Jump to content

Recommended Posts

Posted

Hello. Recently i got hit by nostalgia and wanted to get back to Lineage 2 after a break of 2 years. I searched for Interlude, C4 or High Five server to play at (classic is way too grindy and full of bots) and to my surprise I could only find a couple of highly populated servers, all with fake online of course but even 500+ real online is okay. These servers were all Russian and exactly the same. For Interlude the standard is mid rate with craft for A-S, while for PVP is the classic 2 week setup with very easy enchant and farm where you just have to grind for 2x d. Might or W.M in augments to deal damage. 

 

I wanna change that. I am looking to open a server using Advext L2off pack for maximum stability, where people will enjoy themselves either playing solo or cp. My general idea is a stable long term server with donations balanced in a way it doesn't affect the casual player as much, but enough to keep the server alive. That's my goal. A server that will be supported even with 100 online people as long as they have fun, no wipes, nothing. I want the server to be the stample when talking about Interlude just like L2Elite has been so many years on C4. 

 

The general ideas I have on mind, taking full advantage of the best files around are these. 

 

High Rate Server : x70

Adena Rate : x45

 

Buff Slots : 22+2

 

Buffer without songs, dances and specials. 

 

Buff Duration: 1H Buffs, 19 Minute Specials. 3 Minute Cat. 

 

Shop with everything you need. Up to S grade but without S.A that you have to farm it. 

 

Enchant : 3-16/14/14

Chance : 66 Normal 76 Blessed 

 

SubClass : Quest with Farmable Items. 

Noblesse : Retail Like. 

 

These are just the main ideas. I wanna hear suggestions and what you think. Thanks. 

Posted

'My opinion.'

 

its not about how you will build your server. its about the nowdays community style... All people are playing in a server that is populated to be sure about pvps, (in case of low rate they craft S), try oly and then searching for another server. 

 

also let me give you an example.

 

"Are you willing to play on a server named L2 Elite with rates x30? - Yeah"

"Are you willing to play on a server named L2 Jack (copy of l2 elite) with rates x30? - no..?".

 

"Success" is pain in the ass today. You have to pay a lot in advertise to build the server name and also you need about 4-5 successfully opening seasons in order to be known

 

Posted
4 minutes ago, melron said:

 

 

"Success" is pain in the ass today. You have to pay a lot in advertise to build the server name and also you need about 4-5 successfully opening seasons in order to be known

 

Of course trying to set a proper server the most of the budget will be invested in advertisement. Which is the main expense of the server, hosting is cheap. However, I don't like "opening seasons". It's bad and it's a cash grab and just to attract few more players. I would rather work on expansions constantly adding new content when the end game gets boring. I totally get your point though.

Posted

not bad ideas i would played that kind of style of server for sure but now days players are kinda stupid for the reason they dont last more than 1/2 weeks max 1st epics 1st sieges 1st heroes after server remains emtpy what i wanna see is a server with L2Forever / L2Elite style to waste my time on farming and gear up slowly but those bots now days killing those good servers my opinion is if you wanna open something good and decent use ur own ideas do a great server advertise it well and people will come 99% of servers are corrupted no matter what they just corrupting clans and other solo players just giving bad reputation so others dont join them but since i know you what kind of person you are i believe you can bring a great server wish you good luck 

Posted
18 minutes ago, Celestine said:

not bad ideas i would played that kind of style of server for sure but now days players are kinda stupid for the reason they dont last more than 1/2 weeks max 1st epics 1st sieges 1st heroes after server remains emtpy what i wanna see is a server with L2Forever / L2Elite style to waste my time on farming and gear up slowly but those bots now days killing those good servers my opinion is if you wanna open something good and decent use ur own ideas do a great server advertise it well and people will come 99% of servers are corrupted no matter what they just corrupting clans and other solo players just giving bad reputation so others dont join them but since i know you what kind of person you are i believe you can bring a great server wish you good luck 

Thanks. Players must always have something to do so they don't quit. I would not make Epics available for at least 2 weeks, and would only 1 castle available. I would also limit clans on 30 members and no alliances to avoid zerg and force more clans to be created. If you see the server dying, you stick with the server and find a way to provide a good expansion. A new raid boss, a new item, something to keep the players going. 

Posted
1 hour ago, RєVєnGeR^ said:

Thanks. Players must always have something to do so they don't quit. I would not make Epics available for at least 2 weeks, and would only 1 castle available. I would also limit clans on 30 members and no alliances to avoid zerg and force more clans to be created. If you see the server dying, you stick with the server and find a way to provide a good expansion. A new raid boss, a new item, something to keep the players going. 

 

My opinion is u should let people to be with B Grades at least 2,5 weeks so they see how hard is the farm so they like the server economy 

Posted
52 minutes ago, Celestine said:

 

My opinion is u should let people to be with B Grades at least 2,5 weeks so they see how hard is the farm so they like the server economy 

No need to force them on B Grade. I Kinda find it pointless. They will be able to get A Grade fairly easy, and S grade a little bit harder. The tough part will be adding a S. A

Posted

My opinion is, no matter what you do, people won't appreciate it, won't even try the server if it's new / not known.

 

I guess it's kinda too late to build new server. Population dropped. So, from my pov, you will only waste your money, but yeah, you can give it a try =)

 

@Celestine learn finally to use dots and commas. You sound stupid.

Posted
Just now, SweeTs said:

My opinion is, no matter what you do, people won't appreciate it, won't even try the server if it's new / not known.

 

I guess it's kinda too late to build new server. Population dropped. So, from my pov, you will only waste your money, but yeah, you can give it a try =)

 

@Celestine learn finally to use dots and commas. You sound stupid.

 

offtop: to lazy to use commas and dots my friend :)

 

@Revenger u can do it as u wish i believe u can succes.. 

Posted
39 minutes ago, SweeTs said:

My opinion is, no matter what you do, people won't appreciate it, won't even try the server if it's new / not known.

 

I guess it's kinda too late to build new server. Population dropped. So, from my pov, you will only waste your money, but yeah, you can give it a try =)

 

@Celestine learn finally to use dots and commas. You sound stupid.

I understand where you are coming from. That's exactly why I mentioned you should support the server even with few online to prove that if someone wants to play on something stable that it's not the classic craft x50 RU server they can join you. Did you open a server recently? You sound experienced firsthand. 

Posted

safe 0  max 5 / normal enchant 40% blessed 65% / think different  time has passed we are all adults most of community has resposibilities " i believe " .

Posted
2 hours ago, RєVєnGeR^ said:

Did you open a server recently? You sound experienced firsthand. 

I did. I tho I would get like, at least, 100-200, didn't happen. Yet that could be caused by few factors like features, 'bad' opening time as other, more known, servers, 'not enough' advert and list goes on..

 

I noticed that even old, known servers that opens, barely get that count which dropps to (almost) zero within a week / two max. When that happens, people see low online and leave one by one.

 

Don't trust those site online counters where players online is > than the total characters created. Seems legit :happyforever:

Posted
5 hours ago, SweeTs said:

I did. I tho I would get like, at least, 100-200, didn't happen. Yet that could be caused by few factors like features, 'bad' opening time as other, more known, servers, 'not enough' advert and list goes on..

 

I noticed that even old, known servers that opens, barely get that count which dropps to (almost) zero within a week / two max. When that happens, people see low online and leave one by one.

 

Don't trust those site online counters where players online is > than the total characters created. Seems legit :happyforever:

I think advertising is equally important to files if not even more nowadays. 5 years ago a Global Mod topic on MXC could help you immensely. You should have supported your project if you believed in it. I would like you to send me a message with your experience as an Admin and your main features, so I can understand somewhat better why it fell off. 

Posted
13 minutes ago, Pamela32 said:

u ask server owners if they like to play at your server xd their opinion xd

Others experiences might help. You know regarding features etc. I am mainly looking for players opinions but unfortunately it seems like only Russian forums are alive. 

 

I plan on launching the server after Easter. I am looking for any kind of assistance for tests in the upcoming month and also I need 1 fluent Brazilian speaker and 1 Russian speaker. 

 

I am also looking to create a huge advertisement team. If anyone is interested drop me a pm. 

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..