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MMOPLAY Lineage II Server (BETA STAGE) www.mmoplay.eu


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Posted

A short introduction of MMOPLAY Project

MMOPlay servers are running on SL2-Project sources. Project was born in 2007, and was based on merged l2jfree and l2jofficial sources. Since then, till late 2011, project was evolving completely independently of all other L2j forks. The first break through happened near the end of 2010, when we started to enter experimental areas of Lineage II game play, firstly by designing and implementing physics and collision support into Lineage II world.

 

After that, we've experimented with many more other aspects of modifying stagnated Lineage II game play, by concentrating on huge improvements with the computer-controlled part of the world. Here is short list of few of many experiments we've did:

 

  • npc character statistics confusion: there was no more two identical "mobs", even within same "race" (spawn zone) - each individual had different stats and strength

  • npc character statistics evolution, based on performed actions and experiences - like normal players, mobs that were often winning fights, were becoming stronger.

  • npc character strategical resource usage planning (after we've implemented possibility for mobs to scavenge and gather items they find, we've added AI routines for them to strategically plan how to best utilize found resources - for example to wear found armor, to use bow not sword, against running away, faster opponent etc)

  • npc character collective planning: once certain individual mobs were evolving and becoming stronger and smarter, we've implemented collective thinking into AI, that resulted in strong leader-mobs gathering weaker ones, into groups, bands, packs, "clans" - eventually small armies were emerging.

  • then we've went little further and added more diverse fraction system, that was also changing, individually for a certain individual mob, or a collective: when tricking one kind of mobs against other - by us, they were developing more and more hatred against each other, which ended in few funny massive mob vs mob wars. and when adding, to two fighting collectives - 2, 3 or 5 more, that could be neutral, or more in favour of one of the groups, skirmishes between them were more and more amusing.

  • final step on which we've ended, was adding new modular-AI implementation. mobs were no longer controlled by 15-20 generic types of "AI", but were developing own types of behaviors, by combining any number of around 50 behavior base elements.

  • soon after, experiments showed that we've managed to achieve even more unpredictability in non-player-controlled individuals and collectives. some were fighting over valuable resources, forming alliances with other types, some were just wandering off, some collectives started even migrating into completely different areas, away from fog of war...

Project was closed in the end of 2011, and after short break - we would want to start it again, and this time move even further, and implement this chaotic and unpredictable element, to be confronted with vast numbers of real opponents - players.

 

How all the above looks like in practice? Watch those videos, that was montaged out of few replays, recorded during mentioned events:

 

* Before you read our features we would like to inform you that MMOPLAY is currently on Open beta stage.*

 

Open Beta information:

MMOPLAY team thought that players must decide about server Rates and for that reason we chose not to announce our rates officially as they can change on official opening depending on players vote!

Open beta is about Testing our features, tell us what you want to add and improve the game to the best, To sum up players will decide the final settings/Rates/NPCs of the MMOPLAY Server!

 

MMOPLAY Special Features

 

We will place you our links full detailed written on our Homepage so you can easyli read them with full details screenshots and videos!

 

1. Dynamic AI Model http://mmoplay.eu/features/extensions/artificial-inteligence/34-artificial-inteligence

2. Vector Engine http://mmoplay.eu/features/extensions/35-vectorengine

3. Psychics http://mmoplay.eu/features/extensions/36-physics

4. Play Panel & In Game Tools (Full details and screenshots on link) http://mmoplay.eu/features/extensions/player-panel/37-player-panel

5. Fair Play & Anti Cheating Protection http://mmoplay.eu/features/extensions/antifeed/39-antifeed

6. Events & Contests http://mmoplay.eu/features/events-contests/38-events-contests

7. Dynamic Rates - More than Vitality System http://mmoplay.eu/features/extensions/automation/40-dynamic-rates

8. Full H5 Features

 

Promo Video that showing the Monsters Fight each other and Robbers being in War and trying to Capture a city!

 

MMOPlay Lineage II - Open Beta

 

General Information:

 

Dedicated Machine: We own the Dedicated machine that's why you should not afraid of Server closing for money reasons!

 

 

Official Homepage - http://mmoplay.eu/

Official Community - forum.mmoplay.eu

 

 

 

So - are you ready to try something new? No more boring farming. No more repetitive tasks over and over. And a huge difficulty level raise, not by overpowering mobs with surreal stats, but by allowing them to act and evolve in very similar way, as players do: by forming clans, alliances, overtaking castles, fighting for resources or for the control of the territory.

 

If you decide to try a new approach - we can provide you that. However - if you decide to stay with normal, old Lineage II game play - fine by us too.

 

 

What MMOPlay is, that none other project ever was, is that it's final form will be a result of what community of players will want us to do and how to shape it. Stay with us, share your ideas and experiences. Don't hesitate to criticize or question.

 

Current stage of reopened SL2-Project is building new and stable, bug less environment, as new platform for project evolution. We're building it from scratch - using as a base, L2J-Server project H5 stable sources - and applying often huge a-beep-ts of code from our Epilogue experiment to improve quality of new base.

 

Thats why, we will need a lot of help from players community, especially in testing, if we wish to finish completing this base for the final project.

 

Project - currently - is nearly fully complete High Five (if compared to "retail").

 

Join us and let's have some fun!

 

Posted

RELEASE THE KRAKEN!

 

ABANDON HOPE ALL THEE WHO RELEASE SERVERS AFTER THIS!

 

 

Good luck.

Not interested in low rates. But srsly, looks great.

 

Wish you'd consider a high rate, perhaps some time in the future?

 

Also, I'm interested in the physics engine - could you perhaps tweak flight? So that you could glide, velocity depends on angle of attack and gravitational acceleration, controls allow barrel rolls.

Along with vector engine, couldn't you fix the major problems involving Z coordinates?

 

P.S. all the flashy animations look distracting.

Posted

thank you guys, sandpants our psychics engine will be updated and improved till its perfection. We need players so you can test our engines i am sure you will like them, after we test our new and unique features we will add all the rest for the perfect gameplay experience and don't forget players will decide about how they want the server! You don't want attributes? we will disable attributes also you will decide about the rates and all the rest..but first help us by testing, we will totally appreciate your assistance,bug reporting and your judjement

Posted

Well, I couldn't hit anything by throwing items on the ground. I'm unsure how it's supposed to work.

Specific items? Skill? What is counted as a hitbox? In the client you are allowed to set CollisionRadius and Height of an NPC. I assumed that would be counted as a hit box and hitting stuff wouldn't be hard.

 

Or am I missing something?

Posted

at last one good server with nice features ... me and my clan ( 30+ member's) are waiting for the opening !

 

We hope to enjoy your stay with your clan and we expect more clans to join!

Posted

Well, I couldn't hit anything by throwing items on the ground. I'm unsure how it's supposed to work.

Specific items? Skill? What is counted as a hitbox? In the client you are allowed to set CollisionRadius and Height of an NPC. I assumed that would be counted as a hit box and hitting stuff wouldn't be hard.

 

Or am I missing something?

 

Hey. For the tests there are some few items that can trigger physic effects. We'll also enable all weapons and armors later to trigger their physical effects too. But for now, there are only 2 items that have enabled physics (we need to sync and tune vector engine and physics engine): "milk can" id 14739 and "soulshots no grade". to trigger effect throw a can e.g at mob. to trigger zone effect throw at once more than 3 items. to crash client - trow 1000+ items ;)

Posted

server looks very interesting,i see it's a profesional work & no kidding , the best part are the mobs that are growing stronger and smarter!

 

Thank you mate we are very happy that people recognise our hard work!

 

P.S Suprisingly players are very interested into our server and till now they've reported every bug they found as a result we can fix them fast and release the official opening sooner

Posted

Give us a chance by starting testing our server and share with us your suggestions/ideas!

I regret to say there is a small incentive to actually log in and test.

Considering that for most part you'd want us to test your custom features, please make starting level max with enough adena to buy necessary items.

 

I am also unsure what would fuel actual gameplay. Like what would anyone want to play for.

The server seems uneedingly large and vast. I feel that if it were more compact and straight forward (had to remember where to level, where to buy stuff, what to prepare for, etc... rather frustrating) it would be more reasonable to test.

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