Jump to content

Recommended Posts

Posted

This game is dead, leave it alone.

If you are hungry then eat snickers! seriously...

 

You don't even make any profit (maybe 500 euro profit max per server but that means you're just a hungry guy with nothing better to do and you will fail 10 servers to success 1 server that makes you 500-1000 euro profit in 3 months maybe). I see you still keep launching 50 new interlude servers every weekend. If you are that hungry at least try something else. Leave this game alone and find a better hobby, making l2 servers won't make you money in 2016, stop being so hungry and please stop wasting your money, you won't get rich anyway, use a brain and find alternative's.

 

2d3da7530c3a30af11ce67732337f83c.png

 

 

 

Posted (edited)

My hobby is weight liftin im doin it for years buddy and as for l2 its something classic that will never change in the heart of true mmo player. I have a full time job and im okay with that but you should stop acting like arabian sah i bet if i turn you upside down not any single euro will fall from your pocket.

Edited by L2Mytheon
Posted

L2 isn't dead... maybe it's the community that's fucked up, but the game is still live, and there are no signs it's going to die in the near future. :lol:

Posted (edited)

I'm just talking about server owners, not about players. Server owners keep launching nonstop new servers every weekend ,they don't make any money but they still launch and make the game look like sh1t. This is just stupid. If you love the game, just play the game, don't come out with your new sh1t .tk server or whatever every weekend. Even interlude pvp servers which are the most popular right now, i see them fail miserably within first day but same owners still try and fail and do no profit.

 

Is just dumb already.

 

I don't see any love or heart put in any of these servers so they clearly don't release servers for fun or love for the game either. they expect profit in return but what's stupid is that they don't earn any money and still launch servers. They think they will success with 30 euro investment and everyone does the same thing. And the success in most of case "related to interlude pvp servers" is about making 1k euro profit per server which is very low and why they even bother?

 

I TELL YOU

BECAUSE

 

c6ff41af74341d621e786c7fbcaf2040036280a8

Edited by Karasu_
Posted

Karasu stop speaking about hungry people, from what i've heard you are the most hungry guy here, who ask people free interlude files and free help for open a garbage server, i speak from what i've heard from several romanian guys.

 

About makeing money with interlude servers... This business isn't dead yet, i still make money with my interlude servers, for you to know, i just made 700 euros last week, and i will make more in future

Posted (edited)

Karasu stop speaking about hungry people, from what i've heard you are the most hungry guy here, who ask people free interlude files and free help for open a garbage server, i speak from what i've heard from several romanian guys.

 

About makeing money with interlude servers... This business isn't dead yet, i still make money with my interlude servers, for you to know, i just made 700 euros last week, and i will make more in future

 

your troll is unnecessary since i never said such things.

 

And you definitely didn't made 700 euro last week. Trust me, i know better than you as i am far more experienced and i almost never fail with servers.

 

(I would believe you only if that was the first weekend since server opening, afterwards you will make 100-200 max per week and in 1 week or 1 month max your server will go extinct as there are other 100+ servers opening during that month and everyone will split between trash servers so doesn't matter in the end anyway.)

Edited by Karasu_
Posted

your troll is unnecessary since i never said such things.

 

And you definitely didn't made 700 euro last week. Trust me, i know better than you as i am far more experienced and i almost never fail with servers.

 

(I would believe you only if that was the first weekend since server opening, afterwards you will make 100-200 max per week and in 1 week or 1 month max your server will go extinct as there are other 100+ servers opening during that month and everyone will split between trash servers so doesn't matter in the end anyway.)

full items in my server cost 400 euro...

Posted

The problem is the new Shit servers . . . Always peoples do servers for money not for pasion like old times when servers was durable for 2 to 3 years like l2 Extreme Old Extreme Was one of the big servers ever that is history but Lineage 2 NEVER DEAD ;)

Posted

what is the point?

even if i make a good and stable server for everyone to play with friends and enjoy soo much, people will leave because nowadays l2 players change servers every 1-2-3 weeks...

so even if i try make a server like odl days, everyone will fail...

Posted

I'm definitely support the good private projects. Because you noobs don't deserve to get your hands on a good server platform. Stay on your bugged platforms, and try to reach this 700$ / week... :lol:

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now



  • Posts

    • 🏆 UPDATE: CLAN RACE — R$ 300 (PIX in Brazil, or the equivalent in USDT/PayPal) for the first clan ready for World B PvP Worlds opens on Friday, September 25, 19:00 BRT (GMT-3). Everyone starts together, from scratch. The challenge: the first clan with 9 members ready to enter World B wins. Ready = level 51, World C registered and the full C set equipped (weapon, armor and jewelry) with at least 3 attributes on each piece. Only Queen Ant stands between you and World B. Rules: main character only; 9 different people, each on their own PC; the server records the exact time each member became ready. Deadline: October 14. Sign up your clan on our Discord (link on the site): l2mog.com/pvp
    • 🚀 L2-Gold Custom PvP – Beta Test is LIVE! 🚀 Hey guys! We are opening a brand new Custom PvP server and looking for passionate players to help us test it out before the official grand opening! 💥 What we offer: High Rates & Custom PvP Gameplay Custom NPC Buffer, GM Shop & Global GK Balanced classes and epic custom items Interlude with c4 skills 🎁 Beta Rewards: Every active tester who reports bugs or gives feedback will receive Exclusive Custom Rewards on the official launch day! 🛑 No website needed yet! All files, patch, and support are inside our Discord. 🔗 Join Beta Test Here: [https://discord.gg/9qkSxQtTq]
    • "CAN YOU DO A BULGARIAN REVOLUT?" – WE DID. FIRST DRAFT, NO EDITS The request came in short: a photo of a bank card, Bulgaria, Revolut. We said yes and asked the only question that matters – what data. The client was on the road, asked for a couple of hours, then sent the lot: number, expiry, CVV, payment system, bank, cardholder name. Then came the part the client never sees: - ran the number through Luhn – the check digit has to add up, otherwise the card is dead the second anything automated looks at it - matched the BIN to the issuer: Revolut in Bulgaria isn't a "local bank", the cards run through Revolut Bank UAB. The number range has to actually belong there, not just start with the right digit - built the current design, not a five-year-old picture: vertical layout, flat laser print instead of embossing, correct chip module, contactless mark where it belongs - the payment system logo – with the right gradient where the circles overlap and the wordmark sitting exactly where it should. A small thing that kills half the fakes out there - and finally, physics. Plastic has to catch light: a highlight along the edge, a micro-shadow under the chip, a faint fingerprint. A phone shot, not a render Sent the draft for approval. The client looked it over, signed off with zero corrections – final files went out. One pass, no rework. A card is a deceptively simple document. Looks like a rectangle and sixteen digits. In reality it's maths in the number, a tie to the issuer, a current design and light on plastic. Miss any one of the four and the file gets exactly two seconds of attention. Need a card for a specific bank and country? Message us. We'll tell you straight what's realistic for your case – then build it. { all data published with the client's consent} › TG: @mustang_service_ms ( https:// t.me/ mustang_service_ms ) › Channel: Mustang Service ( https:// t.me/ +JPpJCETg-xM1NjNl ) #drawing #card #photoshop #revolut #case
    • ============================================================               CLExt Classic Interlude: v7.80 ============================================================   01. Fixed ValidateLocation handling and player/client position synchronization. 02. Added protection against invalid coordinates and characters falling under the map. 03. Improved XY/Z position and heading validation. 04. Fixed MoveToLocation and MoveToPawn packet conversion and target validation. 05. Fixed TargetSelected, TargetUnselected and MyTargetSelected packet handling. 06. Improved GeoData Z-location handling and disabled unsafe PathNode modifications. 07. Added ExUserInfoInventoryWeight support. 08. Fixed inventory weight and maximum load synchronization. 09. Fixed incorrect 0% inventory weight after character login. 10. Added automatic inventory weight updates after EnterWorld and inventory changes. 11. Added inventory weight packet spam protection and safe weight caching. 12. Fixed BuyList and SellList inventory, slot and weight synchronization. 13. Improved NPC target and Buy/Sell packet validation. 14. Reworked mail attachment inventory and weight validation. 15. Added all-or-nothing mail attachment receiving and safe retry handling. 16. Fixed stackable mail attachment validation and INT_MAX overflow protection. 17. Improved COD Adena validation and post-mail inventory weight refresh. 18. Improved Warehouse Deposit and Withdraw validation. 19. Added protection against malformed warehouse item counts, DBIDs and amounts. 20. Added warehouse INT_MAX, CItem and pSID validation. 21. Improved warehouse anti-dupe protection. 22. Reworked the HTML Cache system for improved stability and memory usage. 23. Added lazy HTML loading instead of loading ~20,000 files during startup. 24. Fixed HTML Cache startup crashes with large HTML collections. 25. Added thread-safe HTML Cache access and Clear/Reload support. 26. Added bad allocation, invalid HTML and oversized HTML protection. 27. Reduced HTML Cache RAM usage, startup allocations and disk I/O. 28. Added HTML Caching ON/OFF with live HTM loading support. 29. Fixed ToggleCachingHook and added VS2005-compatible live HTML handling. 30. Fixed ShortcutInit processing and skill synchronization order. 31. Improved shortcut item validation, augmentation handling and va_list safety. 32. Added LiveMode Ability Point system. 33. Added inventory-item-based Ability Points with configurable pointItemId. 34. Preserved the original level-based Ability Point system as fallback. 35. Fixed incorrect Ability Point display and inventory synchronization. 36. Improved Ability skill learning and point validation. 37. Improved OfflineShopRestore loading and FakePC/DBID handling. 38. Added safer OfflineShopRestore socket limits and batch processing. 39. Prevented thousands of restore sockets from loading simultaneously. 40. Added delayed, non-blocking OfflineShopRestore after server startup. 41. Improved OnEnterWorld initialization order and stability. 42. Improved inventory weight, SkillList and acquired-skill initialization after login. 43. Added VIP integration to the EnterWorld process. 44. Added safe UserExtData initialization without modifying the native User structure. 45. Improved duplicate Bronch Jewel and equipped-slot protection. 46. Improved Bracelet, Belt, Bronch and general UseItem validation. 47. Improved general packet, UserSocket, User, pSD and Creature validation. 48. Added safer INT32/INT64 packet handling and malformed-packet protection. 49. Improved L2Server startup memory usage and lazy resource loading. 50. Reduced unnecessary startup allocations. 51. Improved account-only KeyEngine authentication and remote account validation. 52. Removed account expiration-time requirements. 53. Added updater/restart design without requiring CLExtUpdate.exe. 54. Improved CLIEXT HWID, shared-memory and client/server version validation. 55. Improved ReadFile/WriteFile hooks and MemoryProtector handling. 56. Added UoPilot and Extreme Injector detection handling. 57. Reworked VIP point loading, saving and database synchronization. 58. Fixed VIP Level 0 initialization and first VIP activation. 59. Fixed vip.htm activation after login and from party-shared points. 60. Fixed VIP points being incorrectly reset before successful activation. 61. Improved VIP progression from Level 1 through Level 7. 62. Added proper VIP Level 7 MAX/DONE behavior with no Level 8 requirement. 63. Disabled further VIP point collection after reaching maximum level. 64. Reworked VIP BonusInfo/ReceiveVipInfo packet synchronization. 65. Fixed VIP tier, points, duration and level requirement packet fields. 66. Added VIP duration, tier, point and User validation protections. 67. Added safer 64-bit VIP EXP and party EXP calculations. 68. Preserved subclass maximum EXP protection. 69. Improved ItemDataEx validation during character loading. 70. Fixed augmentation loss during login, relog and server restart. 71. Added safe restoration of augmentation IDs directly from the database. 72. Added CItem, pSID, pExItem and User validation during ItemDataEx loading. 73. Improved Shadow Item mana and item lifetime loading. 74. Preserved item protection timeout data during character loading. 75. Added augmentation loading diagnostics and protected valid augmentation data. 76. Preserved database value 0 for genuinely non-augmented items. 77. Added RaidBoss Status synchronization with the World Map. 78. Fixed alive/dead RaidBoss status updates after spawn and death. 79. Added RaidBossStatus as the source of truth for RaidBoss map packets. 80. Fixed RaidBoss map status synchronization after server/database loading.
  • Topics

×
×
  • Create New...

Important Information

This community uses essential cookies to function properly. Non-essential cookies and third-party services are used only with your consent. Read our Privacy Policy and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..