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=== Differences From Velious ===
=== Differences From Velious ===


Aside from the obvious features like AAs, spell focii, the bazaar and the new UI, some notable mechanics and feature differences between TAKP's era and the Velious era include:
Aside from the obvious features like AAs, spell focii, the bazaar and the new UI, some notable mechanics differences between TAKP's era and the Velious era include:


* We have an AC softcap; It was hardcapped until near the end of Velious.  Overcap returns at level 60 are small however.
* We have an AC softcap; It was hardcapped in Velious.  Overcap returns at level 60 are small however.
* We have the updated resist system that went live shortly before PoP's launch.
* We have the updated resist system that went live shortly prior to PoP's launch.
* Lull spells work well here, as they were upgraded just prior to PoP's launch.
* Lull spells work well here, as they were upgraded just prior to PoP's launch.
* DoTs casted from different players stack on the same target.
* DoTs casted from different players stack on the same target.
* No hell levels.  Total experience needed to reach level cap remains the same, but levels are 'smoothed'.
* Exp from higher level NPCs is increased.  Exp from lower level NPCs is decreased.
* Exp from higher level NPCs is increased.  Exp from lower level NPCs is decreased.
* Monk mitigation is nerfed.
* Monk mitigation is nerfed.
* We have most of the newbie quests implemented around the time of PoP.
* Player pets do not proximity aggro NPCs here.
* Player pets do not proximity aggro NPCs here.
* No exp loss from death for players under level 11.
* Items reappear with the character on death for players under level 10.
* Halflings may be Rangers and Paladins, and Gnomes may be ShadowKnights and Paladins.
* New resurrection, evacuate and corpse summoning spells have been added at lower levels.
* We have most of the newbie quests implemented around the time of PoP.


The resist and lull changes in particular allow this server to be highly accurate in regards to those two mechanics because Daybreak's Live servers still use the Luclin era resist and lull rules, allowing developers to use Live servers to collect data and recreate those mechanics with precision.
The resist and lull changes in particular allow this server to be highly accurate in regards to those two mechanics because Daybreak's Live servers still use the Luclin era resist and lull rules, allowing developers to use Live servers to collect data and recreate those mechanics with precision.


=== Prominent Bugs, Quirks and Out-Of-Era Features of Al'Kabor and TAKP ===
=== Prominent Bugs, Quirks and Out-Of-Era Features of Al'Kabor and TAKP ===
Also see (for code bugs which are not quirks, and do not need to be reported to staff):  https://wiki.takp.info/index.php/Known_Bugs


Because TAKP is emulating a very specific month of PoP, certain unfixed bugs that were fixed during PoP's span will remain active here.  Sony's Al'Kabor server also had a handful of later PoP era additions that were implemented even though the code forked prior to their implementation on the PC servers.  Some of the more egregious bugs were/will be fixed however.
Because TAKP is emulating a very specific month of PoP, certain unfixed bugs that were fixed during PoP's span will remain active here.  Sony's Al'Kabor server also had a handful of later PoP era additions that were implemented even though the code forked prior to their implementation on the PC servers.  Some of the more egregious bugs were/will be fixed however.
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The more noteworthy features and quirks enabled on TAKP include:
The more noteworthy features and quirks enabled on TAKP include:


* Sony's Al'Kabor had a unique permanent 20% exp bonus, and so does TAKP.
* Sony's Al'Kabor had a unqiue permanent 20% exp bonus, and so does TAKP.
* In the Ykesha era, 7 months after PoP's launch, the group exp bonuses were increased significantly.  AK had a bugged implementation of this bonus which roughly doubled it for groups with 4-6 members.
* The late PoP era increased exp bonus for each additional group member was also implemented on Al'Kabor.
* On Al'Kabor it was possible to hit low level players with group versions of high level spells, allowing for Mass Group Buffs to hit players of any level.  This enabled a popular activity of high level casters announcing MGBs to buff lower level players.
* On Al'Kabor it was possible to hit low level players with group versions of high level spells, allowing for Mass Group Buffs to hit players of any level.  This enabled a popular activity of high level casters announcing MGBs to buff lower level players.
* On Al'Kabor is was possible to use a horse and gain the standing meditation ability even with old models on.
* On Al'Kabor is was possible to use a horse and gain the standing meditation ability even with old models on.


For those concerned with EQ's slow rate of advancement, consider that the large exp bonuses combined with MGBs enable a rapid leveling up of new characters than would be the case on other classic servers. MGBs are available on TAKP and often announced on the Alliance chat channel.
For those concerned with EQ's slow rate of advancement, consider that the exp bonuses combined with MGBs enable a rapid leveling up of new characters than would be the case on other classic servers. (MGBs will be available when Luclin launches)
 
=== Zone Revamps ===
 
TAKP's zone revamp status is the following:
 
* All zone geometry files are the classic versions.  (e.g. old Nektulos, Freeport, Bazaar)
 
'''Pre-revamp:'''
 
* Plane of Mischief
* Siren's Grotto
* The Hole
* Veeshan's Peak
* Droga and Nurga
* Acrylia Caverns, Hollowshade Moor and Grimling Forest
* Grieg's End
* Trolls are still in Grobb.
 
'''Post-revamp:'''
 
* The Accursed Temple of Cazic-Thule
* Our Plane of Hate is the 2nd iteration that went live mid-Velious; it is not the final revamp that went live during the Ykesha expansion.
* Chardok
* RunnyEye Citadel
* Splitpaw


== Clients ==
== Clients ==
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Since TAKP is emulating the EQ Mac server, TAKP is unique in that it supports a native Mac client.  This is a first-class native client with full support and not merely the PC client ran in a virtual machine or run via WINE.  Not even Daybreak supports a Mac client anymore.  The two clients are virtually identical in feature set, so from here on they shall be referred to in non-plural.
Since TAKP is emulating the EQ Mac server, TAKP is unique in that it supports a native Mac client.  This is a first-class native client with full support and not merely the PC client ran in a virtual machine or run via WINE.  Not even Daybreak supports a Mac client anymore.  The two clients are virtually identical in feature set, so from here on they shall be referred to in non-plural.


TAKP's client is from the December 2002 era.  This is the actual client used in the era TAKP is emulating, and the oldest client in use for any emulated server.  Other emulated servers use later era clients and may or may not remove some of the client's newer features to try and more closely mimic the classic experience. (classic in the sense of an older era of EQ, not merely pre-Kunark)  TAKP is the only EverQuest server anywhere that is using an era-appropriate client. (note: this may change if EQ Classic launches a server)
TAKP's client is from the December 2002 era.  This is the actual client used in the era TAKP is emulating, and the oldest client in use for any emulated server.  Other emulated servers use later era clients and may or may not remove some of the client's newer features to try and more closely mimic the classic experience. (classic in the sense of an older era of EQ, not merely pre-Kunark)  TAKP is the only EverQuest server anywhere that is using an era-appropriate client.


TAKP's supported client however has several modifications that were done to improve the user experience:
TAKP's supported client however has several modifications that were done to improve the user experience:
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* Classic skies
* Classic skies
* Classic reduced underwater vision
* Classic reduced underwater vision
* Night blindness for Humans, Barbarians and Erudites
* No GoD era tradeskill UI
* No GoD era tradeskill UI
* No target rings
* No target rings
* No F8 / tab target cycling
* No mousewheel zoom-out (this may disappoint some people.  Try the top-down F9 view)
* No saved spell sets
 
* No mousewheel zoom-out (this may disappoint some people.  Try the top-down F9 view - Hit F9 twice, then use Alt + Numpad 1-8 and Pg Up/Down to modify view)
TAKP's client is so old that it requires EQW to run. (only true for the PC Windows client)  This is not currently avoidable because the older clients take over the machine.  Sony had disabled multitasking as a (ineffective) way to curb cheating.  Unfortunately this also causes some alt-key sticking issues when alt-tabbing between our client.  To prevent this, it is recommended to use the window focus switching functionality of a program called HotKeyNet which is included in the supported client zip archive.
* Bards do not get Melody
* There is no extended Bard song buff window
* Rangers do not get Autofire
* There is no /autoinventory
* Cannot see numerical mana values
* Cannot see damage ticks from DoT spells
* Cannot see other player's spell damage (this includes procs)
* No in-game guild management UI window (we do feature a custom Guild Management website tool)


== Staff and Server Location ==
== Staff and Server Location ==
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* All raid bosses were granted the 'Mitigation of the Mighty' perma-buff which multiplies several combat statistics.  This was implemented instead of reverting all the changes that made players more powerful over the years.  NPCs without this buff are killed by players very easily.
* All raid bosses were granted the 'Mitigation of the Mighty' perma-buff which multiplies several combat statistics.  This was implemented instead of reverting all the changes that made players more powerful over the years.  NPCs without this buff are killed by players very easily.
* All raid content is instanced, which means servers are flooded with raid loot and all competition between guilds is gone.  NPCs do not respawn inside these instances which further trivializes the content.
* All raid content is instanced, which means servers are flooded with raid loot and all competition between guilds is gone.  NPCs do not respawn inside these instances which further trivializes the content.
* Sony revamped many of the classic era zones, which most players find to be inferior.  Newbie zones were made easier by removing NPC aggressiveness.
* Sony revamped many of the classic era zones, which most players find to be inferior.
* Store bought pay-for-power items like exp potions.
* Store bought pay-for-power items like exp potions.
* Items are not left on corpses when players die. (no CR runs)
* Items are not left on corpses when players die. (no CR runs)
* Sub 50 spells do significantly more damage and in many cases are obtained at lower levels.
* Sub 50 spells do significantly more damage and in many cases are obtained at lower levels.
* Hybrids get spells starting at level 1 instead of level 9.
* Melee skill caps are higher.
* Melee skill caps are higher, which increases melee damage and survivability significantly.
* Player damage bonuses are larger.
* New (level 1) characters start with combat skills maxed.
* Player melee damage bonuses are larger.
* GoD era leadership AAs enabled at launch and granted for free, including a very large ATK bonus.
* GoD era leadership AAs enabled at launch and granted for free, including a very large ATK bonus.
* AAs enabled pre-Luclin.
* AAs enabled pre-Luclin.
* Differences in AA's.  The DB servers have made many, many changes and consolidations over the years.  [https://wiki.takp.info/index.php?title=Alternate_Advancement Please familiarize yourself with the state of them on TAKP].  At this point in time, Luclin and PoP AA's are enabled.
* Augmentations available pre-LoY.
* Augmentations available pre-LDoN.
* AC overcap returns are much more generous.
* AC overcap returns are much more generous.
* Pets are much stronger; mostly in the form of higher skill caps and granting them the block skill (which is very good) while keeping parry, which results in avoidance rates (31% ''before'' the def/agi avoidance roll is even done) that are higher than monk players, who do not get parry.
* Pets were granted more AC and ATK.
* Monk fist damage is much higher than classic.
* Monk fist damage is much higher than than classic.
* Two minute feign death full-aggro wipes.
* Two minute feign death full-aggro wipes.
* GoD era tradeskill interface, which includes auto-combine functionality.
* GoD era tradeskill interface.
* The advanced loot system is in place.
* The advanced loot system is in place.
* Many common NPCs have had their stats reduced to be less challenging.
* Many common NPCs have had their stats reduced to be less challenging.
* ALL PoP era NPCs had their damages reduced by roughly 5%.
* ALL PoP era NPCs had their damages reduced by roughly 5%.
* Underwater vision is much farther.
* Underwater vision is much farther.
* NPC 'ignore range' was globally reduced to 600 units; meaning NPCs will ignore the players they hate after only 600 distance. (3x spell range)
* NPC 'forget range' was globally reduced to 600 units; meaning NPCs will forget the players they hate after only 600 distance. (3x spell range)
* Rampage and Flurry are a bit less threatening than they once were for a couple of reasons.
* Rampage and Flurry are a bit less threatening than they once were for a couple of reasons.
* Coin has no weight.
* Coin has no weight.
* Maps enabled.
* Maps enabled.
* The experience curve was replaced, resulting in more or fewer kills to level depending on level and server.
* TAKP and P99 frankly have less problems with hacks and bots.
* TAKP and P99 frankly have less problems with hacks and bots.
* No boxing limits; although some progression servers limit you to one account per physical machine.
* No boxing limits; although some progression servers limit you to one account per physical machine.
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TAKP's source forked off from EQ Emu in 2013 and is heavily modified.  TAKP supports a client older than any of the clients that EQ Emu supports; that support required a great deal of network code modification as the client protocols changed between 2002 and Titanium. (EQ Emu's oldest supported client)
TAKP's source forked off from EQ Emu in 2013 and is heavily modified.  TAKP supports a client older than any of the clients that EQ Emu supports; that support required a great deal of network code modification as the client protocols changed between 2002 and Titanium. (EQ Emu's oldest supported client)


EQ Emu does not try to emulate any specific era of EQ, and attempts to support clients from several different eras.  The consequence of which is that project focus is diluted since they must support many more features and ensure no conflicts between different clients.  Also, mechanics that are implemented will be the modern versions instead of classic.  This means that any server team wishing to replicate classic eras accurately still has a great deal of work to do after downloading EQ Emu source.  A lot of things are still not working correctly or remain unimplemented.  TAKP has spent the last five years implementing PoP era mechanics into their fork.
EQ Emu does not try to emulate any specific era of EQ, and attempts to support clients from several different eras.  The consequence of which is that project focus is diluted since they must support many more features and ensure no conflicts between different clients.  Also, mechanics that are implemented will be the modern versions instead of classic.  This means that any server team wishing to replicate classic eras accurately still has a great deal of work to do after downloading EQ Emu source.  A lot of things are still not working correctly or remain unimplemented.  TAKP has spent the last four years implementing PoP era mechanics into their fork.


TAKP has a huge advantage over any other classic emu in that our community spent literally a decade playing an era frozen version of EverQuest.  These people have a vast knowledge of PoP era game mechanics and are able to point out inaccuracies in detail, as they have been playing the real thing up until Nov 2013 instead of 13 years ago.
TAKP has a huge advantage over any other classic emu in that our community spent literally a decade playing an era frozen version of EverQuest.  These people have a vast knowledge of PoP era game mechanics and are able to point out inaccuracies in detail, as they have been playing the real thing up until Nov 2013 instead of 13 years ago.

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