Thursday, September 29, 2016

Working on the item database

So I spent a lot of time today working on the items database to get items nodrop.  First what I did was cut out all items added to the database after 2004.  The database started in 2003 so I assume that all the old items will have gotten added in the year and a half before 2005.  This brought the items from 92,000 to 37,000.  Next I sorted by magic items.  Magic items are marked with a 1 in the magic column in the item table in the database.  So all the magic items went to the bottom after sorting.  Next I unshowed all the columns except the nodrop and name columns.  Then I search and replace from cursor all 1's in the nodrop column to 0's (0 means no drop).  So that is how I got all magic items no drop.  Next I made all spells droppable again by sorting by name and spells all have "spell:" in their name.  So I made sure the only columns showing were name and nodrop and did a search and replace 0 for 1 and did notify on replace and clicked yes over and over until all spells (and then songs) were set to 1 so they can be dropped (and therefore traded).

Also while I was there I changed all spells to a 1 stacksize because it is annoying every spell you buy it try's to sell you a whole stack of 20.

Also I went and made summoned food and water not 'norent' so it lasts more than one session.  Changed cast time recovery time and recast time from 4000,
1500,1500 to 4,000, 20000,10000. and changed the weight of food from 1 to 1.2 and drink from 0.4 to 0.8.  This makes summoning food something people will actually do but it will be a little more time consuming to do and the food will be pretty heavy (weight doesn't seem to be working though).  I also made the mana cost from 10 to 50.

I also changed the dwarven mace to no trade even though it isn't a magic item it is a quest drop.

I still need to change any +stat items that are not magical to no drop then change player crafted items back to tradable (undo the no drop).

Changed all +stat items to no drop.  Now need to go back and undo foods, potions, jewelry, and crafted armor to be tradable again.  So as of now all magic items and all +stat items are no drop.  Also I need to find all non magical droppable quest items and make them no drop.  Almost there!

All of the obvious foods and some jewlrey were changed back to tradable.  I will continue working on getting crafted items to be tradable but I will inevitably miss some so please keep an eye out for crafted items I need to make tradable in the alpha and beta.  Also if something is not no trade and is not crafted and is magic or has +stats or is a part of a quest please let me know so I can fix it and make it no trade!

More info about the server

NostalgiaEQ is a classic old school server.  There will be no expansions, it is a pre-kunark server.  No plane of knowledge, no plane of hate or fear even.  No temple of solsek ro, no paineel, no plane of sky.  Kerra ridge and splitpaw revamps are planned to be reversed.  I think keeping this game "small" is important for a couple reasons.  First it is 17 years after EQ release so there aren't going to be tens of thousands of players to fill out hundreds and hundreds of zones.  The most important part of an MMO is teamwork so I think the world should be small enough so a couple hundred players can fill it out adequately.

That said I want to keep things fresh so along with a persistent server I plan to have a ladder server that resets every year.  Very similar to Diablo 2 in this regard.  The persistent server may be the "beta" server where changes are made first.

The main theme of the server is 1. to get eq to the pre kunark state but 2. Just as important as that tuning and fixing problems.  I don't put the EQ devs on a pedestal, they made some mistakes that need to be corrected.  I like to reverse engineer reasons of why things were done a certain way, and when knowing that, possibly better solutions can be found.  That said I do not take EQ for granted and deeply respect how it was made.

Some examples are the spawn timer.  Most monsters were set to 10 minutes.  When you are sitting there waiting for 10 minutes it seems a tad bit long.  I like a decent amount of downtime but this is a little excessive.  I think they may have made it that long to slow content consumptions so there may be no reason we can't shorten that.  So as of right now the 10 min spawns have been lowered to 6 mins.

Also the economy of EQ is challenged.  Everquest was made so that players camped special gear they needed.  By having almost everything tradable, it becomes smarter to just save up plat and buy items you need.  This takes away from the pride of ownership of you didn't have to suffer a bit to get the gear you need.  You can just look at P99 server and see how much "mudflation" gets out of control.  EQ should have had those special items be no-trade.  So in NostalgiaEQ most special items will be no-trade except player crafted items andmaybe  some select others that are not practical to camp.

Another aspect of NostalgiaEQ is the client.  Currently the client is a hybrid between 989 original release EQ and Titanium.  I wouldn't use titanium except it is needed to link up with a server.  No one has created a server to run 1999 EQ so I have to make something titanium compatible.  I am trying to get as many assets as possible for the client from the original EQ release but some things like weapon models skeleton models will have to be modern because the original assets seem to be lost.  I imagine this is because they pirated those models from other games but possibly the server can be set to use older models so I will look into that.  But there will be a separate client to use with NostalgiaEQ.  Right now the client is only 500mb and I intend to keep it around that size which is quite amazingly small so I am very happy about that.

Right now I am working on making items no-drop, getting mobs back in old lavastorm, fixing the direction you are facing when entering a new zone, fixing discrepancies between mobs in the old zones I'm using and the mobs the server places in the zones.  If time permits I will also work on spells to get them closer to how they used to be.  So that is mostly the status so far.  I plan on opening up a locked alpha in a couple months once most of the issues I just listed are taken care of.

There will be no halloween events and christmas events etc.  The game will be the game and thats it.  There may be live GM events, perhaps very often.  But they will be live directed events not pre-created junk dropped into the server.  

Of course the server is free to play but there will be zero pay to gain stuff at all.  No donators will ever gain anything special, superficial or not.  I repeat: Donators will gain nothing by donating period.  Donations are very appreciated but please donate to support the project growing not to get special treatment.

Wednesday, September 21, 2016

Welcome to NostalgiaEQ!

Thanks for stopping by.  NostalgiaEQ is a free, open source, and independent EverQuest server that you will be able to play.  It is not affiliated with Daybreak Games; the current owner of the EQ franchise.  It is totally free to play and there will be no purchasable items or content, everyone will be on the same footing. This is a fan project to preserve the game as it originally was at its release in 1999 but with a few tweaks and modern additions that add to the fun but don't detract in any way.  I am using modern Everquest Titanium as a starting point so it won't be exactly how it was in '99 but I will try to get it as close as possible.

Let's watch as a community grows that meets or exceeds the fun and teamwork that we remember from back in the day.  I hope new players will come too and experience what made the original everquest so great and a legend to this day.  My hope is that we learn about MMORPG's and survival games and how they work and use this server as an inspiration for the next generation of games.

The beta server release is scheduled for July 2017 where anyone can come and play.  The beta server will not have characters wiped but may go down for prolonged periods after the main server is launched.  **edit: the beta server will probably be wiped.  Current plan is to give you GM powers in beta so you can go everywhere and do everything and look for bugs**The main server will be launched Jan 2018.  To play all you will need is the game file that I will be posting here and an internet connection.  More instructions will be released as the launch draws near.

Please subscribe to the right side via Email or below via RSS (atom) as I will be posting often here about development work on the server and updates including server rules.  See you soon!