The Heroes Journey (Multiclass EQemu Progression Server)

Sylas

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I think it doesn't matter to the kind of player they wanted to attract, did a very good job of it and some could argue too good of a job.

I'll spare you the McDonalds is also popular spiel but my take is that was a lot easier than sussing out positional aggro with hide/sneak, and which mobs could or couldn't see through hide sneak in the classic era.

Honestly if some of you were having fun, then great. But I'm more on Torrid's side of wanting to preserve what was great and classic, to more of a philosophical extreme but not at all in the way of monkeying with code that you probably shouldn't be touching anyways.


Aside: I agree Daybreak is *fucking horrible* and I'm sure the people working there truly hate the original spirit of the game. Thank God for M&M and Pantheon. Yeahlight is the only guy who was truly going for the realness and he snapped when we refused to help him test a custom content server. Why is everything gay etc, nevermind.
Wtf are you talking about.

If you want 1999 eq then play p99 that is the point of that emu.

This was a solo eq server and amazing at it, that was the point. Why the fuck are you even arguing this dumb shit?
 
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Jysin

Bronze Baronet of the Realm
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SK gets 1 rank of mortal coil free, they always got HT.
Yes, but as they level they get the increased HT AA ranks for free too. (With exception of the last one, which you need to buy with AA).
 

mkopec

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It was a fun server for a while. But the grind at the end was annoying. It had its share of flaws. The gear grind to get everything up to legendary was fucking brutal. Something like 0.14% per mob, one item at a time from memory, in POF at the end when I quit in PoP. The end game consisted of doing the same in era raid over and over for loot and some side shit they added, like sleeper, for augs. Once every 13 hours if memory serves. The rest of the content might as well not even existed. There wee only a few items of any worth out of any expansion, usually some rare ass raid loot and some of the augs that were OP. Other than that items for the most part were worthless.

AA grind was all done in dragon necropolis which had the best exp rate. So you basically hung out there from lv55 or whatever until your eyes bleed or you got like 1500-2000AA or which ever came first. Then the next expansion came out, you did all the flags, whatever, and you were right back where you were at the end of the last one, grinding the same raid over and over and grinding legendary gear and augs. Unless you got supper luky and a legendary piece dropped which was rare as hell which you didnt have to level.

They were supposedly adding HCSSF and SSF modes which I was kinda looking forward to. Going through all of the progression again SSF style would have been cool. Since most people just twinked out their shit with raid gear since it was so cheap on the market.

Like I said fun for a while but like everything it got old near the end. To tell you the truth the most fun I had was doing all the epic quests on several of my characters during Velious (when I started) when they were still useful.
 
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Kithani

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The end game consisted of doing the same in era raid over and over for loot and some side shit they added… Then the next expansion came out, you did all the flags, whatever, and you were right back where you were at the end of the last one, grinding the same raid over and over
Bro you realize you’re on an MMORPG forum right? You just basically described the genre. ;)
 
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skylan

Trakanon Raider
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It was a fun server for a while. But the grind at the end was annoying. It had its share of flaws. The gear grind to get everything up to legendary was fucking brutal. Something like 0.14% per mob, one item at a time from memory, in POF at the end when I quit in PoP. The end game consisted of doing the same in era raid over and over for loot and some side shit they added, like sleeper, for augs. Once every 13 hours if memory serves. The rest of the content might as well not even existed. There wee only a few items of any worth out of any expansion, usually some rare ass raid loot and some of the augs that were OP. Other than that items for the most part were worthless.

AA grind was all done in dragon necropolis which had the best exp rate. So you basically hung out there from lv55 or whatever until your eyes bleed or you got like 1500-2000AA or which ever came first. Then the next expansion came out, you did all the flags, whatever, and you were right back where you were at the end of the last one, grinding the same raid over and over and grinding legendary gear and augs. Unless you got supper luky and a legendary piece dropped which was rare as hell which you didnt have to level.

They were supposedly adding HCSSF and SSF modes which I was kinda looking forward to. Going through all of the progression again SSF style would have been cool. Since most people just twinked out their shit with raid gear since it was so cheap on the market.

Like I said fun for a while but like everything it got old near the end. To tell you the truth the most fun I had was doing all the epic quests on several of my characters during Velious (when I started) when they were still useful.
Yeah, it does get a little repetitive. I have a gripe with the level rate of items as well, but if you group in like plane of fire it can go pretty quick.

The way I see it the end game progression currently is: Kill sleeper, clear time, Seru 4/4, Zeb(lite), Sword of Truth(changeable epic wep), Zeb(hard). Basically after seru requires a metric fuckload of either farming for augs or farming for plat to buy the augs. The bottlenecks are shielding augs for melee, where the legendary ones have 5 shielding. I've been killing sleeper daily for months on 3 toons and I've never seen one drop. They sell for 300k+ plat, it's rediculous.

I've killed zeb(lite) on one character, not sure I have it in me to gear out the other 2. I'd like to get a hard mode kill on my main (pld,mnk,ber) but with the server in jeopardy it kind of negates my desire to get there. I was really looking forward to SSF / HC , and then seeing GoD because I quit EQ during PoP.

I'm doing one last character with no intent to make it to end game, Sk/druid/nec SSF. Just going to do all the random obscure dungeons that no one does like befallen, cazic thule, sola, etc just to see em one last time because once this server is gone. Unless someone else makes a copy of THJ, I won't be playing EQ again. No way I could go back to classic on an emulator and definitely fuck DBG so live is out.

This game was an amazing few months of playing more time than I have since probably my early 20's. My wife is sick of it so it might not be the worst thing when they lose the lawsuit.
 
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Regime

LOADING, PLEASE WAIT...
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My wife is sick of it so it might not be the worst thing when they lose the lawsuit.
Yeah it’s hilarious she hates when I’m up in the man cave on the PC but 100% doesn’t mind I play downstairs on the console next to her for fucking HOURS. I should just sit next to her on the laptop.
 

Rangoth

Vyemm Raider
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It all depends on frequency and length, but I get it. The best I can relate is if my girl sat in front of the TV for like 6 hours every night and we never did shit together….unhealthy and not a positive relationship. If she does it while I go do X activity(gaming or volleyball with friends) for 3 hours every Tuesday.…not even remotely a problem.

there is also something about being physically present. For example I would rock out to Music or some background show while I cooked, but I was there, or I’d be playing some game for fun that I could pause at any moment and join the life I live. Different than the mmo of “can’t leave mid group!” Shit of my youth. Every person needs space but if you hide away in a separate room to do it, it can start to feel weird.
 

Narac01

Trakanon Raider
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Yes, but as they level they get the increased HT AA ranks for free too. (With exception of the last one, which you need to buy with AA).
They get HT AA on live too up to about 55, same with pally and LoH, ever since they changed it to an AA from a skill. My point being that's not unique to the server.
 

Muligan

Trakanon Raider
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Just a thought from a conversation I had with some gaming friends today. Maybe you guys will have a reasoning behind it and I'm sure there's several reasons why they haven't taken this approach...

Why doesn't EQ sell their "base game" like Valheim (and many other games) and then allow mods and emulators to change their game? So if you want to play a "modded" version of EQ, you pay Daybreak $20.00 or whatever and then play whatever version you desire.

I was just thinking, if you had every person that every played P99, THJ, etc. put $20 into their game, I would almost bet, that is better revenue than what they're getting now because at the moment, they're getting none.

I would also be willing to bet, that any EQ player (old and new) would not care to pay $20 for the game. Daybreak has their fair share from me but if it meant getting to play P99, THJ, or anything that may come out later, I would gladly pay it.

Minecraft, Valheim, and a ton of games have been very successful with this pricing structure. This would allow all of the emu's to continue and even introduce new ideas and EQ gets part of the pie. They could even sell a "server" edition to potential devs that would essential just be the package that EMU shares now but just say, pay us this fee or we sue and shut it down. I think as long as its an amount that is reasonable, no one is going to care.

Again, maybe I'm overlooking an obvious point but I feel that given their point in history with EQ, they really have nothing but gain from these folks and their passion projects. Why not bring them into the fold from a business/financial standpoint and let the playerbase enjoy the game. This would essentially outsource their TLP's while they work on something meaningful like EQ3.
 

Kirun

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That would require a company that is invested in the IP, that cares about its success and sustainability.

DPG is just milking it for what they can, keeping it "afloat" long enough to keep the lifers at the company employed until retirement. Outside of that, they couldn't give two shits about EQ.
 
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moonarchia

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Just a thought from a conversation I had with some gaming friends today. Maybe you guys will have a reasoning behind it and I'm sure there's several reasons why they haven't taken this approach...

Why doesn't EQ sell their "base game" like Valheim (and many other games) and then allow mods and emulators to change their game? So if you want to play a "modded" version of EQ, you pay Daybreak $20.00 or whatever and then play whatever version you desire.

I was just thinking, if you had every person that every played P99, THJ, etc. put $20 into their game, I would almost bet, that is better revenue than what they're getting now because at the moment, they're getting none.

I would also be willing to bet, that any EQ player (old and new) would not care to pay $20 for the game. Daybreak has their fair share from me but if it meant getting to play P99, THJ, or anything that may come out later, I would gladly pay it.

Minecraft, Valheim, and a ton of games have been very successful with this pricing structure. This would allow all of the emu's to continue and even introduce new ideas and EQ gets part of the pie. They could even sell a "server" edition to potential devs that would essential just be the package that EMU shares now but just say, pay us this fee or we sue and shut it down. I think as long as its an amount that is reasonable, no one is going to care.

Again, maybe I'm overlooking an obvious point but I feel that given their point in history with EQ, they really have nothing but gain from these folks and their passion projects. Why not bring them into the fold from a business/financial standpoint and let the playerbase enjoy the game. This would essentially outsource their TLP's while they work on something meaningful like EQ3.
They aren't going to settle for scraps like that. They want control or money. With P99 and now Quarm they settled for control. THJ could probably do the same, but the Quarm case shows they would want all the things that made THJ so fun removed. Aug bosses. 3 classes. Lego items.
 
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Flobee

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Question for y'all that played here. How did you feel about the item leveling system? I understand the grind got to be too much but how about the system in general.

Did the loop of grinding lower level items to consume to level the equipped item feel good?

Did the dedicated equipment slot for leveling an item work well, or would something slightly different, like all equipped items level (slower) be better?

I assume the grind of farming mobs hoping to hit the lottery for the legendary version of an item was good as it seemed to be the endgame.

Considering using a similar system in something I'm working on so just curious what worked, what didn't, and what if anything you thought could have been better. I only played a bit so got the basics but didn't play enough to have strong opinions other than generally liking it.
 

hory

Silver Baronet of the Realm
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The system needs balanced. It sucked dick watching pet classes AFK and level shit easy mode while melee had to actually play the gate.

Same as bards killing all of PoF in one pull. Balance was nonexistent.
 
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Deruvian

Lord Nagafen Raider
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I liked it. But I also had a class combo that could giga grind. I liked as a poor scappy up and comer there I could buy stuff that was super cheap and make it 5x better. Even as a lowbie in guk I could get a few things for a few plat that would take me into a totally different tier once leveled up.

When I was maxed out, it was a bit or a chore to buy bis stuff unleveled and take it to a wearable status. But it only took me about 30-40 minutes and item and I got a ton of AA while doing it, so really wasn't that bad. For classes where thats more like 4 hours or whatever, not sure if I'd feel the same.
 
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Jysin

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Flobee Flobee

I think the gripes came from 2 things.

#1 hory hory hit on. The lack of balance was absurd here. Petcucks literally could just park in zones like DN and AFK level both their AA and gear. Nothing was done about this whatsoever.

#2 The real grind, I found, wasn't all that difficult, but people liked to complain. If you were trying to solo level your item, you were taking the hard route. Even at end-game outside of the easy XP zones like DN, people were constantly running PoFire XP groups for both AA and item leveling. With a solid full group without people shitting it up AFK leeching, you could level a BiS PoP item in 30 mins with ease. People that complained were just pissed about the AFK farm classes, or antisocial.

The system was pretty cool all in all. The flaws, I believe were the pace of XP leveling vs Item leveling. Going say 1-50, you either got lucky and got your lego item or you just plowed on ahead. if you were trying to item level, say a SSOY from Guk, by the time you took it to Lego, you had already likely moved on to Sebilis or wherever with better item options. It was far worse in lowbie zones because you'd just blast through 10 levels effortlessly.

There needed to be a better balance of pacing through the game. Eg: it was far too quick to make item leveling meaningful for the first ~50 levels.

My views come from playing an SK/Shm/Rog, a Mag/BL/Brd (petcuck), and a solo self found Pal/Mnk/Zerk. I had basically seen the views from a balanced class, an AFK cuck, as well as SSF meta build. Same complaint: pace was far too quick for item leveling to matter until raid zones like Velious+.
 
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skylan

Trakanon Raider
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Question for y'all that played here. How did you feel about the item leveling system? I understand the grind got to be too much but how about the system in general.

Did the loop of grinding lower level items to consume to level the equipped item feel good?

Did the dedicated equipment slot for leveling an item work well, or would something slightly different, like all equipped items level (slower) be better?

I assume the grind of farming mobs hoping to hit the lottery for the legendary version of an item was good as it seemed to be the endgame.

Considering using a similar system in something I'm working on so just curious what worked, what didn't, and what if anything you thought could have been better. I only played a bit so got the basics but didn't play enough to have strong opinions other than generally liking it.
Some kind of experience progression to item leveling would be nice, sort of how they have bonus AA experience for multiple characters. If there was a system where, per expansion, you could "level up" your rate of leveling items, I think that would be a draw for me. Yes you can get a group and level things relatively fast but after you've done it for hours and hours it's really a drag. Per expansion seems like it would restrict the immediate power curve disparity if there were to ever be a new expansion released. There's already a different rate of item leveling per number of stats I believe so that shouldn't be hard to differentiate.

They do have a "consume experience" AA that you can use once you're at the cap but it is laughably low for item leveling, I want to say consuming 100 AA is the equivalent of consuming a regular item or something like 8%. I like the thought behind it but it also shows that the experience to level and gain AA's is way out of proportion with the experience required to level items.

Edit: I guess I didn't answer your original question. I do really like the item leveling system and I also like that there are means by which you can combine 4 of the same quality item to the next level for a fee. I don't think I would like all items leveling up at the same time at a slower rate, because there is always something I want to level "first". Perhaps you could prioritize or ratio the experience manually between any number of items, that would be cool.
 
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Sylas

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I only played launch-Velious, I think I did all the luclin bosses once and then quit. original trilogy was all my memberberries I quit eq live back in 2001 when luclin released also. So keep in mind i don't know how it got later on with higher item levels/stat budgets (which impacted how long it took to level them)

Item leveling was great. You could get lucky and get enchanted or legendary items to drop and that could be your content, farming gear.

or you could literally get 1 decent drop (like an augment drop from the ykesha zones) sell it for 100-1000pp, and buy a full set of normal bis from the bazaar and level each of them up.

in vanilla and even kunark you could have full bis legendary by the time you had your 500-1000AAs. later on in velious you could start to see cracks forming in the algorithm used to calculate item exp needed, the sleepers and Vulak loot took a noticably longer time to level. it wasn't terrible but you could see issues of scaling and I imagine it only got worse as stat budgets got bigger.

Yet even in Velious you would be full lego by the time you hit your 2k AAs, and the real grind of farming sleeper for augs began, collecting enough normal/enchanted to make lego sleeper enchants to deck out your dude. the gear grind was just the pre-game.
 
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