List of minor tweaks at start up.

Tell Lillu to stop slacking and work those errors out
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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#11 » Wed Aug 19, 2009 12:50 am

Oh for pet classes:
Maybe add to the buff check this:

On the message where she buffs you, say something like:

Code: Select all

        if ($client->GetPetID() != 0) { $tmptext = " I can also bless your [pet]"; }
        quest::say("Take this blessing from me. " . $tmptext);

If client has a pet, it will add this bonus note dialog..
then something like:

Code: Select all

if($text=~/pet/i)
  {
            if ($client->GetPetID() == 0) { quest::say("You don't have a pet."); }
            else {
            quest::say("Here are blessings for your pet.");
            $npc->CastSpell(1939,$client->GetPetID(), 10, 0, 0);
            }
 }

change as you wish of course
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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#12 » Wed Aug 19, 2009 1:08 am

instead of running home to scribe, it's possible to make it only mem new spells each time you level up, by the way... (Assuming you want to add that). Just kind of annoying to keep having to run home just to type 'scribe'.
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Jeido
Posts: 1265

Re: List of minor tweaks at start up.

Post#13 » Wed Aug 19, 2009 3:22 am

Shin Noir wrote:I don't mind so much that the nameds are so hard, it's more that these rediculously hard named mobs are spawning at the PH's of easy ones.. so you'll be e.g. cycling whites and yellows in [mist] and find yourself with a lvl 51 mob in your way :<


That's part of the fun. It's a challenging server, unlike SoA etc where you can just run through everything and not worry about a death. Here you'll find out very quickly that if you're not careful and paying attention then you will die quickly.

Shin Noir wrote:Mist not dropping anything makes me sad. Granted, all 30+ zones seem to not drop anything.


Guk was the original lvl 35+ zone and it has loots off trash mobs (good ones, too). It also has a quest right at the ent for a cheal item as well as a 10k mana replenishment item. Unfortunately the newer editions (KC, CoM) have not had loot added to trash mobs.

Shin Noir wrote:What else..? Hmm. OH probably need to nerf Cleric Legs: It spawns a level 50 pet, it has like no HP but it's still level 50... Getting it around lvl 20ish like I did, I now just engage mob with my cleric, let pet more or less solo it, and have my tank fight the adds. Pet used to kill faster than my whole group. Haha.


I noticed this at first too, but the thing is that the pet itself is not too overpowering. It hits for 100 sure, but it hits slowly and only double attacks (sometimes). It also doesn't have too much HP, so if you leave it alone on even one trash mob it'll get beat down to near death in a 30+ zone.

Shin Noir wrote:Warrior dual hander edition anywhere? Or maybe the box to convert it?


The container drops randomly off all crushbone/paludal trash. You're probly just having bad luck.

Shin Noir wrote:What else.. offhanders are oddly rare. My rogue is running around with ragebringer and can't find an offhand.. Something wrong about having Dagger* and Ragebringer. Lol. The willsapper dropped off that crushbone guy towards emp crush, but that's primary only, and a dmg 13 piercer < ragebringer.. Though I guess it's better DPS than Rage and Dagger*.. Haha.


Trust me, you don't even want the willsapper : P the lifetap proc is bugged for some reason and tries to LT yourself. There are no upgrades from the epic until you hit 35+ zones unfortunately. You can find a great dagger upgrade from the ghoul assassin, but be careful as another named spawns right in the same room as him. The Supplier will also drop the best war 1h until sebilis for you to use. Theirs more weapons, I recommend you use the alla clone to search drops and find which named you should start to farm.

Shin Noir wrote:Oh crushbone quest: It's a little vague what the "3rd head" should be. I thought originally you wanted that one .. "a goblin twin" guy who is trying to eat fairies... Sadly, he's rediculously high level, he one rounds my warrior pretty much @ lvl 20. Also has a funky aggro system. Guess that's on purpose. Later discovered the 3rd guy was that namer who spawns in the tent camp area of crushbone.


Again, this is part of the challenge of the server! It doesn't take too long to figure out that theirs a red con giant orc standing in the middle of the slaver camp does it? Skullcracker and all of the guards in that area are completely custom. Lillu intentionally made it unclear so that people would be surprised when they stumble upon a familiar area in the zone only to find it completely different. It's a custom touch to the server, and Lillu always strives to surprise players with new and unique content.
Last edited by Jeido on Wed Aug 19, 2009 3:45 am, edited 2 times in total.
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Jeido
Posts: 1265

Re: List of minor tweaks at start up.

Post#14 » Wed Aug 19, 2009 3:23 am

Shin Noir wrote:instead of running home to scribe, it's possible to make it only mem new spells each time you level up, by the way... (Assuming you want to add that). Just kind of annoying to keep having to run home just to type 'scribe'.


Beating a dead horse with this one lol. I recommended this the first few days on the server as well, but Lillu likes to keep players visiting their custom starter zone often. Just be glad you have a 10sec gate with no CD :P
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Tyler
Posts: 4365

Re: List of minor tweaks at start up.

Post#15 » Wed Aug 19, 2009 8:31 am

10 secs gate with no cD? What CD?

Thanks for all the feedback. You will be pleased that the Willsapper now is Offhand equipable and procs the lev5 Shaman Slow Drowsy! (after reload that is :))
Item Change -> Reload needed
Spell Change -> Reload AND new Spellfile needed

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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#16 » Wed Aug 19, 2009 1:27 pm

CD = cool down (I assume you knew but yeah. I figured out that charm, was nice).

When I first hopped on server and hailed Tunare greeter, I saw this huge wall of text informing me to talk to the inhabitants of the hidden forest. I scanned over the grossly colored tell text and couldn't help but ask myself "Aren't I talking to you, an inhabitant of this forest? Why are you telling me to talk to others, like that mysterious voice did at entering?".. I guess I missed the [present] buzzword.


ON TO NEW STUFF:

#Melody potential fixes:
*Make it not use detrimental songs on yourself if nothing is targetted.
*Have a check on what song should be being played, if it isn't being played, don't interrupt the song being played.

E.g., If I am using #melody and I try to squeeze in my legs clickie, it keeps interrupting it, I have to disable melody (which I haven't found out how to do cleanly, I just do #melody asdf) , click boots, then resume #melody.

If you get the above perfected, bard is going to become a lot more trivial haha. It means I can twist in mezzes and slows and clickies during my normal twist manually, without interrupting it.. That's better than live's system.
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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#17 » Wed Aug 19, 2009 4:30 pm

"I noticed this at first too, but the thing is that the pet itself is not too overpowering. It hits for 100 sure, but it hits slowly and only double attacks (sometimes). It also doesn't have too much HP, so if you leave it alone on even one trash mob it'll get beat down to near death in a 30+ zone."

I'm level 48ish now and I still find these legs very useful. This isn't about how awesome the pet is compared to pet classes. It's the fact you can utilize it to do so much.

Damage is decent, but definitely starting to wane now that i've been using it for over like 25 levels.

Buff the pet up with temperance (or your best clr buffs) and such, and the HP issue kind of goes away. It needs to be babied yes, but it's easier to baby it than it is to baby yourself.

Also with the pet heal aggro issue you dont' even generate aggro this way, so e.g. when I complete heal and forget to taunt with my war, mob hits my cleric, i back up with cleric, the pet hits it and holds aggro.. i just pad the pet while the tank is blowing up his own mob.

It just really feels like it's trivializing the earlier part of the game, i'm killing slews of reds I shouldn't with these legs and the frenzy no recast delay bug. Assuming you're going for difficulty, at least, this guy seems a bit too wtf?

Bard/Cleric legs are really nice, but war legs are like.. meh. :) Health.. XD
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Jeido
Posts: 1265

Re: List of minor tweaks at start up.

Post#18 » Wed Aug 19, 2009 5:08 pm

Shin Noir wrote:"It just really feels like it's trivializing the earlier part of the game, i'm killing slews of reds I shouldn't with these legs and the frenzy no recast delay bug. Assuming you're going for difficulty, at least, this guy seems a bit too wtf?


Well of course if you use flurry, which is extremely OP on emu, then content will be trivial. Tbh I didn't use flurry at all (or very little) leveling up, and still rarely do. It takes all the fun out of it when you can do 4x the DPS of any class for the lower 50 levels just by using flurry. Where's the challenge?

Regarding melody, that's an emu issue so you should post about it on the eqemu forums. I don't think theirs much the devs can do about it here, as it's internal with the server rev updates. Just be glad that it's even enabled, otherwise you'd be twisting like us oldschool bards used to.
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