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  • 3 weeks later...
Posted

Here are some questions : How did you decide what was better for the files you're using?For example i remember i used to kill gremlins with wind strike in 1 hit on all servers i joined.How come i can't on yours?I guess you pretty much messed up with skills and damage?And i bet that this is not the only thing you changed based on your "experience".You basically used l2j and l2off source to create those files?Well l2j is just useless.And l2off well the source is from NCSoft so how come you decided to change things and call that "L2 Interlude"?FYI by not killing the gremlin in 1 hit as i remember i never had to use that skill 2 times to kill it (maybe i'm wrong) made me think what should i expect in the future of my gameplay.Like some skills might not work as they're supposed to work but like you made them work according to your l2j + l2off fusion.So you mean you coded from scratch a new emulator instead of just making changes to l2off and correct those things?That's the dumbest thing i have ever heard.Well i don't have any idea how l2off works but i guess since you guys know c# you know c++ too and wasn't it easier to just fix stuff you claim are "not working" on l2off than make a new emulator from scratch?

Posted

There are many projects based on l2j that are valuable source of information, and there are l2off projects that are much worse that the worst l2j projects. At the moment there isn't one and only perfect source of knowledge, 100% trustworthy - unless NCSoft would give us full interlude server and datapack. Of course, it will never happen.

We decided to write our own emulator because it is the easiest way for us to develop this project - using c# language. Maybe we will stop with Interlude chronicle, maybe we will go further. C# lets us make big steps ahead, and at the same time is not slowing us down while we are fixing current bugs. It is better than c++, more adapted to our developers needs.

Your example with gremlins is a little extreme. At this moment of gameplay, with such small values of matk and mdef the difference may arise from rounding up float values. In later gameplay, when there is much bigger damage dealt, operating on bigger values that problem may never appear or may be totally unnoticed. I wouldn't care about that if I were you.

 

I want to assure you that we have tested our server in really many ways and aspects. At the moment players report suggestions of their own. And you know what? Everyone seems satisfied and happy. Of course there appear some problems, but we solve them quickly.

And finally one request - please don't call stupid things that (as you say) you don't have any idea about. We have a professional team of developers working on this project - we really know what we are doing.

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