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       #Post#: 109--------------------------------------------------
       An example of unified newbie armor and implementation
       By: NachtRitter84 Date: December 15, 2018, 11:46 pm
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       Using the SK Armplates quest from Oggok as my example run:
  HTML http://everquest.allakhazam.com/db/quest.html?quest=2527
       Currently you receive an Armplate Mold of Darkness, a mail
       assembly kit, and a list of items, you then combine the dropped
       items in  your mail assembly kit; and then you combine the
       resulting Armplate Material of Darkness with the aforementioned
       Armplate Mold of Darkness in a forge to create Greenblood
       Knight's Armplates.
       Proposed Change:
       NPC does not give mold to you anymore, but instead prompts you
       to return the Armplate Material of Darkness to him(hand-in) in
       exchange for a reward.
       Currently the various newbie sets have a wide range of stats,
       since these are class-specific, by changing each newbie armor
       quest to require a hand-in of the material crafted for a reward
       it allows a unified class-based set to be implemented across the
       board without removing the unique regional quests.
       So now you go forth, and do the quest as-is - mooglan needs
       these materials for his burgeoning side business as a blacksmith
       or something.
       You've obtained the materials, assembled them in your mail
       assembly kit, and you head back to mooglan to hand them to him.
       Mooglan then gives you the following(based on felwithe knight
       armor from current AEQ items)
       [code]
       Knight's Aggressor Armplates
       Slot: Arms
       AC: 17
       HP: 15
       Mana: 15
       Sta: +3, Int +3, Wis +3, Cha +3
       SV Cold +5
       WT: 4.0
       Size: Medium
       Rec lvl: 10
       Class: SHD PAL
       Race: ALL
       Other info: RGB Code:73, 7, 1
       [/code]
       Note that I modified this slightly from the existing felwithe
       defender's armplates(added int to the stats, as the felwithe
       version has wis only, so it is actually better for paladin than
       for sk, otherwise it's pretty much identical and the changes, I
       think, make it more balanced for both classes). The RGB code
       used was the orange from some of the darkforge pre-upgrade
       pieces, which is no longer used since server upgraded darkforge
       is set to be all black.
       Now, for each city that has an sk or paladin armplates quest,
       change the quest to require the handin of the armplate material
       to receive this exact same item - thus providing a unified
       newbie armor set across the board. Repeat for all other pieces.
       If this sounds like something you'd like to do, and I've
       explained it in a way that doesn't confuse anybody, I will be
       happy to at least sit down and write out the stats for each
       unified armor quest piece - and do so for all classes as well,
       not just for knights!
       #Post#: 111--------------------------------------------------
       Re: An example of unified newbie armor and implementation
       By: GM-Reaver Date: December 16, 2018, 4:56 am
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       Just to make sure I'm understanding the proposal.
       As-is:
       [list type=decimal]
       [li]Obtain quest, along with mold/pattern for piece[/li]
       [li]Collect Ingredients[/li]
       [li]Assemble ingredients in kit[/li]
       [li]Combine material + mold/pattern for final reward[/li]
       [/list]
       To-be:
       [list type=decimal]
       [li]Obtain quest[/li]
       [li]Collect Ingredients[/li]
       [li]Assemble ingredients in kit[/li]
       [li]Hand in material for final reward[/li]
       [/list]
       Is this correct?
       [attachment deleted by admin]
       #Post#: 115--------------------------------------------------
       Re: An example of unified newbie armor and implementation
       By: NachtRitter84 Date: December 16, 2018, 9:44 am
       ---------------------------------------------------------
       Yes, quite correct. My reasoning was something along the lines
       of:
       1) Far less development work:
       a) no need to implement new quest lines entirely, just slightly
       tweak the existing ones(which is still quite a lot of work,
       tbh.)
       b) no need to develop half a dozen armor sets, or tweak half a
       dozen existing ones, per class(there are probably close to 100
       different newbie armor sets/quest lines altogether across EQ)
       just create a single unified set per archetype.
       2) Keeps the spirit of the newbie armor quests intact: they were
       meant to guide a character through the first few levels, while
       gearing them up fairly well(for the era they were released
       in(LoY) it was the rough equivalent of twinking with a few
       hundred plat worth of classic, kunark and velious gear from the
       bazaar - which was well within reach of any casual player(but
       usually meant spending 10 levels farming silks and bone chips
       and pelts to sell) and were each fairly well balanced for the
       region they were in - that remains the case with doing it this
       way.
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