Mobile Dev Here for Many Years Looking to Jump In
Posted: Sat Jan 18, 2014 8:06 am
Hi all,
To intro myself... I've worked in the mobile industry for 5+ years making native mobile applications starting with BB 5 years ago to Android and iOS now. I also have some Ruby on Rails experience (minimal) and Windows Phone. I've alsoworked on C++/C# projects (mostly .NET ASPX stuff) in college, and I've also written some LUA drivers for lock hardware in the past in conjunction with Flash applications. I was looking into downloading the source and playing around with things on a branch because I'm curious, and I played EQ2 right when it came out in 2004 while playing EQ1 from Velious-PoP. I also raided religiously with a hardcore guild from DoF-Sentinel's Fate, so I have a good grasp for the game.
Lastly, I'd like to say I have a team of devs that are willing to help me out in development with years of experience. Now, we don't have the biggest experience with these type of apps, but we catch on pretty fast. Accolades aside, I'd like to state my goals and then state a few questions.
Goals:
* Create a somewhat classic Everquest 2 experience for players akin to Project1999.
* Classic How?
** Level cap 50
** No AA trees
** Zones returned to classic state.
*** Only starting zones are FP and Qeynos
*** Isle of Refuge return.
*** Mobs rescaled. (Solo mobs that are currently live replaced with their ^^ and ^^^ counterparts as were on live)
** Quests returned to classic (think these are still the same on live besides maybe the removal of boat access quests, class armor quests at 20, maybe some heritage and signature quests)
** Boat access quests returned.
** Classic itemization. (Not sure if the live itemization of classic content is any good)
** Modification of XP gain, returning to a more classic leveling experience. (Essentially slowing down rate of level by buffing the amount of exp needed to gain levels)
* Somewhat why?
** Class skills have been improved IMO over time. The combat system at release in 2004 was pretty terrible. Scaling to skills may need to be done, but I'm fine with using the latest iteration of skills.
** It may not be feasible to go back to the normal classic progression. Scout -> Bard -> Troubadour. It may just be too much work to make it work and keep things balanced.
** The new attribute system is a pretty big improvement over the old. Itemization may not stay entirely the same, that's a later priority.
** Thinking of adding in racial restrictions to classes akin to EQ1, giving different races innate buffs, etc.) to match a classic feel that I wish EQ2 had.
Questions:
* I tried to download the source... (who uses SVN nowadays...GIT bros), and I used my login credentials I made here, but it doesn't seem to work. Do I need access for this?
* At what level does the available source code enable a developer to modify content such as quests, zone availability, mob and item changes, exp per level, racial restrictions, etc.? Are these just LUA items that we can enable/disable/change to fit the needs I want for the server?
Finally, me and the devs that plan on working on this effort will be doing it as a side thing as we do have normal jobs, but we are definitely excited to attempt to recreate this experience as we feel people have a want and need to get back to the basics in MMO's, but their first love was EQ2, not EQ1. I admire the hardwork of the p1999 guys, and I want to build something for the EQ2 fanboys.
Thanks,
BennoFlo
To intro myself... I've worked in the mobile industry for 5+ years making native mobile applications starting with BB 5 years ago to Android and iOS now. I also have some Ruby on Rails experience (minimal) and Windows Phone. I've alsoworked on C++/C# projects (mostly .NET ASPX stuff) in college, and I've also written some LUA drivers for lock hardware in the past in conjunction with Flash applications. I was looking into downloading the source and playing around with things on a branch because I'm curious, and I played EQ2 right when it came out in 2004 while playing EQ1 from Velious-PoP. I also raided religiously with a hardcore guild from DoF-Sentinel's Fate, so I have a good grasp for the game.
Lastly, I'd like to say I have a team of devs that are willing to help me out in development with years of experience. Now, we don't have the biggest experience with these type of apps, but we catch on pretty fast. Accolades aside, I'd like to state my goals and then state a few questions.
Goals:
* Create a somewhat classic Everquest 2 experience for players akin to Project1999.
* Classic How?
** Level cap 50
** No AA trees
** Zones returned to classic state.
*** Only starting zones are FP and Qeynos
*** Isle of Refuge return.
*** Mobs rescaled. (Solo mobs that are currently live replaced with their ^^ and ^^^ counterparts as were on live)
** Quests returned to classic (think these are still the same on live besides maybe the removal of boat access quests, class armor quests at 20, maybe some heritage and signature quests)
** Boat access quests returned.
** Classic itemization. (Not sure if the live itemization of classic content is any good)
** Modification of XP gain, returning to a more classic leveling experience. (Essentially slowing down rate of level by buffing the amount of exp needed to gain levels)
* Somewhat why?
** Class skills have been improved IMO over time. The combat system at release in 2004 was pretty terrible. Scaling to skills may need to be done, but I'm fine with using the latest iteration of skills.
** It may not be feasible to go back to the normal classic progression. Scout -> Bard -> Troubadour. It may just be too much work to make it work and keep things balanced.
** The new attribute system is a pretty big improvement over the old. Itemization may not stay entirely the same, that's a later priority.
** Thinking of adding in racial restrictions to classes akin to EQ1, giving different races innate buffs, etc.) to match a classic feel that I wish EQ2 had.
Questions:
* I tried to download the source... (who uses SVN nowadays...GIT bros), and I used my login credentials I made here, but it doesn't seem to work. Do I need access for this?
* At what level does the available source code enable a developer to modify content such as quests, zone availability, mob and item changes, exp per level, racial restrictions, etc.? Are these just LUA items that we can enable/disable/change to fit the needs I want for the server?
Finally, me and the devs that plan on working on this effort will be doing it as a side thing as we do have normal jobs, but we are definitely excited to attempt to recreate this experience as we feel people have a want and need to get back to the basics in MMO's, but their first love was EQ2, not EQ1. I admire the hardwork of the p1999 guys, and I want to build something for the EQ2 fanboys.
Thanks,
BennoFlo