POV-Ray : Newsgroups : povray.off-topic : Alan Wake, AAARGH! : Re: everquest Server Time
4 Sep 2024 11:21:18 EDT (-0400)
  Re: everquest  
From: Sabrina Kilian
Date: 11 Jun 2010 13:49:19
Message: <4c12771f$1@news.povray.org>
Patrick Elliott wrote:
> On 6/10/2010 10:09 AM, Sabrina Kilian wrote:
>> Patrick Elliott wrote:
>>> Sony ever fixed those issues
>>
>> Ahahaha. At least then, when it was still partially Verent, you got the
>> "Sorry, citizen, but you are not allowed to do that in our game. We are
>> going to 'fix' this problem." They have moved from, "fixing bugs in ways
>> you hate." to, "use this micro-transaction to give us more money."
>>
>> I did hear the quest got a kludge fix. Anyone can just start it in the
>> middle, without the petition for citizenship paper.
> Lovely.. Took me about 20 minutes looking through the code for the
> non-SOE server to find and fix all the issues with it, and even without
> testing all of it, I am pretty sure it got included in the most recent
> patches, and all of it works. It wasn't that damn hard to figure out.
> All you do is look through to see what they expect, what they give you,
> to give to the next guy, then make sure you can go back to the last one
> and get a new one, as long as a "flag" that tracks your progress shows
> you finished up to that point. Heck. I didn't even have to add my own
> bloody flag. The key one needed is already there, there just wasn't code
> in there to say:
> 
> if flag = 1 & !inventory_contains("thingie"){ \\i.e. you finished to
> this point.
>   give "thingie";
>   say "Someone found this laying around. Try not to lose it again.";}
> 
> Someone half brain dead could fix it, never mind people that code quests
> all the time for SOE. About 90% of all the changes I made where *all*
> basically those 3 lines, with small variations. Same with the class
> agents, which all used *identical* code, with the exception of some
> wording, since it was the *same* item they all gave you at that critical
> point.
> 

You have the benefit of working on a non-standard server. It just has to
mimic the external interface, internally everything can be customized.
Luclin is, I think , when they migrated to newer zone and NPC format,
but everything is still a static zone. After that is when they started
crafting the zones by Lua script. I imagine that having three different
types of zone files does complicate things a bit.

> Thankfully.. They seem to have been less sloppy with "most" things in
> EQ2. Though, I still have a "dark side" quest with some clown (which I
> can't complete because of it) that breaks another quest, if you are on
> it, unless you first delete the offending quest. Same NPC for both, but
> he won't progress the others, if you are already on the evil one you
> have to talk to him about, but can't, if you are not evil. Its quite
> absurd..., but its like 1 out of 3000+ quests that I have done, which
> has had a serious problem. Luclin in EQ1 on the other hand... was a
> bloody total damn mess. lol
> 

"Dark side", you mean the betrayal and citizenship quests? Those I can
understand breaking things, just by the nature of what flags have to
change along the way. So many edge cases and flags to check, someone is
going to miss one of them along the way. Testing should have caught it
and fixed it by now, though. Of course, that means they know what to
look for, and if I remember right now you get forced to class shift when
you betray? If the quest is old enough that it existed before that rule,
well that just makes it even more warped.


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