Brekkik reference sheet. I made a lot of mistakes while making this, mostly in the coloring part, but I'm overall satisfied with the way it came out.
The iksar race is copyright to Sony Online Entertainment.
The iksar race is copyright to Sony Online Entertainment.
Category All / All
Species Iksar
Size 1210 x 926px
File Size 634.1 kB
Nice you found a symbol for yourself as opposed to using the 5-toothed Star of Sebilis. Also curious whether you found or created a Sebilisian alphabet? It's a nice touch.
Very authentic looking striping; it gives you the old world look, very feral... which is our peoples' roots. And the older our looks, the closer we are to Cazic's design. Well done.
Very authentic looking striping; it gives you the old world look, very feral... which is our peoples' roots. And the older our looks, the closer we are to Cazic's design. Well done.
Thanks for the kind comment! Brekkik is a guardian who has taken up tinkering to create items to augment his fighting style. The symbol used in the reference is sort of his personal symbol and reflects his background as a tinkerer (the gear) while also paying homage to his iksar ancestry (the five points). The Sathirian alphabet is actually in the game's files. Go to the EverQuest II/UI/fonts directory and look for either the file IKSAR___.TTF or SATHIRIAN___.TTF (they're the same font, despite being named differently), right click and choose Install. Now you'll be able to type in Sathirian in any word processor or art program that allows writing text.
The striping was easily the most time consuming part of the reference sheet. I took tons of screenshots that I used for reference to try to get it to look as true to the source as I could get it and I've very happy with the results.
The striping was easily the most time consuming part of the reference sheet. I took tons of screenshots that I used for reference to try to get it to look as true to the source as I could get it and I've very happy with the results.
It may be a while before I re-install EQ2. I've changed to a SSD build, and doing so severely reduced my C: drive size to about 240 gb, and WoW is my main game now - takes plenty of gigs just for that. Aside from doing the Iksar/Sathirian for Unktehila, I am unsure what texts I'd care to create in that script.
EQ2 has ceased to be very engaging for years now - just the quests and storyline and flow of the game just doesn't keep me busy any where near the level WoW has. I have been a player since the EQ1 days when Ruins of Kunark was a new expansion - and since losing SO MUCH TIME playing Iksars almost exclusively, about every class to 50-60, my first one to max level with epic - one of the first epics on the server for an Iksar of his class - I decided to tattoo the Sebilisian Star on my right shoulder, like Unk has.
But WoW is quickly approaching this same commitment, and Taurens sort of have been the #2 - so Horde / Tauren emblem might appear on the left someday.
EQ2 has ceased to be very engaging for years now - just the quests and storyline and flow of the game just doesn't keep me busy any where near the level WoW has. I have been a player since the EQ1 days when Ruins of Kunark was a new expansion - and since losing SO MUCH TIME playing Iksars almost exclusively, about every class to 50-60, my first one to max level with epic - one of the first epics on the server for an Iksar of his class - I decided to tattoo the Sebilisian Star on my right shoulder, like Unk has.
But WoW is quickly approaching this same commitment, and Taurens sort of have been the #2 - so Horde / Tauren emblem might appear on the left someday.
Hey, I can't fault you for that. Play the game that you enjoy, and if you stop enjoying it, then find another to enjoy. The kind of fan hate competing MMOs get is just kind of silly to me. I still get a lot of enjoyment out of EQ2, so I don't see myself quitting it anytime soon. Then again, I recall saying the same thing when I played the original EverQuest, but then I started getting into EQ2. So by the time EQ Next comes around, I may end up making another game jump then, but only time will tell. I'm also really looking forward to trying Elder Scrolls Online, as I also have quite the soft spot for Argonians.
Now, as for seeing Unktehila's name in Sathirian, it's nothing fancy I was able to whip this up for you: http://tinypic.com/r/35mmvk7/6
Now, as for seeing Unktehila's name in Sathirian, it's nothing fancy I was able to whip this up for you: http://tinypic.com/r/35mmvk7/6
I may re-install Skyrim again, as I have the Curse client, and the patch they have for improving the Argonian looks is very decent, plus they have a very good lockpick helper. XD
I have a "Lifetime" sub to Star Trek Online, mostly for that was a pig-in-a-poke sale and I was a very diehard trek fan. So let down by the boredom with that game. Before that, lifetime with City of Heroes, but in that case, what sort of pushed me over the edge was beta access to STO, which in turn they didn't grant me until weeks prior, so that too sucked. That whole company I am now very unamused with, on about every level...
So Sony does not suck the worst... even though it took Sony 3 years to fix the Catfish Croak Sandwich Quest, which was in RoK expansion since day 1... Honey Mush Bread was not available in game for 3 solid years, so the combine could not be completed. For years, people thought it was a missing recipe, but no, it was a missing vendor item!
Oh I can go on for so long about SOE, but as a player, I'm sure you know their priority over making expansions vs. fixing existing problems and improving issues with the game.
Blizzard people grouse at plenty as well, but there definitely seems to be times they bend and yeild with nerfs this way and that against and in favor of this and that class, usually about PvP more than any other issue. I swear, so much breaks, gets broken, gets nerfed, goes unbalanced, gets underpowered, is overpowered, depending on PvE or PvP, one way or the other, all because a game is trying to make powers, rules, stats, effects, spells, abilities, all be equanimous between mobs and other players and it just CAN'T.
A mob you want to face at your same level, even have a one^ on it, and solo it with good gear and strong spells in EQ2, correct? Maybe also with the best pet where applicable, right? But PvP someone, what is the equivalent of someone with a one^? A level higher than you? Epic gear?
In WoW, it's not as complicated. There's a mob, an epic mob, and a rare mob. Then there are boss mobs, which are just epic mobs with better AI, punch, HP. You might think of them as your curly braces mob. Usually these guys are in instances only. Rare mobs have special indicia around their picture which lets you know they MAY punch better/harder and MAY have more HP, but DEFINITELY have rare loot. So you will almost never see one, they are a "Named" like in EQ, and sometimes are a special achievement to get loot from. Or a special creature to a Hunter to tame as a pet... (Hunter = Beastlord with a rifle)
I've always thought up a complicated but potentially nerf-reducing scheme: armor sets, since already we have an "equipment manager" which lets you create suits of armor you use for various purposes, like when fishing, you may wish to use clothing that buffs your chances of catching fish (hat, gloves and of course your main weapon swap for fishing rod iirc). So why not have a suit of items for PvP that auto-equips in PvP situations automagically? It's a bit weird, but already we have this transmogrification thing (much like EQ does) where you can make one item you're using look like some other item of a similar type. So if you like the looks of Blue Dragonscale armor, but just received this Saronite armor with superior stats that looks like ass, you can wear the armor for its stats and transmogrify its looks back to the older, less useful Blue Dragonscale. (It incurs a fee, but does not destroy anything.)
So who's to say that what you're PvE'ing with is this suit, but PvP'ing is this other suit? In PvP, it's best to deceive anyway... the other guy shouldn't be able to examine your character's equipment due to faction barrier anyway.
And thanks for the PNG. I'll see what I'll do with that. We sure have little to distinguish our L from our A letter...
I have a "Lifetime" sub to Star Trek Online, mostly for that was a pig-in-a-poke sale and I was a very diehard trek fan. So let down by the boredom with that game. Before that, lifetime with City of Heroes, but in that case, what sort of pushed me over the edge was beta access to STO, which in turn they didn't grant me until weeks prior, so that too sucked. That whole company I am now very unamused with, on about every level...
So Sony does not suck the worst... even though it took Sony 3 years to fix the Catfish Croak Sandwich Quest, which was in RoK expansion since day 1... Honey Mush Bread was not available in game for 3 solid years, so the combine could not be completed. For years, people thought it was a missing recipe, but no, it was a missing vendor item!
Oh I can go on for so long about SOE, but as a player, I'm sure you know their priority over making expansions vs. fixing existing problems and improving issues with the game.
Blizzard people grouse at plenty as well, but there definitely seems to be times they bend and yeild with nerfs this way and that against and in favor of this and that class, usually about PvP more than any other issue. I swear, so much breaks, gets broken, gets nerfed, goes unbalanced, gets underpowered, is overpowered, depending on PvE or PvP, one way or the other, all because a game is trying to make powers, rules, stats, effects, spells, abilities, all be equanimous between mobs and other players and it just CAN'T.
A mob you want to face at your same level, even have a one^ on it, and solo it with good gear and strong spells in EQ2, correct? Maybe also with the best pet where applicable, right? But PvP someone, what is the equivalent of someone with a one^? A level higher than you? Epic gear?
In WoW, it's not as complicated. There's a mob, an epic mob, and a rare mob. Then there are boss mobs, which are just epic mobs with better AI, punch, HP. You might think of them as your curly braces mob. Usually these guys are in instances only. Rare mobs have special indicia around their picture which lets you know they MAY punch better/harder and MAY have more HP, but DEFINITELY have rare loot. So you will almost never see one, they are a "Named" like in EQ, and sometimes are a special achievement to get loot from. Or a special creature to a Hunter to tame as a pet... (Hunter = Beastlord with a rifle)
I've always thought up a complicated but potentially nerf-reducing scheme: armor sets, since already we have an "equipment manager" which lets you create suits of armor you use for various purposes, like when fishing, you may wish to use clothing that buffs your chances of catching fish (hat, gloves and of course your main weapon swap for fishing rod iirc). So why not have a suit of items for PvP that auto-equips in PvP situations automagically? It's a bit weird, but already we have this transmogrification thing (much like EQ does) where you can make one item you're using look like some other item of a similar type. So if you like the looks of Blue Dragonscale armor, but just received this Saronite armor with superior stats that looks like ass, you can wear the armor for its stats and transmogrify its looks back to the older, less useful Blue Dragonscale. (It incurs a fee, but does not destroy anything.)
So who's to say that what you're PvE'ing with is this suit, but PvP'ing is this other suit? In PvP, it's best to deceive anyway... the other guy shouldn't be able to examine your character's equipment due to faction barrier anyway.
And thanks for the PNG. I'll see what I'll do with that. We sure have little to distinguish our L from our A letter...
That's an interesting way to keep an armor appearance that you like, though I think I prefer EQ2's method a little better since it's simpler. They just have a separate appearance armor window that you can equip armor to. Naturally, you don't get the benefits of armor equipped to the appearance window, just the look of that armor, but there's no other steps involved and you're not permanently changing the appearance of another armor set (in case you decide later that you want that armor appearance).
You have some pretty interesting game mechanic ideas too. I've often thought about the MMOs I've played and how I would improve on some of my favorite (or less-than-favorite) aspects of them, enough so that I've got a kind of MMO concept I've worked with on and off for the past few years. Nothing fancy, just a jumble of text documents with my ideas and improvements written out in them lol. For instance, in my concept, I throw out traditional character leveling and classes. Character improvement would come from equipment upgrades and skill trees. Players would have 4 skill trees, one permanent one that is racially based and 3 skill trees which they can switch out as they wish, allowing them to effectively build custom classes that they can easily change without the need of alts if they wanted to. Kind of out there I guess, but it might work.
You have some pretty interesting game mechanic ideas too. I've often thought about the MMOs I've played and how I would improve on some of my favorite (or less-than-favorite) aspects of them, enough so that I've got a kind of MMO concept I've worked with on and off for the past few years. Nothing fancy, just a jumble of text documents with my ideas and improvements written out in them lol. For instance, in my concept, I throw out traditional character leveling and classes. Character improvement would come from equipment upgrades and skill trees. Players would have 4 skill trees, one permanent one that is racially based and 3 skill trees which they can switch out as they wish, allowing them to effectively build custom classes that they can easily change without the need of alts if they wanted to. Kind of out there I guess, but it might work.
I'd welcome emails with you on this or any subjects, as it seems you communicate very well, have a very open mind, and love gaming as well as have a very strong RP aspect to yourself which I admire (but will not call into use I doubt, just to be sure I'm not sounding creepy). Unfortunately, we can see where that Baseball player's gaming company went, and he LOVED EQ. So he was a diehard gamer, had ideas he wanted to bring to MMO because of what he throught was wrong, had money to throw into financing creating the server banks and the client/server software, the whole shebang, was even working toward a public announcement - and FAIL.
So in my humble opinion, what should be done is probably one of a few things for success: 1) Study the Minecraft model. How did it catch fire? It's ugly as sin, so why does it get played so much?
2) Can Open Source be a solution? Is there a way to spec this out and get it coded server-side and client side all O/S and therefore MAYBE be platform agnostic? If not, of course we have to decide whether it'd be browser-based, which solves a lot of deployment issues about the graphics engine etc., or client-machine-code based, which ties it to an OS and its graphics library like DirectX 11.
3) Privitized, investment-supported development. This means you have to get a powerpoint presentation done, market penetration study, group focus, all your ducks in a row so people with millions or at least tens of thousands will buy shares of the company you have (LLC or Inc, Partnership at the very least) developing the project. This also means you need a business manager (or someone dedicated to answering business calls when they come in along with whatever other duties they may have) to give progress reports, status updates, all that BS that life in a corporation or white-collar company has always been about.
4) Just goof around with the concepts, keep documents to yourself, code it as far as you can and then re-visit what I said above. Many inventors get 90% toward completion of something and they need serious spit & polish (like server load balancing tweaks, full-on stress testing, etc) to wring out the last bugs, and that costs big money. So you either say well, it coulda been, or you go for it one of the 3 ways it's been done in the past.
IMO, #1 is just a #2 where you keep the code locked to yourself and don't open the source. "Going cowboy" which is a huge stress. Worse and worse as the code gains in popularity.
So in my humble opinion, what should be done is probably one of a few things for success: 1) Study the Minecraft model. How did it catch fire? It's ugly as sin, so why does it get played so much?
2) Can Open Source be a solution? Is there a way to spec this out and get it coded server-side and client side all O/S and therefore MAYBE be platform agnostic? If not, of course we have to decide whether it'd be browser-based, which solves a lot of deployment issues about the graphics engine etc., or client-machine-code based, which ties it to an OS and its graphics library like DirectX 11.
3) Privitized, investment-supported development. This means you have to get a powerpoint presentation done, market penetration study, group focus, all your ducks in a row so people with millions or at least tens of thousands will buy shares of the company you have (LLC or Inc, Partnership at the very least) developing the project. This also means you need a business manager (or someone dedicated to answering business calls when they come in along with whatever other duties they may have) to give progress reports, status updates, all that BS that life in a corporation or white-collar company has always been about.
4) Just goof around with the concepts, keep documents to yourself, code it as far as you can and then re-visit what I said above. Many inventors get 90% toward completion of something and they need serious spit & polish (like server load balancing tweaks, full-on stress testing, etc) to wring out the last bugs, and that costs big money. So you either say well, it coulda been, or you go for it one of the 3 ways it's been done in the past.
IMO, #1 is just a #2 where you keep the code locked to yourself and don't open the source. "Going cowboy" which is a huge stress. Worse and worse as the code gains in popularity.
I'd be happy to continue our conversations over email or even IM if you'd prefer. Feel free to note me with your info, or I can note you with mine, either way.
I'm not really sure what route I would take with it if I ever got to a point where I could actually start developing my concept MMO. Since it's still very much in the concept stages, I suppose I would fall under #4 on your list. Time will tell if it ever evolves beyond that.
I'm not really sure what route I would take with it if I ever got to a point where I could actually start developing my concept MMO. Since it's still very much in the concept stages, I suppose I would fall under #4 on your list. Time will tell if it ever evolves beyond that.
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