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


MMOPLAY

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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.

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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.

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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.

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