Jump to content

Pere

Members
  • Posts

    99
  • Joined

  • Last visited

  • Days Won

    2
  • Feedback

    0%

Everything posted by Pere

  1. We are in our Eternal Odissey test server already, now let's go for as many features as possible :p
  2. I apology to MxC community for having a brainless kid posting this server's information in other servers' topics. That's the last thing I want, I'm well aware that this kind of behavior only brings hate towards us. I would be very thankful if some MxC moderator banned this guy and removed all of his posts.
  3. Greetings cuties, Here we are, again with new server ideas, having learned from the previous experiences ^^ This time we'll be back to the old times, in which I'm pretty available and there are no idiots spoiling your gameplay. Plus this time the continuous PvP is guaranteed! The new server's First Open Beta will start this coming Friday 4th of December at 5:00 PM CET There will be more than one Open Beta, one every weekend until the Grand Opening. They will start every Friday at 5:00 PM and end every Monday at 1:00 PM. In that first open beta I will ask you to focus on the initial gearing up and NPCs of the game. Please notice that there may be incomplete/bugged features, but as long as they don't belong to that category they shall not be reported. We don't have a date for the Grand Opening yet, as it depends on how much we're able to advance during that time, but I really hope it's ready before Christmas. Now let's see what's being cooked. A provisional list of what's coming in Esthus (everything is open to changes): All the server's economy is based on Adena. The only extra currencies will be the donation coins (Coin of Luck/Gold Einhasad), and the rest will be completely removed (Silver Shilen, Bloody Pa'agrio, Blue Eva, Shiny Coin, Golden Apiga...) There will be ways to get Gold Einhasads by just playing. The new Soul Crystals system has been implemented. Characters are born at level 99. Subclasses are created at level 80. When a subclass is made dual class it automatically goes up to level 99. There's no level cap, but after level 105 every new level will need much more experience than the previous one. Complete shop redesign! Now it's much more newbie-friendly. Practically all the gear can be bought with a little amount of Adena. Safe and Max enchant with scrolls is +16, and enchant scrolls are cheap. You will be able to enchant over +16 through a custom shop without other boundaries than your adena budget (every +1 will cost much more adena than the previous one). Basic boss jewels will be purchasable with Adena, and bosses will drop the blessed ones (~20 jewels per boss). Epic Dragons will drop ~15 Fragment Dragon Weapons and ~750 Dragon Claws. The Magic Gem will only spawn Dahlia (teleporter) and Genius (buffer). The others will be in the main town. The damage dealer "event" and its NPC have been removed. Dimensional Door NPC has been removed. Its instances may be released during the server's life, with a maximum effort on leaving the economy untouched. World Altars system has been removed. But!: The good old Raid Bosses' strength and drops have been completely revamped. The Community Board has been cleaned up. Clans will be level 10 and full skills upon creation. There will be 9 possible main towns, one for each castle. SoE/Unstuck/To Village will always bring to the current main town. Custom NPCs will spawn only in the current main town. New characters will appear at the current main town. The current main town will randomly change every certain time. During the main town change, all the players from the current main town will be teleported to the new one (shops included). Castle taxes (dark tendency) will affect all the shops' adena prices. Clans will be able to give up their castle to the NPCs clan so that they can register to attack another one. Siege times will be limited to Sundays 6~10PM. Olympiads will run during the workweek. On Mondays and Tuesdays matches will be class-based, and on Wednesdays, Thursdays and Fridays they will be non-class-based. There will be new heroes every Saturday at 6:00 AM. A massive boss will spawn every Saturday at 6~10PM in a random place which will become an open PvP area while the boss is alive. I expect to be done with everything in the list before this Friday, and there are more new thingies to be done/announced. But as I said, this is just a provisional list ^^ See you this Friday!
  4. Spam folder?
  5. We tested gmail, it works :S
  6. That's exactly the time we moved it to, we're opening this Friday at 17:00 ;)
  7. Thanks for your feedback. Opening hour changed to the afternoon.
  8. Feature poll: http://www.l2tarziph.com/board/index.php?/topic/19-world-buffers-feature/
  9. Fixed! Can you try to make it resend the email?
  10. And I also share your opinions about the randomness of this game; it's omnipresent: In combat: accuracy, evasion, critical rates, debuff land rates, damage formula (the little dmg variation), etc. In game progression: monster drops, gear enhancements (enchant scrolls, augmenting, elementing, some talismans in GoD...), some quest rewards, etc. How the hell could we remove all of this randomness without breaking the game? I have some ideas, but they're not optimal. It's all based on the final goal of the randomness: if something should happen only 1 time out of 10, simply make it happen in a 10 times lower amount... or make its trigger cause to happen 10 times more rarely. Let's see some examples: - All mobs in official drop adena with a 70% chance. What for??? Why should a mob drop 100 adena 70% of the times it dies while it could drop 70 adena always? At the end, after a big bunch of hunted mobs, it's the same, but you avoid that 30% chance of frustration on each mob. - All debuffs should ALWAYS land. And if some debuff is meant to have a 50% base land rate, it should have twice its reuse. Then you'd say "what about debuf resistances?"; they could exist as well, but instead of reducing their land rates they could reduce their durations! Yes, I'm aware of debuffs without duration like target removals, but they're rare. - An item drops from 4 to 20 times. What about making it drop 16 (the aversge) times always instead? - A rare item is dropped with a 1% chance. This case is harder to handle, but we could remove it from the mob and make a unique collectible of which you need 100 to get that item (and then make the mob drop one). Yeah, maybe too many collectibles, that's why I'd simply suggest to remove all these rare drops. - If now at each new enchant level there's a chance that the item goes back to +0, at the end of the day it means that the price and rarity of each new enchantment increases exponentially. Why not making the cost of each new enchantment increase exponentially then, instead of punishing people with bad luck and making gifts to the ones with good luck? - I can't think of an alternative to accuracy/evasion in a target-based game, so I guess it should stay as it is... But the randomness sometimes is rewarding. How many of you haven't felt fulfilled after looting a rare item or having succeeded to over-overenchant something? How would you replace these so positive experiences? Even though, I can't find a reason for the randomness in combat to exist in a so determinant way. This uses to lead to big frustrations during PvP, and the winner doesn't feel too good about having landed his debuffs; it's just a fight. An that's only one of the horrible parts of this game, we're all aware of the senseless amount of content thrown to trash (everything under the top level) or about how unfair can become a server's status (clan monopolies, huge amount of boring work to reach the endgame...) So what are your thoughts?
  11. with toxic i never meant pks nor even bug exploiters. I meant people looking for social conflict, mainly flaming and/or abusing people who do care when insulted.
  12. I do share your point, there's very few stuff we can do with this game to keep it appealing for people. In our case (L2TnS/Tenkai), for example, we invest tons of time and resources in development, some on taking care of the community and absolutely 0 in advertisement. But I don't think it's because of the so few advertisement that our server is not in its best days, but because the game as it and without the grinding content (we're HR servers) they become extremelly boring at the end, no matter how much effort we apply on adding our own endgame content and goals. Let's not forget that nowadays the toxic players/community members are very common, and that helps a lot on spoiling the other players' experiences up to the point to make them quit. But meh, it's been a long while since I stopped liking this game and just enjoying programming for it; that makes me blind about what people would like (and listening to the current playerbase is not helpful at all, they just ask for self advantage and/or easiness). Maybe making a big "Let's design a server" post here would help, who knows... But imho this game is pretty dead. Enough to bring hundreds or even thousands of players to the few bigger servers, but that's by far much less than some years ago.
  13. I wouldn't have posted this here without having tested it by myself. Try harder or care to elaborate.
  14. For admins who have custom shits to trade items, you're still vulnerable to this. There are 2 different fixes to that, only 1 should be enough but of course I applied both: Part 1: This works only with stackable items, and that's because when someone trades all of one stackable item to someone who doesn't have it, the item instance is just moved. That's error-prone, up to the point in which someone can cheat the server and make it believe that the same item exists in 2 different inventories. For stackable items that's too risky, so let's just avoid it. Look for a line of code like this in ItemContainer.java: // If possible, move entire item object if (sourceitem.getCount() == count && targetitem == null) and change it to: // If possible, move entire item object if (sourceitem.getCount() == count && targetitem == null && !sourceitem.isStackable()) That way we will always destroy the original item and create a new one (only if it's stackable), which makes sure that the object id is "refreshed" and cannot be used afterwards, so even if you don't apply the part 2 fix nothing bad should be happening. Part 2: This depends entirely on your custom code. Just make sure to check every single item movement with the l2j function L2PcInstance.checkItemManipulation(int objectId, long count, String action). If it returns null that means that the player who is trying to use the item with the given object id shouldn't be able to, so just abort the code (log cheat attempt and return). So even if someone got to make our server believe that the same item is in 2 different inventories, every single item knows who is its owner, so one of both cannot be its owner, so this checks returns null and he's detected ;) I hope that helps!
  15. None of the servers I ran has closed with less than 3 years online. How can you be discussing about that while randoms are throwing up plain l2j interlude/gracia/high five servers and succeeding (and a couple months after that disappearing)? My software, apart from the official and its possible leaks, is the only one with full support for Valiance. And now Ertheia/Classic. Look for any private Valiance server not under ServersRain nor Tenkai and then keep talking about guarantees. Anyways, it looks like this community has suffered too many disappointments by random server admins. Sorry for wasting your and my time.
  16. I have a korean account since its GoD beta and now it's the first time I can see myself in Einhovant's school (pre-god human starting place). Please, stop talking about stuff you don't know crap about just to look like the topic's smartass. It looks like you never logged in a korean server, it looks like you never logged in one of our servers and it looks like you don't know anything of what it takes to develop a l2 server (to develop, not to host). But still, you keep talking! What for? Is that a topic about who knows more? No, I created that topic just to know people's opinions about the possibility of a L2 Classic private server, not about how capable we are to deliver a good server or how knowledgeable is ericvini.
  17. There's no way to emulate anything behind GoD in a post-GoD client. If you didn't notice, lots of the old materials have different names and icons. Lots of gear and skills too. And what about the little bunch of rocks that fell over Talking Island making it unrecognizable? Or the cute poisonous holes that are now occupying the place of what in the past were dwarfes' homes. Or the inventory slots for brooches, or the subclass selection buttons? The GoD client without classic option is full of stuff that can't apply to a C1 server. Furthermore, "Classic" is not C1, because at C1 Aden and all its territories existed already. And when you talk about our servers like talking about l2j... it looks a lot like you didn't even check them out. Our servers lack a lot of data from GoD: quests, crystallization routes, NPC dialogs, etc. But that's because we've never paid for access to leaked GoD files. But C1? That's why I'm motivated, because this time I wouldn't have to guess anything. All the data is there since tons of years ago and everything could work smoothly without your so-called guesses nor missing data ^^ Sorry if I sounded hostile; after having seen how someone said something like "X is a shit, full of bugs and nothing works but Y is the best GoD private I played" being both X and Y under the same files, I don't take too seriously this community's negative speech.
  18. I know how it works, I made it work already. And here I'm not asking if it'd work nor for any kind of technical advice. I'm the main developer of the only Valiance servers, and we're more than 3 years of intensive work away from l2j. Everyone knows Tenkai and that if it's not as successful as it could it's because of a bad marketing and economy, not because of bugs nor other kinds of craps. This post is to know how many people would be interested on playing a classic server. Pre-assume that everything will work fine, these negative suppositions at the moment are just trash talk.
  19. These last couple weeks while messing around with the Korean Ertheia client (of course, Tenkai/ServersRain will always be the first one getting client support for the latest updates), I found out that this client is at the same time L2 Classic client. For those who wonder what the hell is L2 Classic: http://www.mmocast.com/lineage-2-ncsoft-open-classic-server/ So I wondered... wouldn't it rock if we ran a L2 Classic server? The features of that custom server would be: - Max lvl: 60 (the top gear would be B-grade) - Pretty slow pace (1x-5x rates) - Very limited map (no Aden, no Goddard, no ToI, no Innadril, no Antharas' Lair... and of course no Hellbound nor Gracia) - No Kamaels!!! (nor Ertheias, of course) - Almost everything has to be crafted. Remember these times in which you had to craft even for D grade? - Class transfers are done through quests. (and there's no 3rd class transfer) - Ertheia client's graphics and layout. - Some cool utility features from GoD such as the Clan Entry. - 4 castles ready to be sieged. - Deadly death penalty, with a considerable amount of exp loss and item loot chance (even bigger if you're on karma) - Cosmetic-only donations. I have Ertheia client support already, and I can make a classic server and kill some skeletons at elven ruins too. What would be missing are the old quests, npc spawns, drops and shops, but there's plenty of that old data in the internet and it would be just matter of spending time adapting all the data and making the Servers Rain platform configurable for classic/ertheia. So what do you think? Is the thing worth trying? I'm pretty motivated, but I don't want to waste my time on a server that only 5 people will play ^^ If you have any suggestions, go ahead too!
  20. They DO exist already. We just progress at our pace ^^
  21. L2Tenkai is a 4-years old fork based on a very old version of L2j. It's not fair to tag it as just [l2j]
  22. Patience from players maybe, because this summer no one will remember about the current bugs ^^
  23. Thanks darkmage for advertising ^^
×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock