Jump to content

YeahThePro

Members
  • Posts

    119
  • Credits

  • Joined

  • Last visited

  • Days Won

    2
  • Feedback

    0%

Posts posted by YeahThePro

  1. 3 hours ago, An4rchy said:

    I honestly cannot get where you are seeing this. Even Kamael client was far better than Interlude performance wise - feeling wise. Much smoother. Idk, perhaps you like how it looks or something but I'm pretty sure I speak for 99% of L2 players.

     

    My FPS counter says so having played on all those countless times. 

     

    Edit: So I just ran a 30 minute test (15 minutes per client) on classic (l2reborn) and interlude (my server) and you will be surprised by the results =>

     

    classic client [L2 Reborn]:

    21% cpu 

    635 mb ram 

    32-35% gpu 

    118-136 fps [up to 162 with 1 skillbar] 

    gpu clock 900-1300 mhz 

    memory clock 3505 mhz 

    gpu power 33 watts 

    gpu temp 50c

     

     

    interlude client [L2 Helios]:

    25% cpu 

    333 mb ram 

    20-56% gpu 

    148-168 fps [up to 198 with 1 skillbar] 

    gpu clock 1012 mhz 

    memory clock 3505 mhz 

    gpu power 31 watts 

    gpu temp 44c

     

    Environment: Both empty servers with the retail amount of camera zoom. Same spot, same character/class. Looking at the same spot.
    Test lasted several minutes to avoid basing the test on random spikes. Both clients tested with lower details activated to avoid the debate on the settings.

     

    The question now remains as to how those 2 servers will perform in mass pvp with 100-200 people at the same spot.

  2. 5 hours ago, An4rchy said:

     

    Reborn is the most successful server of the last 5 years, and you can't argue that. I didn't say it's the most successful server in the history of L2.

     

     

    Perhaps you've been playing another game claiming that Interlude is smoother than Classic XD. It's not even close. Interlude is old, textures/lighting/animations are outdated and the performance is terrible if there's more than 30 players in your screen. Please try playing 50 vs 50 in Interlude and 50 vs 50 in Classic.

     

    In L2Reborn, we played 140 vs 150 in Antharas with very few fps drops. If you disabled skill effects and soulshot effects there were barely any issues, apart from networking issues which eventually got fixed.

     

    Reborn formulas are not good, but they're not bad. They're the same formulas L2 servers have been using for the past 10 years. Unless you put your formulas to test with multiple people, you can't claim you've made a 'balanced' server since 'balance' was never a thing NCSoft achieved with Interlude. Daggers were absolutely broken, archers hitting for 6k without blessing of queen, MC rate of SPS was ridiculous, not to mention the damage. So you can't say a server isn't successful because their formulas are not retail like. Hell, I wouldn't even want retail like formulas in a mid-rate server, shit would be totally broken.

     

    Please make a poll asking players about which client they prefer for an Interlude server. I bet it wouldn't even be close.

     

    Are you completely ignoring russian servers on purpose ? valhalla is a much more successful project, so is eglobal. Reborn (low-rate) is a project for casual players. Again, that is not relevant to classic client, or the topic.

     

    lmao. "if you disabled this and that". Well, excuse me, but if you disable AOE, SS, shadows and use good skillgrp and fire.dll (the one that doesn't keep the game focused while alt tabbed) then IL has 0 fps issues as well. Then, some admins with bad files in order to eliminate fps issues, they set a max range of players that are able to see effects around them. For example, you can only see effects at 200* radius and so on. Same can be done with how far you can see textures and players.

     

    Disabling things to have good FPS does not mean the client is smooth, it is what it is and can be done on any client.

     

    It's not only the formulas themselves, but the badly coded files that do not follow the math logic L2 followed on those old chronicles. I'm not sure how daggers were broken on retail ? You literally deleted daggers through 4-5 mana burns lmao. Also there was no gap-closer (shadow step) on IL or hide. Archers on IL are garbage on late-late game compared to mages. On IL death whisper buffs (wc/ol too) and dance of fire were nerfed down to 35% crt dmg each from 50% from previous chronicles. Combine that with 500 pdef from valor and there u have it. The only ACTUAL broken issue on interlude retail was wild magic augments + MC rate. Mages hitting x4 times their damage at an 100% rate while fully stacked was a joke. If an archer hits you for 6k without cat buff, then consider buffing pdef buffs, use a shield and adv block and dont turn ur back to a fully geared with baium/qa archer while ure on +3 DC set. 

     

    Retail interlude didn't last long, therefore people didn't get to see the clown fiesta created by x2 WM + valakas and FOI fiesta. That being said, balancing this issue is easy. We already made FOI GF/H5 like (lose effect upon attack/skill) and wild magic augments will be re-adjusted.

     

    But again, why did this discussion turn into a client debate ? It's about attributes on interlude 😄

    2 hours ago, xdem said:

    you dont need a good java dev to copy paste the attribute system from a later l2jserver, this is the simple part, elemental stones are not right clickable like scrolls fyi you need to visit the NPC even on later chronicles.

     

    interlude is not a good engine, H5 is superior, interlude just gives you some nostalgia the first minutes of gameplay after a few hours your soon sick of it, its like opening your old gameboy to play pokemon red

     

    Pretty sure on H5 we clicked the stones to add attributes on the weapons 😄 Only reason you visit an NPC is to exchange stones. 

     

    Interlude's engine is better gameplay wise. Optimization wise, it's bad, but not worse than H5. The worst FPS I've ever had was on H5 engine, 2nd worse was GF and then IL. 

     

    If we debate pure FPS in mass pvp it's like this: classic > IL > GF > H5

  3. 4 hours ago, An4rchy said:

     

    Is this a joke or? Check L2Reborn which is the most successful server in years, they're using Classic client and it's more optimized and well-made in every single aspect of the game. That 'old engine' (they're both unreal 2) you speak of is laggy and was made during windows xp era. Servers need to move on to newer technologies as players got bored already.

     

    Reborn isn't the most successful server first of all. Even if it was, the client wouldn't be the reason, same way it isn't the reason why people play it. Reborn is using a pack that is extremely faulty with debuffs landing on fully stacked resists (including full epics) due to the pack they are using. People do NOT CARE about the quality of a project, it's all about marketing. The same reason l2dex had a bright moment, but is now dead. Do you think all these people played l2dex because of the client ? H5 client is fully garbage FPS and target-wise, not to mention since it's l2off files, the debuff formula is clown fiesta when you try to go for interlude gameplay.

     

    No, it's laggy as in 1 year ago with my beast CPU/GPU that don't really matter because L2 uses single-core power and GPU is nearly irrelevant.

     

    The client isn't the point of this topic. I have decided to make a nostalgic server, as close to retail interlude as possible, with content updates from higher chronicles over time, but only for PVE and items. If people want to play another client, then this is not the project for them.

     

    3 hours ago, Trance said:

    Why not.

     
    You can use it as a learning curve.
    Try to implement every new or improved idea that comes to mind.


    You won't know if the players like it until you try.
     

    Interlude is not meant to be customized in the first place.

    I will never open an Interlude client again (I bet many others think so), the way it moves is mediocre compared to the new chronicles.


    Interlude vs. New Chronicles is the same as Windows XP vs.  Windows 7 and later.  Eventually you will let it die. Sooner is better.
     

    Take this advice from someone who have played this game since 2006 and developed it for the first time in 2008/9: Try new chronicles and work on them. Interlude is a BIG waste of time.

     

    I could say more details, but I hate to do it on the phone.  I left Lineage 2 behind in 2012 and Classic is the only reason I came back (partially) to it in 2020.

     

    Well, I guess I don't want to rush any decision and waste massive amount of hours and money implementing it when most players won't like it. That's the reason why I made this topic. Implementing this system will take days of work just for myself. 

     

    I do understand the upsides of classic client, but if FPS isn't a problem on my project, then I won't bother with migrating to it. Classic offers only 2 things; 1) Possibly better FPS in mass pvp 2) a lot more options for accessories such as cloaks

     

    Movement/textures feel very amateurish and "jumpy". Moving on classic feels like you're constantly on 30 FPS refresh rate (best example I can give). IL is so much smoother as long as your FPS don't go to hell because of multiple custom files people put in their client.

  4. 22 minutes ago, xdem said:

    then why not use a later client, interlude doesnt suppor elements client side

     

     

    Later clients use a different engine. c3-c4-c5-IL use the same one which is giving that original L2 feeling. GF/H5 are horrible clients gameplay wise. A very good example is l2dex's "interlude server" on H5 client. Horrible engine and massive issues with fps. Also target system is the best on old engine.

     

    That being said, you can add whatever you want on IL client as long as you have a creative dev and a good java dev. I've already tested it and it works just fine. Of course, you will not be adding attribute stones the same way you do on GF/H5 etc by right clicking on the stone like enchanting. Instead, you will farm the stones and exchange them for lvl 1, lvl 2, lvl 3 etc attributed weapon in the shop (upgrade mechanic).

     

    I think it's a very interesting scenario because especially on mages with 2 attributes (sps and sph) you can only choose 1 attribute on the weapon which is gonna boost only 1 of the 2 elements. For fighters, choosing attribute won't matter, since holy will be the best option as u can stack holy weapon + dance of light, unless we eventually decide to add armor attributes too, which means that if robe targets stack holy attribute on armor, then that's a horrible choice. 

     

    All in all, it's a very interesting late-late game update we can implement.

  5. 18 hours ago, Celestine said:

    well my vote goes to yes because interlude is a limited client and something new will always bring the interest.

     

    I've never seen an interlude server with attributes and after a little research, I found out how to make it work properly. I myself am a big fan of gradual content updates because as u said, interlude's end-game comes very fast, even on low-rates, therefore some updates from higher chronicles would make it very interesting in my opinion while keeping the client and balance the same-ish. 

  6. So I have managed to select an entire square by clicking selection -> select cell under cursor, but that selects the whole block. I'm trying to only select a little square (piece) to edit the geodata piece by piece (picture below). I've never touched any of these programs, so if anyone can give me any tips, I'd appreciate it. 

     

    Edit: I also want to know how to "draw". I can see the options of those different triangle types (green/red combinations), but I don't know how to actually draw on the map.

     

    https://imgur.com/a/nCzDmbP

  7. 6 hours ago, Blitzkrieg said:

    The idea is nice, but not worth the effort in the slightest (for 99.99% of the servers out there).

     

    If it was to be done the right way, you would have first to buy a proper custom map, new npc dragons (from other games that use unreal engine probably), create new effects, skills and of course a captivating way of fighting it.

     

    Wouldn't even try it unless it was a PTS Server using HF client or higher with x1 rates.

     

    We're already working on the new dragons' textures, skills and maps. We're aiming high. We will open as a mid-rate pvp server and keep improving the concept. We also plan on launching something very big in the future with lower rates. HF client is 1 of the worst when it comes to performance. If you want performance, you will go for classic client. Depending on how our files perform on high numbers, we will consider whether we will stay on IL client or move to classic, keeping everything else 100% the same. 

     

    PTS = public test server. I assume you mean "l2off". I am the biggest fan of l2off files, but they are extremely limited to what you can do with them and definitely not VFM working with C++ devs. The main reason why I spent years to obtain all the retail formulas and apply them on java code was because it was the only thing holding me back from ditching l2off. 

     

    Ofc, actions speak louder than words, so if anyone wants to run a test on our files I'm offering them closed beta access. You will just have to private msg me here with your info/intentions. 

  8. 17 minutes ago, An4rchy said:

     

    This applies to noone in L2. L2 players are 30+ year old with zero desire to learn anything new. They only appreciate things such as auto farm which makes the game even easier for them.

     

    I can already see people ignoring every part of lore you include and spamming about boss drops being shit/op.

     

    I thought the same way not too long ago. But there are quite some young players, even new players coming to private L2 scene. I'm not saying it's a sustainable demographic, but they exist and they aren't as rare as you'd imagine. You can see it in multiple ways; youtube viewers-demographics by age. People voting in L2 discord/fb groups with their age groups and ofc, the community I'm in. 

     

    Also, do not paint everyone with the same brush. There's plenty of 30+ year old players who enjoy L2 in a more casual way, they are just not as vocal on forums/discords. I've met plenty of them on the last server I played.

  9. 25 minutes ago, Trance said:

    99% of the players won't appreciate.

     

    I mean think of Overwatch. There's the people who play for the competitive Q and then there's people who enjoy the lore and pve aspects in a more casual way. We're trying to offer both high quality pvp with frequent content updates and 100% working files/formulas/skills identical to retail interlude. We are not trying to please everyone possible, but to offer a very fun and long-lasting project to the ones who are looking for something decent that's not a quick-money grab.

     

    11 minutes ago, Mobius said:

     

    Then there should be 7.
    base_attribute_defend={0;0;0;0;0;0;0}
    😀

    7th element is rain or something...

     

    I have never heard of a 7th element in L2. I'm not very familiar with very high chronicles, but even on classic which is based on GOD, I haven't seen anything like that. The information is out of the official lore of L2 which you can easily find online. It mentions that there are a total of 6 dragons and it does say that aulakiria is the light dragon in specific, leaving bael-zael with the only element that has not been mentioned yet, the dark one.

  10. For the first time ever, all 6 dragons will appear! And you will have the chance to challenge all 6 of them on Interlude client! We are proud to announce that we have already prepared Lindvior & Fafurion on our server. We are now working on Aulakiria (Holy) and Bael-Zael (Dark/Unholy) which have not been released even by ncsoft yet. For some more information, read lineage's lore online.

     

    Official release dates of all dragons by NCsoft:

     

    Antharas: 2003

    Valakas: 2004

    Lindvior: 2012

    Fafurion: 2019

    Bael-Zael: Not yet

    Aulakiria: Not yet

     

    After Valakas, NCsoft has been releasing 1 dragon every 7 years which leads us to believe that the next one might be released approximately in 2026 and the last one in 2033. Our team is working to release them this winter. Stay tuned!

     

    We are looking for some feedback regarding our work. Discuss your opinion and throw some suggestions regarding the mechanics as to how to enter the bosses' nests (examples: tezza, baium, or antharas/valakas), some cool debuffs and anything else you can come up with.

     

    image.thumb.jpeg.8fdc29ff21b181c307c6e0799a30a614.jpeg

     

    • Like 1
    • Haha 1
  11. For the first time ever, all 6 dragons will appear! And you will have the chance to challenge all 6 of them on Interlude client! We are proud to announce that we have already prepared Lindvior & Fafurion on our server. We are now working on Aulakiria (Holy) and Bael-Zael (Dark/Unholy) which have not been released even by ncsoft yet. For some more information, read lineage's lore online.

     

    Official release dates of all dragons by NCsoft:

     

    Antharas: 2003

    Valakas: 2004

    Lindvior: 2012

    Fafurion: 2019

    Bael-Zael: Not yet

    Aulakiria: Not yet

     

    After Valakas, NCsoft has been releasing 1 dragon every 7 years which leads us to believe that the next one might be released approximately in 2026 and the last one in 2033. Our team is working to release them this winter. Stay tuned!

     

    https://imgur.com/a/6yx73SK

  12. It's exactly what I'm building atm. A lot of weekly content updates for PVE & PVP without the annoying star wars you see on those x1000 pvp servers. Retail balance, an armor from GOD that u can upgrade as class specific, same for weapons, including some very rare weapons (krishna & dragon with an extremely low chance to drop from epics) and new epics such as lindvior and fafurion on interlude client. 

     

    For more you can check our website and discord:

    https://lineage2helios.com/

    https://discord.gg/8Tkawajbh5

  13. Hello boys and girls. It's been a while since you heard any news regarding project Helios, but we have not stopped working on it. As I've mentioned some time ago, I had to redistribute some roles and change our team's roster in order to be more responsible with the deadlines I'm giving them with their tasks so that we can deliver together a great project for all of you to play. Our values remain the same; We prioritize the highest quality gameplay possible with all the Interlude retail functions pvp wise (target mechanics, skills, movement, formulas etc) while at the same time we aim to deliver a very unique project with frequent content updates from higher chronicles that will offer new PVE experience when it comes to new raid bosses and items. That being said, we won't deviate from interlude balance even late game with the new items. 

    In specific, we have now hired a professional developer to be the muscle and execute all my ideas as my own knowledge when it comes to coding is very limited. The ideas and features will still come from me. The investors have changed and now I will be 1 of them, meaning that there won't be delays and doubts when I choose the opening date.

     

    A little spoiler for what's to come; 

     

    We are aiming at a progressive server where you feel like you're not stuck and bored when you reach your final gear and then just log for the same epics, at the same spots. We will gradually add epics and RBs from higher chronicles (Epics like Fafurion & Lindvior. Yes, we are planning to have all 4 main L2 Dragons). We do not want to flood the server with new custom items that you have to farm, therefore we will sort of limit that to helios armors & weapons. The only new gear you will be able to get, will be updating those helios items with SA (class specific SA for armors) and an extremely low chance to drop antharas/valakas/lindvior/fafurion weapons from the epics only. A slightly higher tier than helios weapons and slightly lower than dragon weapons will be Krishna weapons that will drop only from our 10 main RBs at an extremely low chance as well.

     (L2Gold players can compare that to l2g weapons logic).

     

    This is just a small sneak peak into the big new world we are preparing. Join our discord and stay in touch! Happy easter everyone!

  14. On 1/16/2022 at 8:17 AM, Vision said:

    Moved to Private Servers.

    Good luck!

     

    Hello, I only now realized that you've moved this topic. We haven't launched our project yet. You can move this back to previews. We postponed the opening since we weren't sure they time was right. The general idea is to launch anywhere around october/november 2022, or even January 2023. We do not have an official date set at the moment. There are also some ongoing changes regarding the Administration team, therefore we expect things to be more reliable with dates. 

     

    Thank you.

  15. On 1/18/2022 at 12:22 AM, takecare said:

    Good Luck with your project i can tell that you put a lot of work in this project but my question is did the server language successfully ?

     

     

    Hello. We have postponed the opening. We will update this topic once we have decided our final date.

  16. 12 minutes ago, aLzhite said:

    neither vang or adv, your skills are working like l2j, you cant even understand what im talking about why am i wasting my time here lol xd

      

    :))))

     

    No, you're wasting everyone's time reading. You claim there is a malfunction in skills, but you don't say what it is. You understand that you're a clown right ?

     

    If you're not willing to say what the issue is, then stop claiming there is one. Bye.

  17. 17 minutes ago, aLzhite said:

    🙂 did i mention anything about skill hittimes here? also your video proves that im correct even without checking the server as a player to test. gj

     

    My video proves that surrender works as retail interlude and not gracia final slow cast ? *imagine my shock*

     

    Difference is I point out exactly why my files are retail. You just talk about imaginary stuff trying to seem smart while in fact you have absolutely 0 clue how anything works on this game. I'm not even sure if you ever decompiled any files to look into actual code 😄

     

    The only thing changed was that we removed "ss lag" (when spamming magic skills, after the first skill cast, the rest get cast slower as if ure not using ss because automatic ss load slower). If that's what you mean then lol. This gets implemented and removed in a minute. 

     

    Here is sps from retail (C5 - same as c4/interlude)

     

     

     

    This conversation is done. You have 0 clue what you're talking about.

  18. 2 hours ago, aLzhite said:

    i know acis 🙂 even its devs are refusing the problems the pack itself has and im not giving any fix list in order them/you to fix, im abusing them in the servers that im playing. what im generally saying is; even those classes are op in l2off, how come u fix those issues by the pack itself? it doesnt matter how updated the pack is, im actively playing the servers that been opening with most recent files. anyway, i dont have to test anything on the server, just log-in any l2off server and try surrender, vortex and hydro blast/prominence/hurricane to any npc and then test the same thing on acis to see urself. or easiest way; log l2off, get a cardinal, greater battle heal to urself and then test the same thing on acis

     

    I did not ask you to give me solutions to problems of the files. I asked you to point out a specific problem on -MY- server and not acis rev from 2017 or even 2020 that was garbage. 

     

    You literally just admitted that your only experience is random servers left and right no1 knows of. Again, our pack is based on acis, but there's been massive updates on top of it which is not acis anymore but more of our own "extender". I did share a lot of those formulas with tryskell of course, but there's multiple things missing from the retail acis pack, especially in skilldata.

     

    And this is where you show that you're a complete moron. You talk about surrender casting as if we haven't fixed that already on our pack. You don't even need to log on my server to see this, it's on youtube in the video showcasing our auto-farm. The reason why surrender is "slow cast" on acis is because they based it on advext (l2off btw) which is GF core and not C4/interlude like vanganth is. So when you say l2off, you need to specify which one. There's C4 core (vanganth) and GF core (advext).

     

    These are issues we fixed literally 1 year ago just so a random guy like you can come on the forum and claim our pack has those issues without even logging on our beta that is freely available. Hope you understand how ridiculous you sound.

     

    Video with surrender casting like retail on our pack: [Sped up version, You can slow it down]
     

     

    1 hour ago, Trance said:

    aCis is not that bad in terms of Formulas anymore.

     

    Yep, and thank god tryskell upped the price so not every entitled kid can get their hands on them =]

     

    29 minutes ago, Hypest said:

    Said the guy that asked money to play on my projects.....

     

    I don't know who you are, but if your server wasn't worth playing, then maybe paying was the only option. I see many admins who are sour in this topic. Sad.

  19. 16 minutes ago, aLzhite said:

    not mentioning about gameplay but trying to have retail balance on acis gonna be a big problem. im 100% sure that the server gonna fail for this delusional idea. even in best scenario, if everything goes well, l2 itself designed without mana potions and limited buff times. so in general; with full buffs and unlimited mana potions, most of the classes will be over powered e.g duelist, grand khavatari. imagine a tyrant/glad goes aoe fight in full retail balance. a single glad can take over a party without its cp been decreased. there was a reason that those classes being nerfed in servers where you have access on mana potions and full buffs. not even talking about dagger classes' full retail formulas in l2j acis. you cant even compare l2off's and acis' movement system. that means in l2off, lets say in 5 seconds you can use 5 skills, in acis you can bypass the limit with its bad optimized movement system and possibly can spam 10 skills in that timeline. both, retail values and having to work on acis is a bad idea.

     

    Our pack is based on - latest - acis rev with our own updates. What you're describing is old, garbage outdated acis revs that were indeed as bad as you're describing. Our formulas are 100% retail and yes, that means the classes you mentioned are strong, but at the same time you're forgetting that the same goes for all classes. Welcome to Interlude where all classes are very strong unlike H5 where all classes couldn't solo kill anyone in mass pvp unless the target was massively cancelled.

     

    Skill spam is based on skill re-use formulas and atk speed which are also retail on our files. Also skill cooltime which is something only people who bother with skilldata are aware of. The files you're talking about are extremely outdated.

     

    You completely forgot about mages and their retail MC rate and multiplier on Interlude which was indeed the most broken class on the client. You could google L2 Teon interlude forum archives and people talking about that sph "progamer" (from ITT side) who once obtained valakas + passive wild magic he was nearly 100% mcriting (x4) and solo-ing parties by himself with a single support behind him. I'm pretty sure if you youtube search "progamer l2" or "progamer lineage" you will find a few ridiculous videos of him.

     

    Ah forgot to mention that the OBT is live and available for you to run your own tests. If you test something and think it's not retail like, THEN you can come to me and report it. Right now you're assuming based on information from 5 years ago.

     

    4 minutes ago, Romotheone said:

    I was sitting here, thinking long and hard about where to begin or how to properly adress this post, but the only thing I can say is... "?"

     

    His post would make sense back in 2016-17 probably

  20. 16 hours ago, Romotheone said:

    I understand what @splichois trying to point to and I also understand the difference between what @YeahTheProis defending here. Disregarding what is actually being talked about here, splichos combative reaction does suggest personal feelings towards you or your server.

     

    Now to the topic being discussed. In the end, paying upfront or paying afterwards leads to the same conclusion. It is a motivating factor to many, especially to clans/alliances that are confident and big enough to win. In the end, you are rewarding the biggest/strongest clans for playing on your server and a parallel can be made to just straight up paying them. They simply risk more by being payed based on their performance afterwards and not initially upfront.

     

    However, while the motivational factor does make a difference, it still does lead to the same conclusion. The best and biggest clans were previously getting payed proportionally based on their numbers and exposure they could bring with how many members they can round-up to win now.

     

    Essentially, theoretically, respectfully... you are walking down on one of the 2 slightly different paths leading to the same destination, your path being easier to morally defend than the other.

     

    On a personal note. I am more of a fan of this method, while I despise the upfront payment.

     

    The difference isn't paying upfront or at the end of each week. The major difference is that paying clans to join, leads to leaders making random weak sides who play just for money and creates an extremely toxic fake competition in-game (i.e. l2 dex, e-global, valhalla and this kind of servers). Paying clans just to join absolutely kills the rivalry between them as there are no real losers and winners. Everyone gets paid at the end of every week so who cares right ?

     

    Rewarding the winners with cash gives a massive motive to the leaders to create strong sides and try their best to win without giving any advantage to any clan (unlike paying people to join and basically giving them free premiums and whatnot). In this case, there will always be losers and winners and the rivalry will be kept alive.

     

    I hope that clears up the massive difference between the 2 scenarios. Look at all those big russian servers. No1 makes fraps flaming about which side is better. Everyone cares about daily 9v9s or organized ones. There is no clan identity anymore because leaders simply don't care. They have been so detached from the clan's identity that most of the times the leader's CP holds a different name to the side's. This is a very important point to think about. 

  21. 4 minutes ago, Vision said:

    If you continue play with your "what is inside of your pants" I will clear anything that have hatred or what ever.

     

    Don't worry it's fine. I don't mind people challenging a feature of the project. If someone crosses the line I will report it myself. I'm open to debate and discuss otherwise.

    • Thanks 1
  22. 1 hour ago, splicho said:

    Why you not reward them with simply in game currency/farm coin, whatever stuff? I think we both know that when you PAY clans with REAL CASH will attract them more to join your server than rewarding them with in game stuff.

     

    You can't deny that, otherwise you wouldn't do it. Also, the comparison with the football player statement is kinda obnoxious because football teams play in leagues where they can win trophies. Why do they get paid tho? Because they have sponsors, for example. Sponsors are paying teams that play good because they're representing the sponsor in a well position, and teams paying their players, and they get a cut because win/win situation in this case.

     

    Do you understand the difference ?

     

    Again, your suggestion is to boost a specific amount of players/clans in-game with gear. We will never do that. The same way we will not offer money for a clan just to join our server. A clan that can donate the money back into the server and get a massive head start, whereas earning money 1 week into the server from events will not give an in-game advantage as our item/service related donations will be balanced based on the server's stage.

     

    17 minutes ago, splicho said:

    I think you both guys don't understand what I try to say here. Of course, it's his money and his budget and his decision what he's going to do with it.

     

    All those posts I made in this topic are based on my own opinion and how I think about this whole fuckery, paying clans to play your server. Why paying clans when you have the option to attract people based on your server concept? Paying clans to play your server sounds to me like you're trying hard to get players because you can't attract them otherwise.

     

    Let's be real, CLANS will have a bigger will to join your server when they get REAL CASH instead of something different. And that is the main reason why people choose to pay clans, right? 

     

    And that's obviously not "unique" like you said earlier, because this is what all servers do nowadays. Do you even know what means "unique"? If not, let me explain it to you.

     

    Unique means, being the only one of its kind. For example, your feature about the weapons from higher chronicles which has never been seen before on any interlude project is unique, because it has never been seen before. But paying clans instead isn't, so you can't consider this as unique.

     

    You keep trying to convince people that paying clans to JOIN is the same as rewarding WINNERS who play your server anyway and are part of your community. You need to learn to ignore your bias and try and understand what others tell you.

     

    Is money reward system a strong motive for people to play ? Yes. But will people get this reward just for joining ? No. This will simply motivate the people who actually want to play the game competitively to try harder to win by building strong sides, actively farming to outgear their enemies and so on. Basically give life to the server.

     

    Paying clans just to join will result in leaders recruiting any kind of cps without caring much about activity and gear as long as they show up at epics and collect their weekly check.

     

    If you still can't understand the massive difference between these 2 cases, then this discussion is pointless.

×
×
  • Create New...