With that said It would be great to have one control to ajust how powerful mob types are by a Percent.
I would gear my server to be more easy for solo where as you might make your server more hardcore.
It would take forever to ajust each creature one by one and you would loose the balance.
Anyway I'm not sure if this is somthing that can be done in this emu but it be somthing to give some thought about.
Thanks A lot Palaxe
Posted: Mon Dec 17, 2007 1:09 am
by CrabClaw
Yes this would be nice, even if it was in a database table. I like running different servers for fun, and sometimes for serious play. I could envision success rates and amounts for trade skilling, harvesting, regen's and such as well.
Re: Ajustments on Creatures
Posted: Mon Dec 17, 2007 12:49 pm
by alfa
palaxe wrote:# Resting points grow rates (1 - normal, 2 - double rate, 0.5 - half rate, etc) from standard values
Rate.Rest.InGame = 1
Rate.Rest.Offline.InTavernOrCity = 1
Rate.Rest.Offline.InWilderness = 1
This is not WoW

EQ2 not take in count where you are for adventure vitality.
We have aleready discuss on that with DBTeam is look like you purpose

(note you forget type for loot rate like harvest, rare harvest, legendary, fabled...)
Re: Ajustments on Creatures
Posted: Mon Dec 17, 2007 4:10 pm
by LethalEncounter
alfa wrote:palaxe wrote:# Resting points grow rates (1 - normal, 2 - double rate, 0.5 - half rate, etc) from standard values
Rate.Rest.InGame = 1
Rate.Rest.Offline.InTavernOrCity = 1
Rate.Rest.Offline.InWilderness = 1
This is not WoW

EQ2 not take in count where you are for adventure vitality.
We have aleready discuss on that with DBTeam is look like you purpose

(note you forget type for loot rate like harvest, rare harvest, legendary, fabled...)
Although, there is an argument to be made that we should tweak the game to whatever we want instead of leaving it 100% like live. Personally there are some aspects of the game (tradeskills for instance) that I find stupid and a waste of time. Not tradeskills themselves, but the repetitive nature of their implementation on live. You can bet that I won't code those 100% like live.
Posted: Mon Dec 17, 2007 11:05 pm
by John Adams
I would not presume to tell you how to design the emulator, but I would hope the "custom" (that being not live-pure) mechanics would be optional. Sure a live feature might suck to you, but to someone else, it might work perfectly.
I will however happily take whatever you do

Just offering an opinion; while I also do not believe in 100% pure live-like experience, I believe a project of this magnitude should emulate live as close as possible - with options to customize as many have done with the eq emulator.
Posted: Tue Dec 18, 2007 3:29 am
by alfa
John Adams wrote:I would not presume to tell you how to design the emulator, but I would hope the "custom" (that being not live-pure) mechanics would be optional. Sure a live feature might suck to you, but to someone else, it might work perfectly.
I will however happily take whatever you do

Just offering an opinion; while I also do not believe in 100% pure live-like experience, I believe a project of this magnitude should emulate live as close as possible - with options to customize as many have done with the eq emulator.
Agree too
Posted: Tue Dec 18, 2007 3:33 pm
by CrabClaw
Old'School Tradeskilling was a fun minigame, and the items you made were worthy! Hmm, I am torn between the dumbed down version and the original though. I hate how later they turned it into 'lol-tradeskilling' and nerfed the items you made.
Man EQ2 is such a mess of changes sometimes.
But I think it will come later when compared to the basics of skills and monsters, so I would think a monkey version would be more a placeholder.
Posted: Wed Dec 19, 2007 2:27 pm
by link2009
The only thing I think should be changed about the trade skill system is the value of created items. It should take a while to make a T3 or T4 item, but that item should be worth 50g+.
Less items, more value.
Posted: Wed Dec 19, 2007 5:47 pm
by techguy84
I agree with Lethal on the ignorance that is tradeskills on Live. Its just silly that you must sit there and craft 19 million items to get your skill level up to said amount to make something that you or someone else really wants. Its more duller imo rasing tradeskill xp than adventure xp.
Simple way to fix this though is to raise the xp rate of tradeskilling. But that comes at a price as it affects things across the board.
The best way, kinda like what link said, would be to have tier based xp modifiers. You could raise the exp level of lower tier items so someone could grind throught those fairly quickly, while keep difficult time consuming stuff for the higher levels.
Heck, the same could go for adventure xp.
Posted: Wed Dec 19, 2007 10:57 pm
by CrabClaw
Yes, by all means! A collection of .ini settings for the tradeskill/adventuring/AA exp and skill-up rates would be great for the more casual setups.
Code: Select all
# General Server Settings
# Progression Settings
adventureXPRate 1.0
AAXPRate 1.0
tradeskillXPRate_T1 1.0
tradeskillXPRate_T2 1.0
tradeskillXPRate_T3 1.0
tradeskillXPRate_T4 1.0
tradeskillXPRate_T5 1.0
tradeskillXPRate_T6 1.0
tradeskillXPRate_T7 1.0
tradeskillXPRate_T8 1.0
tradeskillskillupRate 1.0 <--Points per combine
Stuff like that.
Posted: Thu Dec 20, 2007 12:35 pm
by John Adams
Actually, thinking more about it. I really enjoyed the crafting "concept" in EQ2 originally. Making lower components needed to finish the job. I didn't mind any of that at all. Where I got bored was that, aside from tailoring bags or woodcrafting boxes, anything else crafted was utter shit to anyone. As a 20+ crafter, I could only make shoddy rags for level 10 players or lower. Barely a stat. And they used to be pristine... so, I lost interest in the result - not the interface or concept.
Posted: Thu Dec 20, 2007 12:58 pm
by ZexisStryfe
Man John, sounds like you should have made a provisioner

Posted: Thu Dec 20, 2007 1:34 pm
by CrabClaw
Orange Fizzlepop = Path to Financial Greatness.
Back in the day, my friend who I duo-ed with most of the time was a Provisioner...I think she could afford in-game Limousine Service to wherever she need to go.
Re: Ajustments on Creatures
Posted: Wed Dec 10, 2008 6:34 pm
by Astal
palaxe wrote:One thing I have seen on WoW emulator is there is an ajustment on Creatures.
So lets say its elite it would have a code where you can adjust how strong it is by a percentage.
This is WoWs code for example
"# Drop rates
# Default: 1
Rate.Drop.Items = 1
Rate.Drop.Money = 1
# XP rates
# Default: 1
Rate.XP.Kill = 1
Rate.XP.Quest = 1
Rate.XP.Explore = 1
# Creature Damage Rate.
# Examples: 2 - creatures will damage 2x, 1.7 - 1.7x.
Rate.Creature.Normal.Damage = 1
Rate.Creature.Elite.Elite.Damage = 1
Rate.Creature.Elite.RAREELITE.Damage = 1
Rate.Creature.Elite.WORLDBOSS.Damage = 1
Rate.Creature.Elite.RARE.Damage = 1
# Creature Health Ammount Modifier.
# Examples: 2 - creatures have 2x health, 1.7 - 1.7x.
Rate.Creature.Normal.HP = 1
Rate.Creature.Elite.Elite.HP = 1
Rate.Creature.Elite.RAREELITE.HP = 1
Rate.Creature.Elite.WORLDBOSS.HP = 1
Rate.Creature.Elite.RARE.HP = 1
# Resting points grow rates (1 - normal, 2 - double rate, 0.5 - half rate, etc) from standard values
Rate.Rest.InGame = 1
Rate.Rest.Offline.InTavernOrCity = 1
Rate.Rest.Offline.InWilderness = 1
# Damage after fall rate. (1 - standard, 2 - double damage, 0.5 - half damage, etc)
Rate.Damage.Fall = 1"
One thing in live I like to solo or play with a friend. To go into oblisk of lost souls lets say it is imposable for me to solo a level 50 templer in there and the mobs are level 38.
With that said It would be great to have one control to ajust how powerful mob types are by a Percent.
I would gear my server to be more easy for solo where as you might make your server more hardcore.
It would take forever to ajust each creature one by one and you would loose the balance.
Anyway I'm not sure if this is somthing that can be done in this emu but it be somthing to give some thought about.
Thanks A lot Palaxe
I second this idea. It is a must for emus because lets face it. We will never have 1000 people on one EQ 2 emu server, so we need a way to tweak mobs health and damage and loot so your able to raid if you have a small population. That is the only thing i have against original eq emu vs wow emu is that, it makes things so much easier.
Posted: Wed Dec 10, 2008 7:45 pm
by ZexisStryfe
Whoa, talk about thread necroing... and i thought i was the resident Necromancer!
Some of these features, like adjustable xp already exist, however we are currently concentrating on getting things working like live, then we will worry about customization.