
MMOPLAY
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Hordes. Those are replacing Champion and hero mobs. Mobs evolve while in combat (eg Player). Their stats improve, they learn skills. Once they reach an appropriate stage, they may become Horde Leader. Horde leaders recruit other mobs, to become their minions. They form then a Horde.
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"Things can always get worse, but only quitters quit. once you quit one thing, it gets easier and easier just to leave situations rather than deal with shit" MMOPLAY Administrators deals with the shit and quitting is not an option. We will keep updating our server make it as much as stable we can and donations won't be available for a long time now..our goal remains the same, best possible and enjoyable gaming experience for our players. Rev 1080 - optimized geodata checks for aggro mobs, when they are looking for player to attack - fix: only mobs with spawns and not in instances can pickup items - fix: SSQ packet removed from sending to player in CharSelect packet - fix: possible NPE in RequestDropItem packet fix - some code cleanups - fix: possible item dupe hack patched MINI RAIDS AND HORDES some bosses fixes, and new "horde" event with mobs becoming stronger while they fight with players, as a result becoming mini raid bosses.
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rev 1073: 2nd dimension fixes and reworks: - empty destroy time set to 10 minutes - can now reenter instance after leaving Events / stats fixes and updates: - fixed player max / total online time to be stored correctly in db - moved AchievementsManager to L2GameClient, to solve NPE's on new player first logon and to properly initializePlayerAchievements (when player online status is set) Action handlers fixes: - shift + click / target action handlers fixes for players, pets, static objects etc (fix for shift + click on eg. pet causing char to stuck until pressing Esc etc) - removed pet / summon move after interaction delay Skills fixes: - Hide skill fixed (player movement is now visible for him, he can target himself, his pet / summon is also invisible to others when using hide; fixed: hide effect stopping not refreshing for all players, causing sometimes to player stay invisible until players around relog) - Vitality Herb effects are now stored on logout and restored on player login AI fixes / improvements: - added support for MinTimeSinceLastIntentionRequest check in scheduled AI intentions (fixes eg. player movement stopping, when request to move was just before character arriving on prev. target destination) - by default IntentionCommands do not record creation timestamp anymore (little performance improvement) - fixed returnHome routine when mob is moving using progressive pathfinding (will not stop and wait few seconds looking for path, but will continue to spawn without stopping) - fixed MOVE_TO / MOVE_ON_PATH intention validation for players and summons: when not moving anymore, intention is now correctly set back to IDLE (fixes eg. some pet follow issues, sometimes requiring to press Stop, for pet to go back to owner) - fixed WalkingManager: mobs / NPCs moving on routes now move with proper delay between consecutive path points. - fixed LOST_COMBAT / WON_COMBAT AI events order (LOST_COMBAT should be before DEAD event, and WON_COMBAT before THINK event); thanks to this, mobs now evolve before next respawn / next intention not after - fixed wrong delta max range for rounding chars position during movement (100, was 100000) - fixed water top Z adjusting for movements in water, causing players to escape water zone while still swimming in water; NOTE: some zones might need adjusting waterTopZ value manually (please use .issue command to report water zones that still will not work correctly) - fixed ARRIVED event triggered when character is at next path point joint / at the movement destination (adjusted event hit timming, to make movement more smooth and precise) - for now removed water levels detection movement request (it needs to be moved into path processors, to adjust whole path accordingly, not only starting and destination position) - fixed player INTERACT / follow task: now movement to NPCs / mobs is possible even when they're surrounded by very close to obstacles - adjusted movement broadcast / start parameters, to eg. include delay in movement, when player char starts moving, or needs to turn around, and then move - events BEGIN_MOVE and CONTINUE_MOVE are now executed independently by separate thread process for each AI, to reduce delays between movement request / actual movement start, and to reduce delays between consecutive path points movements (for improved smoothness and movement precition) Instances: - added Gracia Final Mithril Mines (choose on entrance to mines, which version you wish to explore). More locations coming (next: pre-Freya LoA) - optimized routines for entering / exiting instances: - moving into instance / out of instance is now quicker - added proper knownlist refreshing inside instances (no more invisible mobs for some party members) - player instances are now restored if he abnormally left it (if instance did not expired, player on relog on server, will be in spot in his instance, where he was disconnected) - fixed ejectPlayer routine: - performing ejectPlayer procedure only when player is online (otherwise leaving player offline inside instance, so he can rejoin on login) Packet Manager / Broadcaster fixes and optimizations: - not allowing to send ActionFailed packet during player movement (more smooth visually eg. attacking mobs animations, and player movement itself) - fixed sendSystemMessage method (fixes some missing messages eg during combat) - dead pet is now properly updated on player logoff (dead pets stay online on server) - reworked movement packets broadcasting mechanism: - MoveToLocation packets are now synchronized with GameServerTicks (improved, much more smooth movement of chars); additionally now always using PacketBroadcaster task for broadcasting them, what additionally improved core performance and reduces lags) - fixed EnterWorld client packet, to send SSQInfo packet to player on login (now sky in game will be properly shown, according to Seven Signs scores / period) GeoEngine / Pathfinding engine fixes and updates: - forcing final destination xyz as requested by movement, only when path ends within 16 range 2d, Z difference is less than 10 and NSWE = ALL - added pathfinding debug feature to show final, processed path points, on top on path found by engine - fixed checkLineNSWE method, to return "invalid" value for too short line checks (less than 2 geonodes in length) - removed path initial pre processing for playable characters Other core fixes: - Skipping not needed tasks during server shutdown, like updating world objects list, - MovieManager player eject fixes: - now properly ejects player from movie instance on logout / disconnect / crash - and restores player back on login - removed code to send back player after movie ends, instead using InstanceManager build int ejectPlayer routine - Added WyvernTravel manager - Optimized findObject() method, to look only in invisibleObjects map, when object not found in global visibleObjects map (no need to go through all objects in all regions, as all visible objects are already in visibleObjects map) Community Server: - fixed NetConn module, for proper ExtCommunityServer support - reduced reconnect delay to 3s - fixed max html length rev 1071: fix: actions disallowed for players in observer mode rev 1070: - Makia for now will not wander and spawns at Giran Center - fixed setCastTarget for mobs for better AI cast control - fixed invisible players packet management - removed ValidateLocation packet from broadcastUserInfo - removed findObjects for players onSpawn - putting object to regionsXY map only if object can be stored in map if invisible - optimized storing objects in invisible objects map - action fix for invisible players to be able to eg target self rev 1068 - New Auction House, better htmls, checks, some improvements, and updated to latest version
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Rates has been changed and We are making the server easier, Conquerable locations going to set up very soon for having fun and a little bit of warfare.
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The results from the Lucky Draw event are in! Scubba wins the Blackwidow Razer Keyboard and Warren wins the Sony Waterproof MP3! Congratulations! We will contact you via Email. Another important thing to mention is that MMOPlay will not be shutting down. We will be increasing the rates to x50 so you can enjoy our custom features and will continue to update the server. MMOPLAY Staff.
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Update 02/09/2014 - 09/09/2014 - The maximum amount of Amber Adena dropped by monsters has been decreased to 2 - The reward of the Tournaments has been changed from Ancient Adena to Amber Adena - The 'Seven Signs: To The Monastery of Silence' quest has been added (the rest need fixing) - A separate Auction House NPC has been made. Her name is 'Sainya', find her in town. - The prices of the armor enchant scrolls have been reduced on the Mineral Staff NPC - An issue where players would get a runtime error while teleporting and having a servitor has been fixed - The missing Blue Coin exchange multisell on Captain Mathias in Rune has been added - An issue where players were prevented from picking up herbs has been fixed - An issue where servitors & players would randomly stop attacking has been fixed - The delay on the servitor follow action has been removed - The 'stop action' button on servitors has been fixed - Support for physics items has been revised - An issue where monsters could not see/attack players on silent move although they had been attacked has been fixed - An issue where when players were autoattacking wouldn't follow the monster has been fixed MMOPlay staff keep going no matter what.
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1st! GRAND KHAVATARI Congratulations :)
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Congratulations to @ for being the first Adventurer on the server and the first player to complete the 3rd class change quest!
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Amber Adena is a rare currency of high value on MMOPlay. With it you can purchase various special items through Gismo who is a member of the Amber Guild. Gismo is located in all main towns, so you can't miss him! The image above and below shows you what type of items you can buy.
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Run as Administrator.
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MMOPLAY PATCH: Download Me Replace your current files by these.
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We are LIVE!
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That's right!
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We have gone through our messages on Facebook and there is nothing about it. Could you please send us the conversation in a private message? Furthermore, as we already explained, our A.I Engine was never available for sale to anyone.
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Our revolutionary Artificial Intelligence engine has already been implemented into our server and it has undergone major updates and improvements. May we ask what project are you referring to? The Artificial Intelligence engine was made by us and it's exclusive only ti MMOPlay. That means we do not sell it or have shared it with anyone.
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Three days left for the official release of MMOPLAY: The Conquest server. We also reminding all of you our Lucky Draw Event, register before the 29th of august and get a chance for winning wonderful gifts! Lucky Draw Event Topic Official Website Official Community Forum MMOPlay Administration.
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Hello Eagle_eye, you may try now.
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Do not forget to read the latest blog article by the MMOPlay Owner, revealing the major update of Dungeon Master! New and challenging dungeons await all of you! "MMOPlayers, it has been a long time since my last blog post. The reason for this was me being focused on gathering your questions as well as taking all your suggestions into account during the beta. I am amazed by how passionate you were! Your willingness to test everything helped us to find a lot of bugs during the beta. Throughout my experience with community management and administration, be it professional, gaming or other projects. I must say I was surprised with the communication between our staff and the players. I could not be more satisfied with the end result - an enjoyable and successful beta. I have reviewed some of the suggestions players have made and the first one is called "The Challenger Dungeon. Solo and group." posted by @Tenten, you can find his thread here. We have taken this into consideration and Tenten's suggestion will be updated and implemented accordingly. Here is how it is going to work: Solo Missions: Levels: 30-39,...,80-85 Players can only join dungeons of their level range. When they enter the instance, they will be given a skill to unlock a chest. The chest will be spawned between some monsters. The goal is to open the chest, knowing the mobs will hunt them down. For the last level range (80-85) there will be no chest and monsters. Instead, there will be a quest. The system allows for different maps for every level range. When a player enters a dungeon of their range, one of the available maps will be chosen (randomly). The quest may also vary between dungeons Party Missions: Levels: 40-49,50-59,...,80-85 The party's goal is to kill a boss which is located somewhere in the dungeon. To reach it, they will have to fight the monsters that they will find along the way. An NPC, will spawn at certain locations, which will give the players hints on the boss' whereabouts. As solo missions, the system allows for multiple maps for each level range, meaning the location, monsters, boss and boss locations may change. To participate, all party members must be in the same level range. Strategy Missions: Levels: 60-69,...,80-85 A dungeon for 2 parties (2 teams). There will be 4 bosses in the dungeon, as well as monsters that protect each boss. The goal is to kill all bosses. The winner team will be the one that kills the most bosses. The system allows for tie results. The dungeon is also a PVP zone, so not only do the teams have to survive getting wiped out by the bosses, they will also have to keep an eye out for the enemy team! To participate, all party members must be in the same level range. By talking to the Dungeon Master, they will be registered in the matchmaking system. As soon as another party of the same range registers, they will be teamed up and the dungeon will begin. There will also be a possibility of cancelling the registration from the matchmaking system. This dungeon will also record the PVP scores of every player, forming a rank which will be available throughout the Dungeon Master! An FAQ is soon to be posted by our Community Managers with all of your questions answered. The MMOPlay Staff and I know that there is competition and we have heard rumours such as "MMOPlay is going to fail etc." - Well, I can assure you that MMOPlay is here to stay and nobody should have any doubt about that... ~ Cookiez "
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Official FAQ List of MMOPlay answering all players questions. Q: When is the Official Release? A: 29 Aug 2014 Q: Will there be an NPC Buffer on the release? A: This is still under consideration due to the diversity of interest in our community (basically 50-50). But generally we are leaning towards a NPC Buffer that provides only some basic buffs so Support Classes are still viable. Q: What are the server rates? A: MMOPlay has Dynamic Rates. That means in the early stages of the game the rates are x40 (mid rate) and as you progress the rates drop to x4-x5 (low rate). Q: Are there going to be any MP Pots? And if yes, where can they be obtained? A: Yes and they are called Mana Elixirs. You can buy them at the Grocery Shop. Q: How and why was the High Five Chronicle chosen? A: We chose High Five because of the code base that was advanced enough to help us implement easily enough the new features we wanted to add. It's not really about the game version. We made it so it combines all the goodies of the old updates along with the ones of the latest updates and High Five was our best bet. Q: Are there any custom items in the server? A: We have added some of the GoD/Lindvior hairstyles and all of the faces to the game. We might be adding more accessories in the future. Q: Are there going to be donations? And if so, how will they work? A: Yes, there will be donations. But the only donations we are going to be having are for accessories and character services. Q: How long have you guys been working on this project? A: The MMOPlay Project is under development since 2010. Q: Some classes are useless and not fun to play, especially in private high rate servers where supports, buffers, crafters, etc are not needed. What happens with these classes here? A: All support classes will be viable. So be ready to play both Crafters and Buffers. Q: Do we simply farm and buy things through shops? Do we spoil/craft them? Also, does PvP and Events offer Item Rewards? A: Firstly, yes, there is Spoil and Craft in the game. Now regarding farming and buying items we offer 2 currencies. Adena and Amber Adena. Adena is farmed as usual through mobs and quests. Amber Adena is farmed through PvP Events, Events, Tournaments, Mission Master and the 2nd Dimension feature. Q: Are you guys willing to cooperate with the community and add/change/remove things? Also, are you open to new ideas/suggestions that players might have? A: This a very important factor for the MMOPlay Team. Firstly, let's be clear about something; this game is almost entirely made for you. That means that anything that feels out of place, broken or imbalanced will most certainly be taken into consideration. That's why we'll always be open to your suggestions and ideas. Do not forget to read the development section of the forums! The changelog for the August updates with more than 60 fixes has been posted!
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Another small taste of what players experienced through our Beta and what YOU will be able to experience on the day we open the gates of MMOPlay! We're eagerly waiting for all of you to join us on 29-08-2014! Be there! www.mmoplay.eu Follow us at facebook for more exclusive content! MMOPlay Facebook Page
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NEW Blog Article "MMOPlay Latest News And Development" "MMOPlayers, it has been a long time since my last blog post. The reason for this was me being focused on gathering your questions as well as taking all your suggestions into account during the beta. I am amazed by how passionate you were! Your willingness to test everything helped us to find a lot of bugs during the beta. Throughout my experience with community management and administration, be it professional, gaming or other projects. I must say I was surprised with the communication between our staff and the players. I could not be more satisfied with the end result - an enjoyable and successful beta. I have reviewed some of the suggestions players have made and the first one is called "The Challenger Dungeon. Solo and group." posted by @Tenten, you can find his thread here. We have taken this into consideration and Tenten's suggestion will be updated and implemented accordingly. Here is how it is going to work:" Read more at our community forums!
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Welcome fellow conquerors, warriors, wizards and assassins! The day has finally come for MMOPlay and the experience all of you have been anxious to live. Your voices have been heard. All of your feedback has been more than helpful and it is now being analyzed and implemented into the game! The MMOPlay Team has taken the leap to make Lineage II a different, unique and fun experience to the die-hard fans. We took the game we all love and want and pushed the mechanics, gameplay features and core elements of Lineage II to the limit of what modern game technology has to offer today. Everything that Lineage II already has, we made it better! Everything that Lineage II misses, we implemented it! We work to see this project and community grow. Join us on 29/08/2014 and enjoy your stay!
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The MMOPlay Team is glad to announce that the open beta testing period is completed! We αre now making the appropriate steps towards the official release of our server. Our team would like to thank all of you for putting effort and time into this server. Υou have provided us with bug, and glitches reports as well as all kinds of feedback. That is what we needed the most at this point. We assure you we will put as much effort as possible into improving the server. Watching this unique game-server grow and evolve is our goal and we hope all of you enjoy the ride while it is happening. Now that the beta phase is over, we would also like to remind you about the survey that will land you some sweet rewards to start your journey on the official release! Click this link - or the image below - so you can see how to obtain our Headstart Pack. As far as the official release is concerned, the date will be announced soon!
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