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Posted

Mid rate will stay as it is.

We will continue to work on getting more players to it.

 

It's not the easiest thing in the world but at least we're trying.

And since we have the resources, why not test something different, who knows maybe there are more casual Lineage 2 players now a days.

 

Like any company we can tweak our product, it doesn't have to be make or break

No but if the mid rate was a success you wouldn't open another one

so let's say that is a thing for covering your ass about money

don't take me wrong, i'm not sayng that you don't care or you care only about money

but if mid was a success you wasn't going to open another one

instead mid is avarage so you are rushing a pvp server since you have the machine and you don't want to end the month without money and cover what you spend for put it online

Posted

No but if the mid rate was a success you wouldn't open another one

so let's say that is a thing for covering your ass about money

don't take me wrong, i'm not sayng that you don't care or you care only about money

but if mid was a success you wasn't going to open another one

instead mid is avarage so you are rushing a pvp server since you have the machine and you don't want to end the month without money and cover what you spend for put it online

 

 

Not really.

We have quite a lot of resources (servers) at our hands.

 

We initially planned to start with a mid rate interlude and then around xmas, we're starting with our Hellbound 5x project.

But since we have more servers than we need (as one of our Minecraft servers will not be used) then we decided to open another Interlude server.

 

We're about 10 buddies who are working on Ark Gaming Network.

Some are in the Minecraft, some are in Lineage 2 and hopefully soon we will have a team ready for WoW.

 

Lineage 2 is not our only game that we are hosting.

And as we're a group of 10, splitting the server costs doesn't leave us without money by the end of the month.

Posted

Not really.

We have quite a lot of resources (servers) at our hands.

 

We initially planned to start with a mid rate interlude and then around xmas, we're starting with our Hellbound 5x project.

But since we have more servers than we need (as one of our Minecraft servers will not be used) then we decided to open another Interlude server.

 

We're about 10 buddies who are working on Ark Gaming Network.

Some are in the Minecraft, some are in Lineage 2 and hopefully soon we will have a team ready for WoW.

 

Lineage 2 is not our only game that we are hosting.

And as we're a group of 10, splitting the server costs doesn't leave us without money by the end of the month.

Good Speach, make me put trust in you

i also hope mid rate project will stay even if online counter will be low

is more important to earn respect then money

even if corrupted i respect l2 euro admin since he have a server for more then 2 years online even if he have only 100 player, hope you guys will do the same and make server's that last even if the online counter is not "10k".

Posted

As I've mentioned before.

35x will stay as it is, nothing is being decommissioned.

 

These things takes time. Especially with a brand new name.

We're going to continue to improve our mid rate and get more players.

 

And hopefully once other servers that have "4000+" fail, which they eventually will, people will see that we're a serious project.

Posted

New added feature: Anti-Feed system for PvP rewards.

 

This will prevent majority of feeders trying to get PvP rewards by killing the same player over and over again.

Posted

What if a guy cant get enough of my dmg and keeps comin back for revenge over and over again? maybe in less than 2 minutes sometimes? Will dat count as feed?

Posted

What if a guy cant get enough of my dmg and keeps comin back for revenge over and over again? maybe in less than 2 minutes sometimes? Will dat count as feed?

 

Depends on how much time in between kills and also what actions that has been done since killing the same player.

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  • Posts

    • what pack you use  send me on discord for it
    • package custom.events.RandomZoneEvent; import java.io.File; import java.util.ArrayList; import java.util.List; import java.util.Random; import java.util.concurrent.ScheduledFuture; import org.w3c.dom.Document; import org.w3c.dom.Node; import org.l2jmobius.commons.threads.ThreadPool; import org.l2jmobius.commons.time.SchedulingPattern; import org.l2jmobius.commons.time.TimeUtil; import org.l2jmobius.commons.util.IXmlReader; import org.l2jmobius.gameserver.managers.ZoneManager; import org.l2jmobius.gameserver.model.StatSet; import org.l2jmobius.gameserver.model.actor.Creature; import org.l2jmobius.gameserver.model.actor.Npc; import org.l2jmobius.gameserver.model.actor.Player; import org.l2jmobius.gameserver.model.quest.Event; import org.l2jmobius.gameserver.model.zone.ZoneId; import org.l2jmobius.gameserver.model.zone.ZoneType; import org.l2jmobius.gameserver.model.zone.type.RandomZone; import org.l2jmobius.gameserver.util.Broadcast; /** * Random Zone Event - Activates one random PvP zone temporarily. No modifica la clase de la zona: usa flags PvP en runtime. * @author Juan */ public class RandomZoneEvent extends Event { private static final String CONFIG_FILE = "data/scripts/custom/events/RandomZoneEvent/config.xml"; private static int EVENT_DURATION_MINUTES = 15; private static boolean _isActive = false; private ScheduledFuture<?> _eventTask = null; private final List<ZoneType> _availableZones = new ArrayList<>(); private ZoneType _activeZone = null; public RandomZoneEvent() { loadConfig(); loadZones(); registerZoneListeners(); } /** * Registra listeners a TODAS LAS ZONAS random */ private void registerZoneListeners() { for (ZoneType zone : _availableZones) { addEnterZoneId(zone.getId()); addExitZoneId(zone.getId()); LOGGER.info("[RandomZoneEvent] Registered listener for zone: " + zone.getName()); } } private void loadConfig() { new IXmlReader() { @Override public void load() { parseDatapackFile(CONFIG_FILE); } @Override public void parseDocument(Document doc, File file) { forEach(doc, "event", eventNode -> { final StatSet att = new StatSet(parseAttributes(eventNode)); final String name = att.getString("name"); for (Node node = eventNode.getFirstChild(); node != null; node = node.getNextSibling()) { if ("schedule".equals(node.getNodeName())) { final StatSet attributes = new StatSet(parseAttributes(node)); final String pattern = attributes.getString("pattern"); final SchedulingPattern schedulingPattern = new SchedulingPattern(pattern); final StatSet params = new StatSet(); params.set("Name", name); params.set("SchedulingPattern", pattern); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer("Schedule_" + name, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Event " + name + " scheduled at " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } }); } }.load(); } private void loadZones() { for (ZoneType zone : ZoneManager.getInstance().getAllZones(RandomZone.class)) { if ((zone.getName() != null) && zone.getName().toLowerCase().startsWith("random_zone")) { _availableZones.add(zone); LOGGER.info("[RandomZoneEvent] Loaded zone: " + zone.getName() + " (id=" + zone.getId() + ")"); } } LOGGER.info("[RandomZoneEvent] Total random zones loaded: " + _availableZones.size()); } @Override public void onTimerEvent(String event, StatSet params, Npc npc, Player player) { if (event.startsWith("Schedule_")) { eventStart(null); final SchedulingPattern schedulingPattern = new SchedulingPattern(params.getString("SchedulingPattern")); final long delay = schedulingPattern.getDelayToNextFromNow(); getTimers().addTimer(event, params, delay + 5000, null, null); LOGGER.info("[RandomZoneEvent] Rescheduled for " + TimeUtil.getDateTimeString(System.currentTimeMillis() + delay)); } } @Override public boolean eventStart(Player eventMaker) { if (_isActive) { if (eventMaker != null) { eventMaker.sendMessage("RandomZoneEvent already active."); } return false; } if (_availableZones.isEmpty()) { Broadcast.toAllOnlinePlayers("[RandomZoneEvent] No zones configured."); return false; } _isActive = true; Broadcast.toAllOnlinePlayers("⚔️ Random Zone Event has started!"); _eventTask = ThreadPool.schedule(this::activateRandomZone, 5_000); return true; } private void activateRandomZone() { _activeZone = _availableZones.get(new Random().nextInt(_availableZones.size())); _activeZone.setEnabled(true); Broadcast.toAllOnlinePlayers("🔥 Random Zone Event: " + _activeZone.getName() + " is now PvP for " + EVENT_DURATION_MINUTES + " minutes!"); _eventTask = ThreadPool.schedule(this::eventStop, EVENT_DURATION_MINUTES * 60 * 1000L); } @Override public boolean eventStop() { if (!_isActive) { return false; } _isActive = false; if (_eventTask != null) { _eventTask.cancel(true); _eventTask = null; } if (_activeZone != null) { _activeZone.setEnabled(false); Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended. " + _activeZone.getName() + " is back to normal."); _activeZone = null; } else { Broadcast.toAllOnlinePlayers("🏁 Random Zone Event ended."); } return true; } @Override public void onEnterZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, true); if (creature.isPlayer()) { creature.sendMessage("Esta zona está en modo PvP temporalmente."); } } } @Override public void onExitZone(Creature creature, ZoneType zone) { if (!_isActive || (_activeZone == null)) { return; } if ((zone == _activeZone) && creature.isPlayable()) { creature.setInsideZone(ZoneId.PVP, false); if (creature.isPlayer()) { creature.sendMessage("Abandonaste la zona PvP temporal."); } } } @Override public boolean eventBypass(Player player, String bypass) { return true; } @Override public String onEvent(String event, Npc npc, Player player) { return super.onEvent(event, npc, player); } @Override public String onFirstTalk(Npc npc, Player player) { return null; } public static void main(String[] args) { new RandomZoneEvent(); } } i have this but its not working
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