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  #1  
Old 10-24-2007, 09:33 AM
John Adams
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As an opposing view, LDoNs give smaller groups (and in theory, smaller servers) something to do without ruining the zones that do require larger groups or raids. I was a big fan of LDoN because of 2 things; 1) it introduced instancing, so that asshat level 65 couldn't come steal my goodies I camped 900 hours for, and 2) me and my very busy RL mates could dash into the game, take an adventure, knock it out, and still have time for dinner and a movie. Shrug. It's all about perspective.

As for priority in emulation, I agree it is not the top-most priority. That's why >I< have been looking into it - a non-developer who can barely spell C++. And I have only harassed Core Dev 2 times about it

However, I feel that if this gets some attention, and some architecture gets implemented to support not only adventures, but tasks and missions, it would open the door to many of the newer features you do like - like DoN Missions. It seems basically the same. Grab a mission, complete it, get crystals. How is that any different than LDoN points?

As for the zones all looking the same... that's called Themes, silly. But yes, after 200 of them, they started to rake on ones nerves. However, imo, missions and tasks are no less redundant and boring after awhile. They all still need work, and someone should step up, git er dun.
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  #2  
Old 10-24-2007, 02:11 PM
John Adams
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I just had a thought, and wanted to jot it down before I forget (again)

I wonder if using the spawn "conditions" for spawning the same dungeon with different configurations of mobs (levels, strengths, bosses whatever)... It would be more work on the front end, but if somehow an adventure could trigger a condition based on, say, the average level of your party, that would be cool.

There. Documented.
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  #3  
Old 10-24-2007, 03:10 PM
RangerDown
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I think that was one of the major reasons for putting in the spawn conditions

(The three I cited off the top of my head were the LDoN adventures, day vs night spawns like Kithicor, and major events like the later stages of Coldain ring quests that significantly affect spawn tables, such as dead Coldain everywhere in thurgadinb if you fail the quest)
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  #4  
Old 10-24-2007, 06:21 PM
gernblan
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Oh forgot to mention /trader in bazaar.

That alone is keeping all emu servers from having real economies.

John your points are valid. All I am saying is that with the limited dev resources this project has (which of course there are many reasons for I do not pretend to know them all or even care, I just like to hope that all that can be done is being done day to day)... all I am saying is that maybe as a community we should pick our battles carefully.
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  #5  
Old 10-24-2007, 06:23 PM
gernblan
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Quote:
Originally Posted by John Adams View Post
As an opposing view, LDoNs give smaller groups (and in theory, smaller servers) something to do without ruining the zones that do require larger groups or raids. I was a big fan of LDoN because of 2 things; 1) it introduced instancing, so that asshat level 65 couldn't come steal my goodies I camped 900 hours for, and 2) me and my very busy RL mates could dash into the game, take an adventure, knock it out, and still have time for dinner and a movie. Shrug. It's all about perspective.

As for priority in emulation, I agree it is not the top-most priority. That's why >I< have been looking into it - a non-developer who can barely spell C++. And I have only harassed Core Dev 2 times about it

However, I feel that if this gets some attention, and some architecture gets implemented to support not only adventures, but tasks and missions, it would open the door to many of the newer features you do like - like DoN Missions. It seems basically the same. Grab a mission, complete it, get crystals. How is that any different than LDoN points?

As for the zones all looking the same... that's called Themes, silly. But yes, after 200 of them, they started to rake on ones nerves. However, imo, missions and tasks are no less redundant and boring after awhile. They all still need work, and someone should step up, git er dun.
ALL very good points.

Believe me, if LDoN ever WAS emulated, I'd find a way to use it and would try to make it fun for my players.

There just so many other things I'd LOVE to see working... some of those things pretty basic (like AAs)... oh and FEAR.

Fear is a travesty on the emulator. it's such an important part of the game, yet it's useless.
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  #6  
Old 10-25-2007, 03:16 PM
sfisque
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Join Date: Oct 2006
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Quote:
Originally Posted by John Adams View Post
As an opposing view, LDoNs give smaller groups (and in theory, smaller servers) something to do without ruining the zones that do require larger groups or raids. I was a big fan of LDoN because of 2 things; 1) it introduced instancing, so that asshat level 65 couldn't come steal my goodies I camped 900 hours for, and 2) me and my very busy RL mates could dash into the game, take an adventure, knock it out, and still have time for dinner and a movie. Shrug. It's all about perspective.

As for priority in emulation, I agree it is not the top-most priority. That's why >I< have been looking into it - a non-developer who can barely spell C++. And I have only harassed Core Dev 2 times about it

However, I feel that if this gets some attention, and some architecture gets implemented to support not only adventures, but tasks and missions, it would open the door to many of the newer features you do like - like DoN Missions. It seems basically the same. Grab a mission, complete it, get crystals. How is that any different than LDoN points?
TBH, i share the view that ldon and missions are low priority. personally, i'd like to see standard content (spells, songs, etc.) fully operational. there are a host of standard (aka, in the game well before these expansions appeared) things that are completely non-functional (charm?) or are not functioning properly ( fear, buffs, tradeskills, etc.)

granted, the "newer features" will contain more "woohoo" factor. but listening to a bard on my server laments the broken songs that litter his repertoire, among the various things, holds my attention. thus, i spend time pouring over the song code trying to devise ways to make it work without crashing my server or doing "bad things" to the code base.

and i agree with gernblan. we gotta pick our battles. if you're hot and heavy for ldon, rock that world, man. i'm a nub at packet disassembly, so i'm picking my battle elsewhere, atm.

== sfisque
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  #7  
Old 10-26-2007, 06:20 AM
John Adams
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Agreed. I didn't expect any devs to actually code LDoN, I am merely asking for guidance. I do not know how to detect unknown Opcodes. I do not know how to add to the extended profile structure effectively. And I do not want to re-write everything to work "my way" when it will just be rejected by the core team because it looks like it was coded by a 3rd grader.

But I absolutely agree, this is a project for the casual dev who cannot help elsewhere. That'd be me (and hopefully someone else eventually).
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  #8  
Old 10-26-2007, 10:05 AM
WildcardX
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All you LDoN haters out there are going to be sad to hear work has already begun on LDoN, mostly at PEQ so far, but LDoN is coming to an emulated server near you.. probably not until sometime after the holidays though.

Of course there is a very long list of things that need to be done on the server. And depending on who you ask and what that person's agenda is, you'll get a different list of priorities. But thats neither here nor there, because at the end of the day, the things that are going to get coded, are whatever the person doing the code is most interested in. So relax, download the code and contribute to it by posting in the code submission section of this forum or simply play and enjoy yourselves.

Think back a year ago today and ask yourself, what was the state of the server code then... I can tell you, at the time the server code had many stability issues, memory issues and bugs that would lock up the whole server just because some assling in misty thicket looted his bee jam! My friends, what a long way the code has come and for the better.

So I guess my point is this... If you hate LDoN and cant figure out why some ass clown like me is going to waste my time coding zone instancing instead of fixing fear pathing, well no one is going to stop you from following your interests and no one here is going to turn down your code contribution to implement fear pathing either.
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  #9  
Old 10-26-2007, 03:53 PM
John Adams
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Quote:
Originally Posted by WildcardX View Post
So I guess my point is this... If you hate LDoN and cant figure out why some ass clown like me is going to waste my time coding zone instancing instead of fixing fear pathing, well no one is going to stop you from following your interests and no one here is going to turn down your code contribution to implement fear pathing either.
/cheer ! ! !

I have spent so much time in this code, I hope you can share with me your insights into how you are making it work. I feel it is a personal mission, heh. I will stop fiddling with it for now, because imo, I am totally blocked from continuing any research on this until I get that god forsaken adventure_id.
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  #10  
Old 10-27-2007, 01:06 AM
Irreverent
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I also hope this comes to life. When John mentioned it months ago, I got excited. I really enjoyed ldon because it gave short-quest type of things to do, as well as loot.
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  #11  
Old 01-14-2008, 09:45 PM
FirestormXL's Avatar
FirestormXL
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Quote:
Originally Posted by WildcardX View Post
So I guess my point is this... If you hate LDoN and cant figure out why some ass clown like me is going to waste my time coding zone instancing instead of fixing fear pathing, well no one is going to stop you from following your interests and no one here is going to turn down your code contribution to implement fear pathing either.
I know some players who are very happy to hear this.
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  #12  
Old 01-15-2008, 02:21 AM
So_1337
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Dang, how did I miss this thread until it got bumped?

It'd be great to see implemented, just as any progress made is still progress. There's a lot to do, and a little bit at a time is the way to go. Like was mentioned above, how far has the project come since a year ago?

Also, JohnAdams, I'm a huge fan of self-deprecation myself, but give yourself some credit! Looks like you dug up a lot of the leads that helped others gain some ground on the LDoN system. Hopefully whatever progress is being made will be updated here soon, along with any roadblocks that they could use help clearing.
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  #13  
Old 01-26-2008, 05:30 AM
John Adams
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Self-abuse may cause blindness.

But thank you. I just hope that wasn't a momentary spike in interest... Yo WildcardX, any movement on this? Since I am no longer looking into it, I hope someone is.
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  #14  
Old 11-30-2008, 08:56 PM
John Adams
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Quote:
Originally Posted by WildcardX View Post
All you LDoN haters out there are going to be sad to hear work has already begun on LDoN, mostly at PEQ so far, but LDoN is coming to an emulated server near you.. probably not until sometime after the holidays though.
Did this ever get done? I haven't looked over the task system enough to see if it encompasses LDoN.
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  #15  
Old 11-30-2008, 09:46 PM
Andrew80k
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It doesn't. The LDoN system is quite a bit different than the task system.
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