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Frens of Akalabeth (UO)
>Client: https://drive.google.com/file/d/1gXDjk58BMOB3ezZtq5hjQtBNfVFom8cx/view
>Server IP: 31.97.150.34 (set it in either the TazUO or ClassicAssist Launcher)

FoA is my personal fork of Ultima Memento which is a fork of Adventurers of Akalabeth which is a fork of Ruins & Riches which is a fork of UO Odyssey by Djeryv. It's UO remade to be played as a single-player or small group sandbox adventure. This server has been running in one form or another for almost 2 years, although we wiped in March for the switch to Memento as its base. The way I've always described it is a shared single-player experience. My notable changes:
>Boss HP scaling based on number of players and non-summoned followers engaging them.
>Neutral and evil monster races must maintain 2.5k and 5k fame/karma respectively to enter most towns.
>Unlike other trade skills, Alchemy does count toward the skill cap.
>Trade skills that gave a direct combat bonus no longer give that bonus.
>Tracking now gives a percentage weapon and spell damage bonus against the tracked mob equal to 25% of your Tracking skill.
>Town Guards don't instagib and are killable, but they're still really tough.
>Trail Maps reworked to a non-magic recall system.
>Lower Reagent Cost capped at 80%.
>Player corpse bones persist for a year, so other players who come through a dungeon will know you died there months ago.
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SoloQuest (EQ)
http://discord.gg/Ct3HFSHZBj
>Client
You'll need to get a copy of the RoF2 client. It's not as widely available as it once was, but if you google "EQ rof2 download" you'll find it.
Download and extract the server's zone and client files into your main EQ directory: https://mega.nz/file/LRgW0SqS#xdc-XYwIzM6hv3xyBX6-J7l22Df4gN7zoFcoI3UyWIc
Also, delete or rename bazaar.eqg, lavastorm.eqg, nektulos.eqg, and highpasshold.eqg
>Server
Host=login.eqemulator.net:5999 in eqhost.txt
Make a forum account at eqemulator.org. That will be your login account.
Find SoloQuest in the server list and connect.

SoloQuest was designed with the same "shared single-player experience" philosophy as Frens of Akalabeth. As you can guess by the name, it's EQ re-balanced for solo play. There are a lot of changes and you can read about them all here: https://www.eqemulator.org/index.php?pageid=serverinfo&worldid=4400
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Trolls
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Ogres
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Halflings
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isnt this the first moorgpg
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>>2057180
No
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bump
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Kunark and Velious are good, but the old world is sooo much better. It's honestly a lot of wasted potential, most of the content doesn't matter. Even back in 99 most of the gear was useless.
It's too bad. Those original zones were the bones and soul of EQ. Now levels 1-50 is just something to rush through so you can get to the goodie skinner box rewards.
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Is this the right place to ask if something like P99 is worth picking up as someone who has never touched EQ? How populated are the lower levels?
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>>2071806
It's hilarious seeing people throwing krono at shit like efreeti boots on TLPs. At that point all that matters are resists, worn haste, AC if you're a raid tank, and clickies. Ratio for weapons. Whatever incidental stats you have on random gear combined with buffs is more than enough, yet people throw hundreds of dollars at "BiS" which won't even make a statistical blip on the parses.
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>>2071806
How would you improve the classic vanilla experience?
World of Warcraft has Turtle WoW and a few others which have revisited the original expansion only and have done their own patches and balance changes and new zones/content.
I am not a fan of WoW, but I played it a little recently out of curiosity. It was an interesting experience.

Imagine they did that with EQ. Rather than Kunark, Velious, Luclin, etc (entirely new continents they instead built directly off that foundation.
Races get new cities based on reworking existing content: Kerra Isle could be reworked into the Vah Shir home city, esp since no one ever goes there.
Something similar for the Iksar. Maybe they have a Temple to Cazic Thule off the southern coast of Odus (explains why paineel fell to Cazic Thule? Making Cazic Thule erudites natural allies to Iksar).
Such changes would integrate the core elements of the expansions into the vanilla content without taking away the importance of the primary cities and original content.
And by adding new content off less used zones you can increase usage around those areas. Like Vah Shir taking over Kerra Isle, etc.
Its a fascinating idea to me, after seeing what they did with Turtle WoW.
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>>2079649
there is literally nothing wrong with kunark and velious, the only thing you could even remotely complain about would be the vertical gear progression where every expansion renders 99% of the gear from the previous expansion obsolete

the eq classic vanilla experience for most people was spending forever grinding levels and never hitting level cap, even if you perfectly recreate the game peoples' mindsets have changed, they min/max and no-life shit, hit level cap in 2 weeks, then do nothing but monopolize cash camps and raids

improved classic experience? there is no endgame. you level forever, incentivized through remort systems and other shit you could find in old muds. change shit up constantly, no checklist-based gameplay. raids? gm events, not gm enforced raid calendars for when its your turn to kill the dragon
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>>2079707
*Yawn* you're an obtuse faggot with zero imagination. It was a discussion topic asshole.
But fine, enjoy your dead thread you dumb fat nigger.
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>>2079764
>dude just stick iksar in ct it'll make the game better
have you ever even played eq? you sound like the retard live devs who just stuck everyone in cr
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>>2079649
more city content, more quests in general

>>2079707
there's a lot wrong with kunark and velious, the old world is basically totally dead/abandoned after launch and there is almost zero concern for rp/world consistency in any later content, even starting as soon as the temple of sol ro...


shits awful. there's also not much difference between them and luclin, luclin was just a little more transparent about it because it was only 25% finished and barely even had dungeons.
the gameplay in luclin was better but nobody played eq for the gameplay...
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>>2079649
>make dagnors cauldron an actual zone you can exp in
>make the Gorge of King Xorbb an actual zone you can exp in
>expand the pickclaw area in high keep so it support multiple groups
>Make runnyeye less of a bitch
>fix issues with NPCs healing each other through walls
>more high level exp camps (40+)
This would be a start. I'd also like to overhaul the stat system so there could actually be more meaningful progression for the first 50 levels.
EQ feels like an incomplete game, and indeed even back in the day I recall reading reviews that mentioned how barebones it felt
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>>2088304
Gay
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>>2097418
Which points did you not like and why?
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>>2080918
I'm playing on P99 & still seeing groups in low level zones like black burrow & sometimes befallen,crushbone and unrest surprisingly seem to be extremely popular for some reason?
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>>2079649
The real problem with eq was that there were premium camps that were insane for drops and exp , and then everything else sucked ass. there wasn't even that many drops so EVERYONE wanted to be in the same like handful of camps and if you weren't in those camps you were wasting your time many times over. A decent group could camp an entire dungeon all night.
WoW leveled the playing field and allowed everyone logging in to be productive on their own almost anywhere.
EQ could have stood to have actual quests your guy could do to get something good or interesting but it just didn't. So every single person on every single server is just camping the same mobs for some dogshit +2ac trash cuz there is literally nothing else

The real tragedy rn is that around lvl75 EverQuest becomes extremely fun and the gear progression is great, the quests are rewarding and interesting, the hero journey/achievement system is also really good. Your abilities are actually usable without running out of mana, and you get really powerful stuff - AA roots, snares, fades, mezzes etc. The problem is it's extremely dead content cuz it's still too far from max level, and most tlp servers die before it gets there
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>>2129645
I'm at level 39 right now as an troll shaman got my teeth kicked in by the goblins in permafrost keep,was trying to get one of those frost totems for a warrior but they all gang'd up two elites plus sage any way to single pull?
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>>2130645
It's going to be hard for shaman to do most dungeon camps from what I know of them. The way most shamans solo was from root rotting or kiting in open zones.
You can try root rotting , use disease dots since they don't break root as easily. Use your resistance debuff if you have it also
If your using tank merc, set up kinda far from them,
set your self as puller by rightclicking your player window->roles (this makes the merc "setup camp" in the spot you're at, he will stay still until you bring something back to "camp". )
Root the adds then pull the named
Turn off puller role when you're done at the camp so merc will follow you
If you have tank merc available definitely use it. They can solo most things below like lvl65
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>>2130788
>merchs

sorry anon, should have said what server it's 1999 so no playable hirelings & max level for lady vox is 44 I think?
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>>2045158
>omens of war

Which expansion was the one with cats and the frogs?
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>>2045158
I literally just spent all night trying to get past the launch screen, it's not booting up properly at all are you supposed to start the game from sony's "eq" application?

I read about using a EQEU Patcher but can't find any active links they are all dead?
>>
Midnight bump
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Finally logged into Soloquest & see the tunnels completely empty is refreshing really not seeing anyone around hawking their wares
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>>2075388
Their actually having GM events again for the 2nd time so perfect timing to jump back into it
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>>2129645
>The real problem with eq was that there were premium camps that were insane for drops and exp , and then everything else sucked ass
The game badly needs a balancing pass. It wasn't so bad in 1999 because no one knew anything. And even when we did learn, you might still opt to go to a shittier zone because there would be less competition.
Of course nowadays on TLPs those shittier zones are even more pointless because now all the good zones have "picks"
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>>2152569
I'll be honest, the 85 heroic character should be the base character creation and free. Give them some tasks that add spells to their hotbars so it's not overwhelming, piece by piece.
Everything before House of Thule is largely irrelevant and almost no one is playing on many of the old continents. Entire CONTINENTS are EMPTY of players

Let people start in populated areas so they can group and use their abilities in a smallish plane like HoT and so they aren't spending weeks in dogshit zones leveling at 40 or whatever
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Which race is the ugliast mfer in EQ?
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>>2129645
private server could fix that easily by adding some kind of motivation to go to the out of the way camps/dungeons nobody runs, the laziest solution would be a daily system.
i know people who have played eq for 20 years and never ran the low level goblin dungeons in kunark or been to zones like xorbb and runnyeye.
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>>2165246
>the laziest solution would be a daily system
I'm all for it. It doesn't need to much. Just a little something to let me know I'm a good boy for going on an adventure and not sticking to meta-camps.
Project Quarm did something I liked: they moved jboots back to Najena, and pumped up the drop rate hugely. So you ended up with a constantly cycle of people coming to Najena to get their boots.
And for every character you made, you'd want to go to Najena at some point to get your boots. It made for a nice little adventure to break up the standard leveling.
It's interesting how tweaking a drop rate could vastly change the experience. Back in '99 the Jboots in Najena were a complete disaster, you'd have dozens of people queuing up for one very rare spawn and very rare drop. All because the devs had this dev-versus-player attitude. Bunch of retards, I hope the ones who are still alive realize how dumb that was.
Anyways, if you had more stuff like that spread throughout the world, that would be great. LGuk of course has the mana stone, but that's already a popular zone.
>>2160724
> the 85 heroic character should be the base character creation
Kek, I don't care about anything after Velious. I've been playing on that anon's SoloQuest server and as soon as I completed Velious I lost all motivation to play. (I'm Blob by the way. I'll probably be back soonish with an alt)
>>2165232
Troll
>>
>>2165246
>xorbb
I remember back in '99, the Minotaur Axes were a hot item. Everyone wanted one.
I was a noob Barbarian warrior in Everfrost. A ranger came through selling the axes for 5pp a pop. Unfortunately he sold out and I didn't get one, but he said he was going back to the gorge to get more.
I got my axe later that day. That was hype.
And even though I never personally adventured in Xorbb, it was cool knowing that other players were making good use of that zone.
Of course now we know the modest increase in DPS is completely insignificant. Now we know your time is better spent leveling. And Xorbb is a ghost town.
Still, good memories.
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>>2129645
I felt like it was never that bad for vanilla EQ, even if all of the high value spots are taken you could still do something simple like WK bandits and make decent plat per hour.
Funfact I funded a iksar BP doing WK bandits as a lowbie lvl 20 bard as my highest character.
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>>2165877
>mana stone

What did it even do,I see it go on sale on 99 sometimes & wonder why it's literally thousands/million of plat worth same thing for rubisite armor that just looks like fine steel plate with an red tint?
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>>2165877
Your jboots take is retarded, it helps turn the game into a anti social solo simulator because its a major class buff being castable by any retard not to mention sow makes you basically unkillable by mobs due to being faster.

The major point of these games is living in a dangerous world with difficult objectives that you overcome by meeting, befriending, and playing with other players.
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>>2167412
Mana stone basically gives you infinite mana in Norrath.
Rubicite just looks cool, and some of the off pieces have pretty ok stats for a vanilla item.
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>>2167726
>Mana stone basically gives you infinite mana
Mana is already infinite.
Manastone helps in a pinch, or aids in recovery if you have access to sufficiently efficient healing.
>in Norrath
You mean in classic zones. Kunark and Velious are in Norrath but the manastone doesn't work there.
>>2167412
The manastone converts HP to mana at a 3:1 ratio.
>>
>mfw trying to smith fine steel plate & the original dying system

How drunk were these devs this is absolutely insane

>heading down to permafrost to hunt down some blue crystal from goblins

>not only do you need 13 each for an completely set

>you then need another 13 to mix with resin for the actual dye themselves to be stained into the armor

These all have an small chance to fail on combine
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>Trial of Flame in Plane of Justice fixed.
>Trial of Execution fixed as well. All trials are now functioning.

>Tylis Newleaf in Plane of Torment will now correctly teleport players to the mini dungeon after killing Maareq.

>Thelin Poxbourne in Plane of Nightmare now teleports flagged players directly to the Construct of Nightmares boss in the Hedge Maze and despawn.
>If 20 minutes pass and the Construct isn't dead that triggers the fail condition and Thelin will respawn in 3h30m.
>Killing the Construct triggers the win condition and Thelin will respawn in 10h30m.

>The attacking mobs in Rhaliq Trell's trial in Hall of Honor now actually attack the villagers.
>Villager HP has been doubled.
>Rhaliq Trell now spawns properly after successfully defending the villagers.
>The maidens in Alekson Garn's trial have had their HP doubled.
>All HoH trial NPCs have had their respawn times adjusted to 3h30m for a fail and 10h30m for a win.

>Planar Projections now depop after 15 minutes.

>Added Class VII-XIII Augmentation Distillers to Gemcrafter Anuk in Qeynos and Gemcrafter Tessu in Grobb.
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>>2045158
Goddamn anon work on your connection guide, i had to google for a hour how to make shit work, granted i am new to eqemu but still.
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>>2175043
Work on not being a retard. Also don't take the Lord's name in vain on my server or I'll ban you. Think of it like saying nigger anywhere else, but you can say nigger here.
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>>2175610
So if everything is tuned to solo play how are rogues & warriors supposed to level without grouping?

Can't imagine places like Unrest FP room or Befallen
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>>2177515
>level without grouping
>tuned to solo play
There you go.
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>Rhaliq Trell and Alekson Garn's trials in Halls of Honor have been made soloable by making rooms 2 and 3 dormant until a player enters them, so you can take these trials one room at a time.
>The villagers and maidens' HP buff has been lowered to a 50% increase instead of a 100% increase.
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>>2167726
thanks anon
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>Fennin Ro raid event in Plane of Fire is now fully functional.
>Thinned out the trash mobs on the bridge leading up to Fennin.
>Emperor Ssraeshza event in Ssraeshza Temple is now functioning properly.
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>>2167753
It gives you infinite mana on demand, so you don't have to sit like a cuck for 5 minutes.
better way to put it
very strong on hybrids with fungi or priest classes with regen spells.
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did The Heroes Journey come back like I knew it would?
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>>2182110
kek is there a new grift?
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>>2182110
there's some new server thats getting popular
its funny how hero's journey basically killed quarm and made giga money
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>>2182386
Perky Crew? It's multibox bot armies.
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>>2182386
I wish it did, but Quarm is consistently over 1k players every night, anon.
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>>2182386
Pretty funny how people freaked out over the THJ lawsuit killing eqemu, as if Daybreak was going to sue every pserver owner, yet here we are months later with several popular pservers that break all Daybreak's rules and nothing has been done. Just don't be a greedy retard about it and they probably won't care.
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>>2188410
1k is garbo when it just moved to a new xpac and originally pulled 3k+ 24/7 and being such a short lived server
and its only going to get worse as it becomes older and eventually ends at PoP.

its been dipping over time to the point its neck and neck or has less pop than P99 (which is 2 decades old btw) as a whole (green is about 800+ and blue can range from 200-600) total 1400
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SoloQuest admin here. Once I'm done fixing quest scripts and balancing raid events, I'm considering a couple additions to the server. First is a basic hardcore mode where you opt in at level 1 and that's it, your character is deleted on death. No special rules or conditions and no enforced solo self found or anything.

The second is a remort system where at any point after level 51 you can reroll to a different class and keep all of your current CLASS AA ranks. General and archetype aren't kept and you can't add anymore ranks to your old class AAs after you remort. I'm really iffy on doing this because I like class identity and limitation, but it's an idea I had that I think is pretty cool in theory. Thoughts?
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>>2188531
Yeah it's hilarious
even more funny when you realize it was secrets who made a stink about it (he shilled for THJ when it first released & when he noticed they were making bank he left their discord server and word banned even mentioning THJ silently in the quarm discord) and clearly used the opportunity to try and get quarm its personal daybreak blessing like P99 but in the end he just ended up ruining his server, having all his custom content removed and losing 2k players.

dudes a nutjob weirdo loser
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>>2188531
which servers? ive been looking to fill the thj void
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>>2188878
Should really just keep it how is is right now,any thoughts about adding in stuff like the original dyes to vendors pre-post extract since there aren't any shamans or rogues around to dye fine steel you'd need some way to dye fine steel plate armor yourself
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>>2191688
I could do that, yeah.



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