As the release draws close for what was probably the hardest expansion to create, I thought it would be a good time to give a huge Thank You to the devs for their effort. Also, I thought I had seen somewhere that our devs have some kind of 'donation as a thank-you' or beer-it-forward link (other than the 'support the server' donation)?
Yes, thanks to you all! I never thought I'd find an emu that felt like home in the way this one does. You guys have certainly brightened a lot of lives through all your hard work.
This is really great. Appreciate the effort all the Devs put in. Also appreciate the great community!
We choose to go to the moon. We choose to go to the moon in this decade and do the other things, not because they are easy, but because they are hard, and because those freaky 4-armed guys need to die! - JFK I'm paraphrasing.
Thank you all who helped make this happen. The Devs, The players, God, Aunt Jeannie, Ghandi...literally the list goes on...and on.. Booya NAG Alliance
Thank you so much for your hard work! From the great website and account management tools to the sweet server itself. It is an honor to play here.
Indeed, a serious thank you to the devs and countless TAKPers that tested things for us all. I am really enjoying Luclin and it wouldn't have been possible without the hard work you all put in. Thanks!
My first real session tonight and loved it, thank you firstly to the devs for making it happen and to the community who has been friendly answering countless questions I've been asking <3
Raid scripts are always rather simple, except the war events. I coded up and tested Ring of Vulak in 3 days. EQEmu's scripting capability is actually rather nice. (but full of bugs/quirks) The hard part is the research. Finding out what all the details should be is harder than implementing them. Luclin was particularly difficult because of the zone revamps. PoP zones weren't revamped. There are some details changed, but it's nowhere near the revamps of Grimling Forest, Acrylia Caverns etc. Vulak's ring I had not actually seen before, so it took a few weeks to research before I wrote any code. Ravenwing's writeup was enormously helpful for that. For PoP, I can record the events (I already did) and know precisely what needs to be implemented without much digging. On top of that my research tools are more advanced now, which speeds up the process. A little while ago I write a script that parses every log I have (about 10 gigs) and searches for NPC hits then produces a massive spreadsheet of all NPCs in all logs for all zones with min/max hits. Sure beats using grep for each mob. More logs makes it much easier to research, of course. I've gotten quite a bit more logs in the last two years. Also I've made some additions to the editor over the years to improve it. The multi-edit tool is a MASSIVE time-saver as I can select many NPCs in a zone, select a statistic to edit, then change the value for that statistic for many NPCs all in one form.