Jump to content

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


Recommended Posts

Posted

http://forum.lineage2-4fun.cc/index.php?/topic/1240-preordained-event-dungeon-area/

 

Guys look at that topic.

 

Players in 8 days running 78 lv( 3 proffesion) with weapons +6-7 by bug events.

Polish players using polish on chat not english. In my opinion waste time.

 

Some bugs are corected like pets, herbs, 600 mp in clan hall, off shop and lot of other bugs.

 

Online 15-25 without offshop. temporary

 

 

Lol dude i am playing there, that guys wiped because they abused it but this is nothing to other server failures and they fixed it asap did u tell that? they did not let 4-5 days to fix it. Every bug occured is fixed also the server is growing day by day. I see polish in shout but its not usual

Posted

I think this new blog post from Monarch PROVES why MMOPLAY is and will be the best low rate server

 

"Hello guys, Always even in the best families problems will occur sometimes big, sometimes small the point is how to deal with them and we are going to be fair, think with logic, search before we do any action.

There are two sides here after the happening and the bug abuse from some players we decided to wipe the levels they gained from that specific bug as they did bug abusing instead of reporting to the MMOPLAY Staff and we will do that because we wanna be fair WITH ALL THE PLAYERS! Furthermore, I would like all players to know that our team is here Working,Fixing,Assisting, Chatting and discussing your problems and we prove that everyday! This is the second side..There are players who reported the bug right away and we appreciate them for it because they did not use it for their own good.

MMOPLAY is a strong team with knowledge and very good skills and Will try to have all its players happy, it is hard to achieve that but we will try not to disapoint you. Our words will become actions with the upcoming updates and the implementation of the Amazing features which only MMOPLAY server has!

 

Stay tuned and show us your support to the end! We won't disapoint you. "

Posted

 

Some bugs are corected like pets, herbs, 600 mp in clan hall, off shop and lot of other bugs.

 

Online 15-25 without offshop. temporary

what's your problem?

pets work perfect,herbs work,clan hall have 20k MP,offline shops work,and lot other bugs?you can write any other bug?

online only in us clan 15+,but here 5 clans+no clan ppl

http://ipicture.ru/uploads/20130319/9c3ZTURU.jpg - Herbs

http://ipicture.ru/uploads/20130319/L3S33TVq.jpg - Clan Hall mana

http://ipicture.ru/uploads/20130319/TRDY66xA.jpg - Offline shop

http://s1.ipicture.ru/uploads/20130319/872fTbgE.jpg - Works pet

 

 

Posted

i give screens

if someone want,he can login and check it

stop cry Blizzaro

shadow use 5-6 SS per hit/merrow and kai 3-4,but 79lvl summon use 2 SS per hit,so go to learn how to play

Posted

marco u r pathetic, dynasty mace is not from bug but from primeval island drop..and if they said they will wipe the level they gained from that bug they will, stop crying server is awesome

Posted

 

REVISION 580

 

Missing change list for update from last week. Lists of following updates coming tomorrow. Sorry for delay. This list is for rev 580, not the current one.

- added random name generator (for future use)

- fixed instance spawns: pailaka devils legacy and pailaka injured dragon (some mobs should be able to move, some dont)

- increased delay between item brokers message announce to 3h

- fixed default AI events, dp side: onFactionCall, onFactionRequestHeal, onFactionRequestTargetForce, onAggroRangeEnter, onAttack, onKill

- fixed OracleTeleport (dimensional rift npc's)

- fixed teleport back to town, fantasy island gk

- fixed AbstractNpcAI:

  - looking for .htm not .html files

- fixed offline traders store cron task

- fixes in gift of vitality, lucky pig and jackpot events (currently they will say off)

- fixes in GM NPC, zone panels

- added new bypass for some NPCs: teleport back to town

- added some html styling changes to doc parsers

- fixes in Pailaka Injured Dragon and Song of Fire and Ice:

  - checks if we need to give spear and other q. items

  - extends L2AttackableAIScript for proper faction AI support inside instance

- changes in rewards in quests 111, 120, 663, 10272

- fixed Path to Oracle quest

- fixed: scroll of escape - pailaka is now destroyable

- fixed skills hit times (retail): Warp, Shadow Step, Air Blink

- added: skill implementation for Pailaka special weapons

- added: rim kamaloka

- added: Mission Map, Friend Manager

- added: player teleport protection 60s

- added: AI_Combat: resetCombatTotalTime for proper NPC/mob "experience" level calculation

- fixed: AI_Combat: resetAll properly works on mob death

- fixed: AI_Combat: setCombatEnded is now passed on even when mob already dead

- fixed: AI: refreshAttackList (proper aggresive mob calls with proper onAggroRangeEnter support

- fixed: AI_RangeCalc: min/max range multipliers were wrong and were fixed

- added: beter way of determining if AI should process faction events

- fixed: not resetting ncoord timestamp in notifyEvent

- fixed: checking global aggro value for attackable AI

- fixed: AI ready to act/arrived is triggered only if actor is not dead

- added: AI dead event now passes killer info

- update: AI "no attack" mode after spawn reduced to 10s

- fixed: attackable AI autoAttackCondition

- update: removed unecessary double checks in autoAttackCondition

- update: using Advanced Faction System to determine autoAttackCondition

- update: autoAttackCondition fixes concerning guards attacking 7s npc's etc

- fix: proper AI detach procedure on IDLE

- fix: not allowing AI intention ATTACK when dead or target null

- fix: adding target to faction support targets map, on ATTACK

- fix: AI after casting, switching back to ATTACK not ACTIVE, when having any attacker registered

- fix: clearing more internal AI counters and maps, on switching back to ACTIVE from ATTACK (after "combat ended" is triggered)

- update: not using intention to trigger "ACTIVE" random movement

- fix: returning home for NPCs that have random spawn point

- fix: geo Z checks on random walk

- fix: AI tryCastRndBuff

- fix: NCOORD timestamp clearing when stopped movement

- fix: ncoord only for archer/l. range type AI

- fix: onEvtFactionCallSupport checking if caller is enemy, not if its friend

- fix: npe and no target in onEvtFactionCallSupport

- fix: tryToResetFactionData proper timestam calculation

- fix: FactionProcessEvent less uneccesary checks

- update: better faction calling on dead procedure

- fix: checking if called faction npc can see target

- fix: better onEvtFactionRequestTargetForce processing

- fix: better onEvtNotifyStat

- update: reworks in faction support system:

  - supporting factions for all objects

  - reworks in calcFactionType

- fix: offline shops properly restores

- fix: getAnyWaterZoneZ properly checks for secondary coord Z

- added: TownLocBeforeLastTeleportation, Town_zone to MapRegionManager

- fixed: dual box protection task

- fixed: properly removing quest (eg Pailaka) items from inv of player, when he finished them

- fixes: sendPacket better checks and NPE fix

- fixed: "casting interrupted" combat message

- added: automatic storing of last town position, that player was in

- fixed: getLocBeforeTeleportTo coords storage

- fixes: removeObjectIfTooFar method

- fixes: multi box watcher task when player in Kratei's Cube

- fixes: showAdminMsg using proper msg id

- fixes: charstat for cant hit mob bug when player rooted

- fixes: various vitality routines and support (fixed vitality bonus)

- fixes: doDie mobs not dissapearing or respawning after death

- fixes: broadcast packet routines

- fixes: skill hit time calculation, for skills having hit time below 500ms

- fixes: chance skills triggered on reflected damage

- fix: do not try to broadcast social animation, when dead

- fix: immortal mobs sometimes, when teleported back to spawn

- fix: initAdvSharedFactions creates internal factions for some 7s mobs, that they should have

- fix: setTotalCombatTimeBonusStage

- added: faction timeout, time to live, is locked features

- fixed: compareTo for better faction sorting in cache

- added: support for parameters canMove, isNoRndWalk on spawnlist of instance definition xmls

- update: CycleTask in zone starts only when there are players in zone

- added: hasEffectType to L2Skill

- added: setNoRndWalk to L2Spawn

- fix: CharSelectionInfo packet

- fix: Evn value set to volatile

Guest
This topic is now closed to further replies.



  • Posts

    • We are taking new orders. Kindly DM us on Telegram!
    • Hello everyone!  I’d like to share an experience that might serve as a lesson for anyone planning to work with third-party protection services—specifically, Active Anticheat. I know this might sound like a strange job request, but  our player base mostly consists of veteran of Lineage 2 players who are used to using bots as part of their gameplay experience. As server administrators, we decided to adapt to our users. That’s why we approached Active Anticheat with a proposal: Allow bot usage under certain conditions. We explained everything in detail, and they agreed.   📌 February – A Promising Start On February 16th, we contacted Active Anticheat to request a custom antibot system. The idea was to kick players using bots during specific times (like sieges), but allow them to log back in without bots afterward. After a few discussions, both sides agreed on the following solution: Bots allowed during regular days. During siege events, anyone using a bot would be automatically kicked. Kicked players could log back in without using bots. The deal was priced at $5,000, which we already paid on March 31st, 2025. Active Anticheat promised delivery by the end of April, or at the latest, by May. Screenshot:  Deal 1 Deal 2   🕐 May – The Delays Begin We followed up multiple times in May, only to finally hear back on May 26th: “It won’t be ready this month. But we’re working on a big update coming in June.” That update? Still nowhere to be seen, even as I’m writing this post. Screenshot:  Delayed   🔁 Plan B – L2Walker Rejected, Adrenaline Offered With our server launch schedule getting tighter, we needed an alternative. At the end of June, we asked Active Anticheat: “Can you at least allow L2Walker access to the server?” Their response on June 28th: “L2Walker can’t be allowed. But we can allow Adrenaline (free & paid version) and L2Helper for $2,000 + $300 (for a new license).” We agreed, hoping it would be a temporary fix while waiting for the promised “big update” (which we had already paid $5,000 for, remember?). Screenshot:  New Offer 1 New Offer 2 New Offer 3   ❌ AA Failed Their setup took about a week. We ran 2–3 rounds of testing using clean clients. The result? Adrenaline (both free and paid) couldn’t connect to our server. It couldn’t detect the Lineage 2 client, because the custom Active Anticheat protection was blocking it. We reached out to Active Anticheat for support, and their response? “You should contact Adrenaline support to enable free Adrenaline for your server. Adrenaline blocks it by default when Active Anticheat is detected.” Then we tested Premium Adrenaline. And it still didn’t work. Active Anticheat stood firm: “It’s not our fault. Adrenaline blocked us—not the other way around.” Screenshot: Failed 1 Failed 2   💸 The Bitter Reality Today, we’re still waiting for answers. No reply. No fix. No update. No refund. We’ve spent a total of $7,300 and received nothing functional in return. And this, despite their full agreement with our initial plan.  
  • 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