Shin's Walk Through The Hidden Forest

Problem with pathing,spawns etc - post here
User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#11 » Sat Aug 22, 2009 11:52 am

In sebilis, when you take the initial turn to the 3 bridges, there's some odd aggro issues occuring.. Like, you see 3 frogloks, so I usually jsut lull all targets I see and pull 1. no matter what, you get these odd ~4 mob adds from god knows what. If you peek around the corner, there are no mobs there. I'm not even sure where these adds are coming from. I'd lull them if I knew.
ImageImage

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#12 » Sat Aug 22, 2009 1:41 pm

Any chance to make the Chaotic Rusty gear not lore? Here's why:
I'm going around plowing through mobs. I slay a mob, duoing with bot, and Lore rusty bp drops twice. I'm alone, and would like to get one for myself and my bot. No luck! You got to run back, turn in, hand it to the bot, and do it over again.
ImageImage

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#13 » Sat Aug 22, 2009 1:45 pm

With my luck this is a client related issue again, but:
When I look at my AA's I get "Unknown DB-String ###-1 at various points while previewing my AA's.

when in guk, if you make it where the "trap areas" have always KoS mobs in there, that would be neat. I fall down and feel like there's no real penalty for it. Having some bats or spiders or something that jumps you no matter what would be a good difficulty increaser for people grinding.

a froglok crusader's waypoint probably needs looked at, found him half way inside a wall. xD
ImageImage

Jeido
Posts: 1265

Re: Shin's Walk Through The Hidden Forest

Post#14 » Sat Aug 22, 2009 5:31 pm

Regarding Seb, the aggro comes from inside the building. It happens on every server that uses PEQ's DB, the only way to fix it would be to lower the aggro range of the roamer + 2 doorway mobs inside the building itself.

Now as for AA's theirs two possibilities. One is your spell file is not the default titanium one. Another is the devs recently changed their servers spell file to a different one, so it may have an issue with bard AA's in it.
Jeido, Founder of Evolution

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#15 » Sat Aug 22, 2009 5:52 pm

the only way to fix it would be to lower the aggro range of the roamer + 2 doorway mobs inside the building itself.

or go inside the building, select the frogs that aggro, go somehwere deeper into the room, and type #spawnfix , then #repop.
Tada!
:)
ImageImage

User avatar
Lillu
Posts: 11301
Contact:

Re: Shin's Walk Through The Hidden Forest

Post#16 » Sat Aug 22, 2009 5:59 pm

pathing and agro through wall issues are emu related. I sure can fix a few spawnpoint here and there tho. actually I did this with guilds reporting issues in ToV etc, where it is crutial.

this hopfully wont happen lateron, when we design a zone from 0, like I did in Kael, there wont be any issue I hope. :)

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#17 » Mon Aug 24, 2009 1:11 am

I think a "Road Map of Progress Through the Hidden Forest" would be handy.

Actually, thinking about this, if you made it where when you hail each of the custom NPC teleporters, they kind of TEASE you about content they will unlock. E.g.:

I'm a level 1, and I /say Hail, Trin (level 30-55) : I am able to teleport you to The Ruins of Old Guk, The City of Mist, and Karnor's Castle. These areas are much harder than you may recall, so a barrier stops me from allowing you to visit these realms until you are higher.

reword as needed, but giving a hint like that helps show what is to come when you level up. I didn't realized Western Wastes was a higher end zone until I finally figured out how to visit it (By the way, you need to properly do the "planar lock" for it, I visited it at around lvl 55ish I think.

westwates, toveeshan, cobaltscar, sirens, don't work on old zone teleporter, but necropolis does, so I used necropolis and just turned out to get to WW and bypass the level requirement system.
ImageImage

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#18 » Mon Aug 24, 2009 1:38 am

So here I am, walking through the hidden forest.. What secrets may be hidden away waiting for me to reveal?

This is something I feel I can't really capture into. What is the story of the Hidden Forest?

Thus far, the storyline is pretty much that it's a custom server. Most of the places where dialog would have storyline, instead talks about features. Don't get me wrong, feature advertisement is good. But ideally after the features and initial introduction is done, you begin the "Story." What is this story?

Well, this is the story of Everquest, redone, inside a hidden forest.

Here is me brainstorming the above, while just looking at your nektulosb:

The world of Norrath has been shaped through thousands of years of heroes exploring it's lands, unleashing new threats and carving the future with their acts. However, eventually the monsters fought back and stopped the onslaught of heroes. Creatures became more and more powerful and eventually destroyed the armies of heroes venturing forth to tame the wilds.
(Ideally, go through starting towns and maybe make them populated in some weird manner where "monsters" are fighting them? as a future feature idea. Imagine doing raids and various content inside TOWNS?)

However, deep inside Nektulos lies a hidden sect of heroes that bypassed the purgatory acts of the monsters, this place is known as the hidden forest to those who are aware of it's existance. Fairies and mushrooms inhabit this magical area, protecting it from being discovered by external harm by utilizing a mana shield that emits an illusive shell so monsters merely get lost when trying to find it's location.

The heroes fortunate enough to find this refuge utilize translocators to go forth and fight the lands overcome by monsters, and with the aid of the fairies find themselves gaining power faster than what was believed possible before.

Come now, join the hidden forest and gain power by destroying the monsters overwhelming the lands!

(Or something like that)
ImageImage

User avatar
Shin Noir
Posts: 380

Re: Shin's Walk Through The Hidden Forest

Post#19 » Mon Aug 24, 2009 1:57 am

Sadly, with the versatility of each class inside Everquest, I feel like the server has melded it into this large categorized blend of bland tastes.

Perhaps to help aid in this de-mixing, and help itemize some of these non-itemized zones, consider this:

A new quest NPC inside Paludal Caverns: This NPC is like a scientist, perhaps more of an enchanter of sorts, who is very curious about the mutations within the paludal caverns that have fruited the hostile fungus and mold creatures. He is especially curious why the creatures are able to weild the weapons of various classes. He asks you to collect 5 prestine samples of their mutations, and if you do so he will help you. This is actually part of a chain of quests, but for now the reward is simple enough. A reward of a 25hp/etc neck item (or perhaps a 50hp in par with other slots) and has a+ disease resist of noteworthyness, and when you complete hints that inside the City of Mist one of his friends is investigating the City of Mist and it's paranormal activity.

This continues onward, the scientist in CoM rewards with perhaps another upgrade of sorts, perhaps a +50/75 hp neck item with bonus resistance to poison, and also tells you how Nagafan's Lair contains strange spiders that have adapted to resist fire, and how another scientist is interesting in that.

Eventually, with all these upgrades, and assuming you utilize the neck as a non-click slot, make some class specific modifications to the neck to aid each class a little in their ways.

How that's done? Well, consider the balancing suggestions I suppose.
ImageImage

Jeido
Posts: 1265

Re: Shin's Walk Through The Hidden Forest

Post#20 » Mon Aug 24, 2009 2:18 am

Shin Noir wrote:Sadly, with the versatility of each class inside Everquest, I feel like the server has melded it into this large categorized blend of bland tastes.

Perhaps to help aid in this de-mixing, and help itemize some of these non-itemized zones, consider this:

A new quest NPC inside Paludal Caverns: This NPC is like a scientist, perhaps more of an enchanter of sorts, who is very curious about the mutations within the paludal caverns that have fruited the hostile fungus and mold creatures. He is especially curious why the creatures are able to weild the weapons of various classes. He asks you to collect 5 prestine samples of their mutations, and if you do so he will help you. This is actually part of a chain of quests, but for now the reward is simple enough. A reward of a 25hp/etc neck item (or perhaps a 50hp in par with other slots) and has a+ disease resist of noteworthyness, and when you complete hints that inside the City of Mist one of his friends is investigating the City of Mist and it's paranormal activity.

This continues onward, the scientist in CoM rewards with perhaps another upgrade of sorts, perhaps a +50/75 hp neck item with bonus resistance to poison, and also tells you how Nagafan's Lair contains strange spiders that have adapted to resist fire, and how another scientist is interesting in that.

Eventually, with all these upgrades, and assuming you utilize the neck as a non-click slot, make some class specific modifications to the neck to aid each class a little in their ways.

How that's done? Well, consider the balancing suggestions I suppose.


I like the idea of progressive quests throughout each zone. There was the headhunter quest, but that's not what this is at all. The closest thing to this atm (which is a favorite among the players) is the charm upgrade quest series. Quests that you just perform a few simple tasks and it's really for the story are really fun, and of course as it gets higher up into the levels then it will become more challenging.

I also like the idea of having it become class specific clicky items that really benefit the class. Perhaps each raid zone could also have something that needs to be done to upgrade that item, and it would improve the version of your current clicky item. This would be so easy to do too once you get custom spell files in place.
Jeido, Founder of Evolution

Return to “Zones”

Who is online

Users browsing this forum: No registered users and 1 guest

cron