Title: Instanced Zones Post by: Eliseus on May 22, 2010, 03:15:21 pm I'm not asking for anything to be instanced but I've always wonder how hard it is to make a zone instanced for groups/raids and does it effect the performace of the server at all or what? Just wondering.
Title: Re: Instanced Zones Post by: Balthor on May 22, 2010, 03:17:47 pm its not hard. he just wont do it for some gay reason.
Title: Re: Instanced Zones Post by: Teehee on May 22, 2010, 03:34:42 pm Instance zones will happen is my assumption soon.
It will just cost a fee of 20 dollars a month. Title: Re: Instanced Zones Post by: Eliseus on May 22, 2010, 04:32:07 pm Well I was just wondering if making things instanced would make the server perform worse, like tons of lag etc...
Title: Re: Instanced Zones Post by: Balthor on May 22, 2010, 04:52:22 pm Im to lazy to rewrite a ton of shit I have written before but it wouldnt be that hard to use instanced zones, the only limiting factor would be Hunters time to work on it.
I doubt it would happen because it makes him money to avoid the issue OR if it did I could see him charging players for the ability to be flagged to use them. /yawn Title: Re: Instanced Zones Post by: Reed on May 22, 2010, 04:55:41 pm Im to lazy to rewrite a ton of shit I have written before but it wouldnt be that hard to use instanced zones, the only limiting factor would be Hunters time to work on it. I doubt it would happen because it makes him money to avoid the issue OR if it did I could see him charging players for the ability to be flagged to use them. /yawn monthly fee *cough cough* lots of money to be made here im sure Title: Re: Instanced Zones Post by: Bikaf on May 22, 2010, 06:02:22 pm I know a big thing with hunter is that he tests his code more than you think for the possibility for back doors which wind up still happening, some smart ass will find a way into an instance some how unless he takes his time putting it together.
the ease of coding npcs to send groups / guilds to instanced zones (read: pretty easy) compared to how desirable it would be for some folks to advance could mean for a BIG money maker for Hunter. Pay per month you want access to a zone instance flag, buy in bulk for multiple months! Charge a base fee for like ldon, fg/cg quest zones, and step it up until you get to T2... everyone knows T3/T4 trash zones have about 1000000 mobs so if anyone ever fights over spawns in there they need their head checked. Title: Re: Instanced Zones Post by: Eliseus on May 22, 2010, 06:51:37 pm Lol I'd rather play for live before paying a monthly fee for a eqemu server.
Title: Re: Instanced Zones Post by: Reed on May 22, 2010, 06:59:50 pm very true, and honestly doubt there would be a monthly fee...
but who knows Title: Re: Instanced Zones Post by: Reed on May 22, 2010, 07:42:09 pm I'll admit that I was very against instancing while I was progressing through the EZ Server content because imo without competition you get fat and lazy (figuratively). Exactly what i said in a lot of threads about making spawn timers shorter, instanced zones, etc... I'm torn between wanting to be lazy, and wanting to remain competitive Title: Re: Instanced Zones Post by: Eliseus on May 22, 2010, 08:17:49 pm I was mostly just wondering what instanced zones do to a server and how hard they were to create, other people commented on it for certain zones lol. I've just always wondered what it takes so finally just asked.
Title: Re: Instanced Zones Post by: Reed on May 22, 2010, 08:25:07 pm well i would suggest taking out non-custom zones that arent used ever. shut them off and make the custom zones we need instanced. PoF for example. would even out for the most part
Title: Re: Instanced Zones Post by: Bikaf on May 22, 2010, 09:39:52 pm I was mostly just wondering what instanced zones do to a server and how hard they were to create, other people commented on it for certain zones lol. I've just always wondered what it takes so finally just asked. if you're curious how to create an instance here is a little run down for you: You need to have an npc with the quest code that includes these following commands. quest::GetInstanceID("name", $i_id); $i_id is defined earlier, you can set this to playerID or guildID to make it an instance for your guild then you check if the instance is created already, if it returns less than 1 then you need to create the instance. quest::CreateInstance("name", $i_id, -1); or if it is created you create a new variable and define it as $instance2 = quest::GetInstanceID("name", $i_id); then you pass that variable to the following command quest::AssignToInstance($instance2); and finally you send the player to the instance/zone quest::MovePCInstance(zoneID, $instance2, x, y, z); There is another way to do it that will have your group go in with you, and also another way to do it that keeps the instance open and allows anyone in your guild to go in to help you. I hope i've helped. You asked what was involved. Everything you need to know about more detail on this subject is available to read on the EQEmu forum - Trevius and Secrets are regular posters over there in the Quest Q&A forum and are a wealth of helpful information - they have helped me more than they understand thanks to the search function lol. Title: Re: Instanced Zones Post by: Gnaughty on May 23, 2010, 12:35:36 pm It would be awesome to stay away from the fuckin retards who have descended upon EZ.
Title: Re: Instanced Zones Post by: Eliseus on May 23, 2010, 03:24:38 pm Ya, TY Bikaf
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