Jump to content

(L2J) MMOPLAY Dynamic Rates| Server Revamping! Back online Soon.


Recommended Posts

Posted

We are making the promotional video which we present our features stay tuned.

 

 

We are going to have some custom totally balanced but we will add them slowly.

Posted

I must say im impressed by the work you seem to have done. I would be interested to see how you managed in action.

 

I am however dissapointed that even after so many changes and difficult programming feats, you did not change anything about the skills and quests of the game (correct me if im wrong)

For Lineage2 to function as an actual game there has to be a complete reworking of the skills, mob skills, quests, global events, item stats, balance, raids.

 

Without any of those things i would not care to play for more than 10 minutes. It seems seriously weird how other people can.

Posted

I must say im impressed by the work you seem to have done. I would be interested to see how you managed in action.

 

I am however dissapointed that even after so many changes and difficult programming feats, you did not change anything about the skills and quests of the game (correct me if im wrong)

For Lineage2 to function as an actual game there has to be a complete reworking of the skills, mob skills, quests, global events, item stats, balance, raids.

 

Without any of those things i would not care to play for more than 10 minutes. It seems seriously weird how other people can.

 

This server does not have any skills or stats reworking, because core overrides many values itself, based on calculations done real time. Each individual mob on the server is born with randomized stats (withing certain +/- range from base stats within DP), and after he is born, those stats will change for that mob in time, depending eg. on how many times he won fight, or died etc. So, during the playing, players will begin to notice stronger and stronger mobs, with new abilities, maybe even with own minions. We wanted to create completely open realm, that changes accordingly to what happends there. There are also new type of events (using physics, that still probably no other L2 server has, including retail) and so on.

Posted

It is important if this happens only against players cause this will create several problems. In fact the most important one is that there is usually less than 1% chance that a mob will actually win a battle against a player. Taking that into consideration there is a very high chance that all your work will end up having no point so this is something you should address.

 

Also if a mob kill another mob how exactly does it get stronger? is there a point to that? will it be more rewarding or just flat out harder for no reason? if all mobs are different will there be room for strategy or will it end up in players relying on pure strength to defeat mobs etc etc.

 

Im not trying to spoil it for you, im trying to adress isues that might pose a problem to the design.

Posted

I think mobs gets stronger by killing other mobs aswell as far as we know mobs can create alliances etc..it will be good like that but we have to wait and see on the promo video

Guest
This topic is now closed to further replies.



  • Posts

    • sell adena l2rebon signature x1 - 1kk = 1 dollars l2reborn x10 - 500kk = 4 dollars E-Global x Lu4 - 1kk = 2 dollars BOHPTS - x20-x500 TOP PRICE DISCORD - GODDARDSHOP TELEGRAM - MMOPROMO Also on sale are Epic jewelry, Clothes at a very good price
    • Hello Sorry, my Discord is: ave7309
    • “Hello, I’d like to present a short description of the server. Everyone starts equally at max level 80. The server includes a custom buffer, custom class master, custom weapons and armors, custom zones, custom teleporter, custom raid bosses, and much more. I’ll leave a link in the description for those who want to see how everything looks inside. The server is only open on weekends, and you can find more news via the Facebook link.”   https://www.facebook.com/profile.php?id=61578869175323
    • 1. You where subscriber 3 years ago. 2. There is no current L2jMobius 2.8 Seven Signs version. Subcriber or not. 3. You have your answer from multiple forums that more items is more delay.  
    • 1. Optimize Packet Serialization Look in ItemList.java or wherever the inventory packet is constructed. Instead of building the packet with inefficient string concatenation or repeated allocations, use a preallocated buffer and avoid creating new objects for each item. Mobius sources are Java-based, so profiling with something like VisualVM or YourKit can help see where most time is spent. 2. Avoid Sending the Full List Each Time Modify the server to send only changed items (diff packets) when the inventory window opens. Some newer forks implement this as “lazy loading” or paged inventory so the client only loads e.g. 100 items at a time. 3. Limit the Inventory Size Per Page Instead of showing all 500 slots at once, split the inventory into pages/tabs (100 slots each). When the user switches a tab, send only that page’s items. This requires some client-side editing, but it’s the most user-friendly long-term fix. 4. Database & Cache Optimizations Ensure your items table is indexed by owner_id to make the query for player items fast. Cache item templates and static data so they are not reloaded every time the inventory is shown. ⚠️ Things to Keep in Mind Increasing slots from 80 → 500 does not just change a number — it multiplies the workload for packet building and UI rendering. You can’t fully avoid some extra cost with 500 items, but you can keep it under a few milliseconds if you optimize how and when the data is sent.    
  • Topics

×
×
  • 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