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sandpants

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Everything posted by sandpants

  1. It's year 2013 not 2003. So unless you wanna play with lunatics on L2World or RU servers, expect that.
  2. Too many retards in one thread. If NCSoft is doing Lineage Eternal, why would they make Lineage 3 in parallel? Why would the release ANOTHER game to compete with the first? Don't expect Lineage III in name. Lineage Eternal is the last Lineage Project announced to date. How they name it is up to them, but that what's known.
  3. So basically you have no other sht to say and you try to act mature? I mean, you ensure people might get a girlfriend, yet you spend loads of time trying to make people's lives bad on the internet. On the internet. The internet. mrco pls goobi sei u haf 2 eet poo
  4. See those 5%stat buff/debuff skills? They should 1% for more balance!
  5. You would know wouldn't you...something about knowing how L2 works? That thing, where you or anyone else can't change anything when you have your own damn source code and an actual team of developers. Also making it pointless to suggest stuff, obviously. :dat:
  6. Unless you increased the base MP regen to begin with, this change won't be noticeable. I think (I'm unsure, but I doubt it's larger than that) even mages have around 50MP regen /3secs. So ~33MP/sec at MP=0 is really nothing. I'm all for no MP pots as they break PvP. But only in the traditional sense (200-500MP per MP pot with no reuse). The trouble with increasing base regen is if you do it globally you have to deal with it somehow in oly (if you have it). I believe a successful ecosystem for MP is A)very high MP regen under a certain threshold (avrg of MP cost of ALL or majority of skills ~150 or so). In this case in PvP if someone wants to deny you MP they have to repeatedly keep MP burning you. But you also cannot skill spam as often due to the limited pool you have now. This is the compromise of having no MP pots, high MP regen, without -beep-ing up mana burn skills. You are still in the fight but not at your full potential. Even and if you regen MP enough for a bunch of skills, this has to be treasured, and used at the right time, because it will be even worse if you horde your regened MP and get it burned again. B)MP over time pots with heavy weight. I think the goal here is to make a ratio of 1 or less (70-80%) between MP gained and lost. The weight is so that these would be treasured when going out of town - there is a high demand for them, and this demand is shared between classes that can restore MP. You do not enforce the usage of SE/EE, so it justifies telling kiddos to GTFO, but the cost and weight may make it desirable to actually get some friends to play support. Considering there are talismans for MP regen, clarity and restoration, I share your motion that MP pots should not be needlessly added as losing MP is part of the game, and players should know how to manage it, low rate or high rate or PvP server. But just so that crowds of kids would be happy adding them is still... worth it.
  7. Including this server, there are maybe 2 other servers in the preview section+advertisement section TOGETHER which are worth looking at. There is barely a choice of threads to check or look at. AKA there is no need to rush...
  8. Intelligence - you don't have it. But mindless sheep will be mindless sheep - so go play your OFF servers stuck in C4 with broken code and no development apart from rate changing.
  9. Im not asking for code. Im asking for an EXPLANATION on features. Cos from front page it looks exactly like the 50 other server in the subforum back.
  10. Considering all the other nonsense wall of text servers out there, I'd actually try this even though I'm not interested in mid-rate farm/pvp servers.
  11. Because they repeat what everyone else did that no one liked? Don't care if you make your own source or copy of L2j. IF there are things that you coded YOURSELF and is a UNIQUE feature, then why not put in the features, rather than after 20 posts say "Hey you don't know what you talk about, I make this server myself and code things myself that no one saw before". Really? Cos I'd maybe join if I knew what you made - I won't waste time logging in and searching a junkyard for some small details you recoded from some other source. You don't know what to do. All you and many other admins do is just copy paste the same features with different numbers. The problem is not who you copy source from or how many players played on x rates 2 years ago. You just do the same thing and expect people to like it? Get real.
  12. I assume this will work in any browser irrespective of OS? So one could control character from Android/iOS? Without going ingame ofc...?
  13. I'm not trying to make it less popular. I'm not flaming. I have high regards towards Midnex and his work. I'm trying to provide insight on the delicate compromise between choosing to damage or choosing to use a particular utility skill in PvP. It's THIS particular judgement which defines a good, skilled player. If you choose to cast a talisman UD mid-fight you have to be sure you don't get spiked down during the cast, because even if you don't die, you end up with a small portion of your HP, and UD will only delay the inevitable. If you see a powerful attack coming and cast UD just in time to mitigate it and then follow up with a counter attack even if it cancels your barrier - THAT is tricky to do. But when you get low damage like what you can see in the vid - you don't care. You just cast skills as they are up. It's like 2 trains fighting. No matter what they do, they only go where the rails go.
  14. It is there for others to see and make judgement based evidence proposed. That's the point of public discussions...
  15. You keep coming back with some vague, abstract idea; I'm not forcing myself to disagree with you - you simply sound like a lunatic and it's hard to be convinced when someone says "It is balanced because I think so; that's my opinion, the end, stop talk". You talk about flames and spam, you say you don't want to tell more things, duh, there AREN'T more things you can say - the only thing you came up with in the last 2 pages was that slow PvP = skill = balance. I will find other "sh1ts" to say because there is so many reasons why you are wrong. I wasn't a baby when you played L2, moron. You have no coherent explanation - your only merit towards fast PvP being unbalanced is OVERPOWERED class; captain obvious much? Every system is prone to an overpowered class! Yours is no safer from it. It's for that fact that it is SLOW PvP that you probably won't notice it and keep bragging about it being balanced, because it is so random. You then say that NO CLASS is OVERPOWERD - HOW the fuq does that relate to Slow PvP being good? If no class is overpowered like in every other server then you wouldn't need to cling to the idea that slow = good. - I don't see how my generation destroyed L2. I'm not korean NCsoft dev. I am an aerospace engineer though - probably why I have so much to say without trolling you like a kiddo. L2private servers are dead because no dev is given the opportunity to make CRITICAL ASSESSMENT, since people like you spout ideas from gut feeling. Reality doesn't last long on a single feeling or idea. P.S. You don't see my server because I don't have Midnex making it for me, when I just open datapack and change some skills.
  16. It was in regards to the "normal L2" argument by SweetyDancer.
  17. there is about 4 posts explaining why slow PvP is not a measure of "pro". It is not clever. You contradict yourself. If there can be 10 setups, but 1 is best, people will find out, and use 1 setup, not 10. So having a best setup is not good. Ignoring actual "length", the Time To Kill is too long. If you think a-beep-t Hits To death is a measure if PvP is balanced or not, you are bad at this game. 10 hits for most classes is ~20 seconds. I can make tea and sandwhich in that time. There is also difference in range -> have to run - > increases PvP time. There are debuffs, disables, which slow PvP down. There are Barriers, UDs and talismans +potions. AKA, normal PvP is not fast. THERE ARE SO MANY things that make PvP slow that artificially slowing it down to what is seen in the videos is pointless. The skill cap is decreased because its like slow motion. You have all the time in the world to react. Action has to stop sometime, not someDAY.
  18. You posted a video. I and another person commented on that, particular, specific, aspect of the server, not the whole server. The discussion on the last page to this page is on that particular matter. I challenged your mindset, you replied with ignorance. Forcing a player to use his specials and waste them against weak attacks is skill and tactic. Thats hard to do. It require knowing what the enemy can do next, and putting yourself in advantageous position. If the glad had a way to force the GH in the vid to use ghost walking,so that it would be wasted, that would be interesting. He doesn't. The GH simply clicks the skill, and the glad stops attacking. How many players you know personally who wouldn't do that, stop attacking I mean? It's common sense. But you call it tactic. All that aside, even if we could call it tactic, for the sakes of an argument, how does this tactic change from slow to fast PvP? It doesn't. Whether it takes 20 seconds to 3 mins, if the GH would press the skill, the glad would stop attacking. My point is that it does not validate your mindset of slow PvP being more skillful. P.S. Challenging an opinion or arguing is not flaming. I didn't go "LAWL NOOB SERVER".
  19. Is it not valid to do so? To argue? Do the servers I argue with have more than 10 players on them? The problem with the ignorance you show Frey, is that you need players. You might not need me specifically, you simply need someone else. The problem of me not liking this server (hypothetical, I only don't like what I see in the last vid) is not just mine, it's yours as well - it's not like I force myself to not like it, I have nothing personal against you. After all you are making this server for other to play in, not just yourself.
  20. Let me clarify even further, and for your own sake, last time, otherwise you are likely wasting your own time and money (don't wonder why I care): The problem with making a server without donations, sustained with a server that DOES have donations is tied with your impression that a server without donations appeals to players MORE than the server with them in the first place. A server with donations that can sustain itself and your other server, will, by natural selection and design be superior to the one without donations, simply because it appeals to players to begin with, to create revenue. Otherwise it wouldn't have enough revenue. This can't be contradicted in long term, which is what you should be aiming for to begin with. In short term, out of all players on your donation server may have one person who will pay just enough for 2 server once, maybe by luck or generosity, twice. Then that server will be dead, redundant. You will get bad reputation - a person invested his money into your server, but it wasn't worth it, it is dead. Why is it dead? It's not question of why, but why not - if it is not dead, then the server is healthy, has loads of players, and some quantity of these players donate, without making others leave, and they do it regularly. If this server has loads of players, do you really expect your other server to have a good a-beep-t of players or to even HAVE to have a good a-beep-t players? It's pointless. Of course you could do it just for the sakes of doing it, but it being done, existing, doesn't mean it will be played. One has to be superior. Either the donation server, or the non donation server. If it's the first, the second can't sustain both. Of it's the second, the first is pointless. Chaos is random. But even what you are doing is less random, than it is in fact following what most people did. I am wrong about this in the occasion that you truly present more than custom NPCs, CB, GM events and active GMs. A solid thing to consider is non permanent donation items. As time passes, donated items churn out of the economy, either because they are time limited, or simply consumables. Permanent gear is attractive, but it turns your server into a money milking machine whether you intend it or not, as gear is a one time purchase. Do not allow donations to turn character interaction to a stand still. I am pointing this out because you don't need a server to run without donations to be good, and is therefore a bad measure of success. Your job doesn't have to be to impress players with no donations - instead convince them that your donations are very much fair. P.S. I don't feel offended by what you say. People have different opinions - that's fine by me. Opinions are different, but not all opinions represent truth. Truth has one side - and arguing about things is what makes our comprehension of the situation progress into truth. And yeah, I can't stop writing walls of texts. The topic is big and vague. I could wish you good luck, but these words wouldn't hold much weight if you understand the situation L2 is in. Which is why I am in this, and many other topics.
  21. Ok, elaborate what changes happen for the order I put things in to the order you put things in? I am not saying you make server A first and then X months later open server B. I am saying that having a server with donations contradicts your mission you presented us in the first place - to create a server succeeding due to no donations. How will your server with donations live, to sustain your server without donations. How will the server with donations sustain itself? Will it have another server with bigger donations? Or will it sustain itself? So a single server must sustain a MIN of 2 servers. So that server, which ever it may be, must have revenue. For it to have that, it must be attractive to players, so that they play and invest into it. Even all sustainability bullsh1t aside - you still contradict yourself - if you make a server which CAN bring that revenue - it will already be more successful than whatever you are planning. TL;DR - You are aiming to make a successful server without donations. This requires a successful server WITH donations. The first cannot exist without the last because you have rent. For 2 servers. If the second is THAT good, then there is no need for the first. _______________________________________________________________________________________________________________________ Just because you asked - Yes, CB services are awesome, regardless of rates. It doesn't have to be GK/Shop. Maybe oly matches. There is no particular reason why you shouldnt be able to go to oly from outside of town. With obvious restrictions to prevent exploitation, namely on demand teleportation out of fights. So perhaps no usage in combat. No teleportation if flagged, etc. Rates - doesn't matter. But there is less reason to make anything between 5x-infinity. There are SOME lovers of 15-60x, but they don't understand what they want. You are opening a server for gods sake - you have to be smarter than asking people for their opinions. They will murder your server by asking for a mid rate which will die due to lack of action, interaction between players. An ongoing problem for me in this game is the lack of things I and My clan can own and be proud of the effort we put into it. Castles are mostly useless. Another thing is cowardice in PvP. How you attend these are up to you. I proposed in another thread systems attainable by clans which they can use to gain profits and control markets and other services like teleportation. Fixing PvP is psychological. Players no longer believe in chivalry. They just want to win. So maybe remove the cheasiest, most stupid ways one can win something. For example winning frintezza - if frintezza is instanced and only a certain a-beep-t of parties are allowed (dunno if this is retail or not) it becomes crap. People drop clan wars to avoid PvP and rush to GK to get to the boss, opposition cannot fight back due to risk of PKing non warred enemies. What a lot of devs are doing is leaving the game as it is. The terrible thing about it is that this game is farm. Beyond that there is very little meta game - raidbosses, oly (value of Castles is minimal). That's why servers die - there is nothing to do.
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