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*real*savormix

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Everything posted by *real*savormix

  1. Imagine that you only know a few words in english and then look at image #2. Is it clear what you should do? No. Is it clear that action is required? Well, if the player has reached level 9000+ in common sense, seeing 'Bot' in title bar will alert him that something needs to be done, and fast. But these players are so few, you seriously don't want to count on it. I suggest also including an example (tutorial) within the HTML. And do not use words, simply use arrows (or arrow textures), e.g. image with on pattern+color above and three below -> same image with matching pattern+color at bottom row in an outline/box/highlighted/whatever -> image with a green checkmark/image with OK/something like that. P.S. This would also be at least 100 times better replacement for the horrible decoration at the top.
  2. AS I mentioned in the other threads, L2 is designed for massive player interactions, e.g. full scale clan wars, castle/fort siege battles, etc. All the random crap does not matter if you die in less than a second when focused (UD and similar things do not matter in these battles, since you simply cannot soak the damage you are getting – though all the recent additions of 30 sec invincibility do help with getting different role chars into useful positions – it was not possible before), so battle tactics actually play a role in victory/loss. The whole grinding part in Lineage II is there to allow solo and other casual players (incl. merchants) to have what to do and the means to make a reputation, for example if they prefer a controlled environment (max party vs party) in player interactions. Unfortunately, for duels (*cough*Olympiad*cough*), having totally unpredictable damage output is a terrible design choice. This means that Olympiad results always were, and still are, purely based on player's luck. Competitive games generally do not allow such huge leeway, even though the random effects seep like poison into more and more "skill" based games (L2 never was one of these, just for the record).
  3. All it means is that the magical attack skill power is 70. That's the result of the new automatic pattern-based localization. Remember, the formula (in general and without random/other modifiers) for magical skill damage is sqrt(matk/mdef) × skill power × constant. Your M. Atk. itself is not boosted when you cast the skill.
  4. In L2OFF, there are no sources, aside from source for extender DLLs that you can inject into L2Server and other exes (AuthD/AuthGateD/CacheD/L2NPC/etc.). Just check the project file for software you need. If you see .vcproj or .sln or similar, you'll need some version of MS Visual Studio. Otherwise, you might need Borland/Embracadero Delphi/C++ Builder, and so on. Without info about the extender in use, it's hard to say. When you open the project file with the designated software suite, it will automatically set up and configure the project for building. All you need to do is select 'Release' mode and build all subprojects. That will give you the extender DLLs.
  5. People declare that they want a Lineage II experience, but both current (Undergroud/SoL/whatever) and previous installments put a very hard focus on player interaction (e.g. alliances). Essentially the only way to fix this is to remove leveling part of the game, make all raids/instances of different types and strengths (lvl diff can indicate strength), change all instances to MAX 7 players to enter (including valakas, antharas, trasken, etc.). Otherwise it's just unsustainable. Moreover, all custom features must end up having a STRONG solo component (high reward for solo play) or you are bound to suffer the same fate. The existing content problems can be seen clear as day on any official international server (so excludes KR/TW, which have region-based personal ID verification). Except when you are a private server and try to do L2, if players of all level ranges can't find stuff to do (e.g. because in total there aren't enough players of a specific class, for example), they will not stay "because it's an official server, after all". They will just go for a fresh experience somewhere else. You talk like it is something that can be fixed. NC Korea is working extra hard since GoD to make sure original L2 content does not work on any international server, including NCWest and 4game's EU part. That's why it's best to just create an own game. Of course, having a working client with a lot of AAA assets is a huge boost. But nowadays if you try to do L2, you will end up in a ditch with all other "hey, I had 3900 online* just weeks ago? what happened?" servers. * – yes, that's an obvious lie.
  6. I don't play Lineage II. Is that a good answer?
  7. Fixed it for you. You can have 5-8 hours of high player amount, but in the end, people have to go to sleep/work/uni/school/friends eventually. And unlike during launch, people do not have to wait for a fixed date+time to be able to re-login to the server. True, the survivability is not a matter of one day. If you get players from all time zones to join, you can even hold out for a month (with things like 100 online avg, more during the day of primary time zone, less during the night). After that, people will either leave outright or complain that there aren't enough players on to do anything worthwhile*. After that, it's just a matter of time since everyone leaves since lower player count = even lower count in the future = empty server in the future. Without a worthwhile name, there is nothing you or your players can do to avoid this fate. Hence all the name stealing and reopens, fake "wipes" (because the population was reaching "server death imminent" threshold, even though 'effective' online count may be even as high as 200 or so, even at night. * - Which is ironic, since it is hard (most of the time; weekends being an obvious exception) to gather a single party for any instance in NA, for example. Good if you have a clan where each member is leveling 10 alts, then you can always find someone willing to switch to some alt that hasn't done that daily instance.
  8. The primary criteria of a server that is "good enough" does not have anything to do with features. The only thing that matters is a large enough 'effective' (that players can see and identify as non-bots) player count. So once again, if you have a good server that just doesn't have the attention to survive past the first night (500 online [on launch day] doesn't mean anything if the next morning you have ~15 and people login [during various times of day], find an empty server and move on to another server), it is nowhere near "good enough". EDIT: for clarity, the ~15 number EXCLUDES private stores, offline stores, afk town players (e.g. buff stations/mentors), etc.
  9. BnS – terribad BDO – current KR updates will destroy it before it reaches NA. Evacuate while you still can.
  10. Well, nowadays nobody really plays Lineage II (botting does not count as playing, btw). That's why people who still decided to stick with L2 do not make servers for players, they make servers for something else. I myself was involved in a high-rate, perfectly balanced DN-type l2j (l2jfree-based) server (these were the C4-IL times; I quit L2 server hosting shortly after kamael), created purely to gain access to player email/social net/etc accounts (no keyloggers or malware: just saving the account password as plaintext and then using it). There are many things you can do with an email, username and password (as well as clan info, chat logs and online times). My associates would check various low rate servers, such as SupremeL2 C5 during the night (in the player's time zone), funnel all valuable items through a prebuilt throwaway account freight/cwh/drop+pick/equal trade scheme and would later sell them. The possibilities are endless. And you don't need for the player to play on your server, only to create an account. On a more related note, have you noticed nobody makes proper antibots anymore? All, regardless of name, are just cosmetic software, designed to show players that the server owners care about unfair play. That is another of many lies owners tell today. Anyone, including people who have 0 clue how their botting software works, but have botted for at least a few months can easily bypass them. Sure, if you never botted and decide to start today, it will look tough. That's how owners want it. Because if you stop the bots, who will go to play on your "12 online, including offline shops" server?
  11. GOLDEN REPLY On a more serious note, just do something and shove it at everyone until they give in. Then you can claim it is 'fun'.
  12. That does make sense. P.S. It is still less resource overhead if you run all the servers on the native OS (different DB names and updated OPENROWSETs + patched hardcoded CacheD statements + patched hardcoded registry paths + patched mutex checks). But yes, migrating the whole VM (regardless if you migrate only one server or all of them) is just. so. easy.
  13. Generally the more some software is dependent on milli/microsecond precision in its execution (because of the dreaded non realtime OS 'executed not earlier than' constraint), the worse virtualized environments perform. So while they are okay for web services or serving webpages, or hosting large DBs where a SELECT that does pretty much no IOPS (optimal execution plan) still takes more than one tenth a second to complete, where virtual environments will show really efficient results, they are definitely not a cure to everything. Plus, if for some reason you get some problems, e.g. with unstable getTimeOfDay(), all you can do is switch to another provider, because you cannot investigate anything, unlike when there is actual physical hardware available to you.
  14. It would be no longer present in the game world after a restart.
  15. Well, there's no real way to persist these things (without an extender). L2Server [on next start] will still read shops from precompiled AI and drops from npcdata.txt.
  16. After reading this whole discussion, I can only say <-- THIS LEVEL OF DENIAL
  17. If you actually had a 'big' project (in DDoS protection terms), you'd obviously opt for Arbor Networks, Inc. They can mitigate DDoS attacks as large as 300 * 8 = 2400 Gbit/s, retaining legit user traffic without notable delay. But for a small project with several thousands of users, HF is okay. Just make sure to subscribe to their (since you will collocate) announcements to notify users of the possibility of issues during maintenance/upgrade testing (e.g. possible HVS malfunction if you also host the website there).
  18. If MySQL is running on a remote server, that would mean there are some connectivity issues. Yeah, connections can end up dropped. Select another remote server and hope for the best. Alternatively, check that the RJ45 port locks the cable in properly on both machines. If this happens when both servers are running on the same machine, there's plenty of things that can be happening. First, check your memory (both that you cannot run out of it and that the physical memory components (RAM and disk drive(s) with swap/page file(s)) are functioning properly. Then, check for resource exhaustion: perhaps you have spec'd 1k/10k/100k connections in MySQL properties? Stupid typos like this can cause exhaustion related issues. Things like this can also happen if you are running some torrent app that keeps allocating sockets (even though they are left half-open), etc.
  19. No. Just no. Most people around here use MySQL, which only supports a single hardcoded DB (check information_schema*). Even 'CREATE DATABASE' is implemented as an alias to 'CREATE SCHEMA'. In MySQL, no database is ever created in addition to the hardcoded one. * - SQL92 specifies that 'table_catalog' contains the database name for the table: SELECT table_catalog, table_name FROM information_schema.tables
  20. Just create two differently named schemas and adjust the jdbc url(s) in config files. Or are you asking for something else?
  21. He asked to change (note the difference between 'adjust'/'modify' and 'change'/'replace') the default value. So it is only natural that we tried to guide him to the default values. Once again, a skill with <mul> will participate in MP regen formula differently than a skill with <add>, when compared to just changing the default value.
  22. Well, I was primarily referring to this: https://github.com/L2J/L2J_DataPack/blob/master/dist/game/data/stats/chars/baseStats/AbyssWalker.xml Here's a short guide for the orders. Assume you have certain values, already with operation attached: +10 -20 *6 *2 *1.05 +63.2 *0.5 /3 You need to calculate a value. An easy way to do it is (parenthesis emphasize the natural operation order): 10 - (20 * 6 * 2 * 1.05) + (63.2 * 0.5 / 3) Obviously, the "insertion order" calculation is not good for… mostly anything. So now you have certain values with both operation and order attached, e.g. +10[1] -20[15] *6[5] *2[5] *1.05[2] +63.2[15] *0.5[10] /3[2] Now, you only have to sort the orders: ((((10) / 3 * 1.05) * 6 * 2) * 0.5) + 63.2 - 20 Which will end up providing a different value. Obviously, you would want to avoid +- having the same order as */, because for the same order value, they can end up ordered in any way, and (x*2)+10 is different than (x+10)*2. In order to allow intermediate values (for future updates), l2j has selected certain order values to be used in item/skill templates: 0x10 for base value <set> 0x20 for base value <add/sub> 0x30 for (base) value <mul/div> (due to multiplication semantics, we do not need to split it into two) 0x40 for modifying the precomputed value by <add/sub> 0x50 for one-sided <set> (overriding the completely computed value)
  23. Character templates used to be in SQL, but now they are in XML, although the paths differ in different serverpacks (datapack, look for char_templates or character or similar folders). And no, it will not be exactly the same (unless you use a multiplier instead of a flat value): MP_regen = max(orgMP_regen × menBonusF × levelBonus × skillMP_regenPer + skillMP_regenDiff, 1)P.S. I am unsure if CHA affects regen as well. In short: If you want to multiply/divide the MP regen (e.g. make it double) -> the result will be the same. If you want to add a flat value (e.g. +5 / recovery tick), it will not be the same (MEN, level bonuses as well as mul/div effects will have no effect on the value added by a skill). Of course, L2J's generalized calculator allows you to simply use a smaller order value (this means you would effectively create a custom MP regen formula without changing code). I think it was 32 (0x20) for add/sub instead of 64 (0x40).
  24. It should be in character templates (since these things are attached to a player character class). Movement/Wait mode modifiers are hardcoded, check formulas or related Func implementing classes if you need to change them as well.
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