Jump to content

Recommended Posts

Posted
17 hours ago, bravetobe said:

play 60-70 games of LoL in the same amount without being wiped

Actually, you get wiped after each match, yet you still play it :troll:

 

Players blame admina, trashtalk 'shared buggy pack', Adkins blame players, such a stupid wheel.

And no, it doesn't matter if it's shared, ready to use or bugged. Feeeew years back, like 10 :notbadn: everyone was playing on those buggy shared free packs. Why? Bcs you liked to play it. Now you think you want to play it, but you actually don't and so, there are various excuses about any glitch, which back it time didn't bother you. It's simply not as addictive as it used to be.

Posted
17 hours ago, bravetobe said:

You cant wipe 20 times and expect from people to take your server seriously.

Another bulls.. Guess why admins wipe, bcs people leave server as they reached max, had fun and they go to next server to do exactly the same,from 0, over and over again.. Bot, get max gear, pvp 1 day, leave.

 

So yeah, it's community fault that admins wipe, so those players can join it anew as they do it each week.

Posted

All i can see is a server owner that tries to build a server, tries to fix problems, tries to communicate with a trashtalk random guy who just saying bullshits and never lost his calm while you keep trashtalking and not even paying attention to what he says just pointing out what your braindead mind has inside and this "opinion" will never change because you're one of those guys playing in servers for 1-2 weeks getting bored, leaving and then blaming the admin.

 

Ofc problem started when anyone with zero knowledge have access to files to open a server but community is dying because of the community itself.

Posted (edited)
2 hours ago, SweeTs said:

Actually, you get wiped after each match, yet you still play it :troll:

 

Players blame admina, trashtalk 'shared buggy pack', Adkins blame players, such a stupid wheel.

And no, it doesn't matter if it's shared, ready to use or bugged. Feeeew years back, like 10 :notbadn: everyone was playing on those buggy shared free packs. Why? Bcs you liked to play it. Now you think you want to play it, but you actually don't and so, there are various excuses about any glitch, which back it time didn't bother you. It's simply not as addictive as it used to be.

 

2 hours ago, SweeTs said:

Another bulls.. Guess why admins wipe, bcs people leave server as they reached max, had fun and they go to next server to do exactly the same,from 0, over and over again.. Bot, get max gear, pvp 1 day, leave.

 

So yeah, it's community fault that admins wipe, so those players can join it anew as they do it each week.

 

Global mod who quotes 2 times the same person in 2 different posts :troll:

I dont expect a non biased opinion from someone who is in the biased side of admins but anyway i will give this a try:

 

 

Your arguments in those 2 posts were

1)Our packs were buggy back in the day (2010) and you liked them.Why you dont like them now ,after 10 years?

2) People reaching "max" (what does that even mean?) and then quit in order to play from 0,so admin has to wipe reopen

 

So let me explain why those 2 points are annoying at best:

1)Its 2019 going to 2020.There are numerous games to play which vary in quality but the options are better nowadays.Just pick up several games from 2010 and several games now.The quality ("graphics") are better.There are better options right now ,even if you consider the market as flooded with MTX in order to make "games as a service" and not a product.

Why would you expect people to spend like 60 hours in a server which will get wiped like 99% of the time?That doesnt make sense.In 60 hours you can play and finish most of the AAA videogames.

Your point doesnt make sense to me because the L2 community is flooded with wannabe developers who use the exact same pack which is played more than 123 times.When enough is enough?The progression of this game is minimal and the fact that admins just open a shared pack is not punishable in any community is catastrophic for those who actually try to create a more stable server because the number of the servers which open-reopen are way to many.

I really dont understand how a human being with more than 80IQ can say that "You guys played in 2010 a buggy pack-videogame which was in fashion but now ,10 years later,you dont.Why?"

Its not about addiction.Its about appealing and the game is not in fashion anymore.People who used to play this game grew up.Admins didnt make any adaption so guess what ...

 

2)What does max even mean? In every server you have to exp characters in order to PvP with the characters you like.Grinding is the main concept of every single server.It doesnt make sense to leave a server after that grinding and all those hours of exping but guess what : Its 2019. Admins open the donations in the 3rd day and new servers pay clan leader to pull them into their server.You havent heard that i guess or any other shady deals (% of clan member donation),dont you?

Besides,reopening the exact same server with the exact same concept but minimal tweaks will change the situation right?

The fact that admins add donations in the first week even in low rate servers make your argument at least idiotic.

In other words,you expect from people to play the same 5-10yold packs with tweaks because people had fan 10y ago when the game was in fashion like every MMO.People just play some PvP and move on in the next server because there is no trust anymore between the community and the admins just because there are way too many servers with way too many shaddy deals.If it wasnt profitable for the admins to wipe reopen,you wouldnt see so many servers doing it,which means it works for them until it doesnt because the community grows up and the community decreases every year.

 

Both of your posts shows how much disconnected admins/developers are from reality.

Hopefully you were trolling with the "why dont you play the same buggy staff for 1289312 time like 10 years ago".

Edited by bravetobe
Posted

What did you expect? He dont have the fault that the people leave the server after 2 weeks, the game community is fck3d. He spend a lot of mooney on the proyect and he want make some gain on that, the business life works like that, and this game is not excluded. I played on the server, and yeah i can say that as an admin it is bad, not fix anything and he think that official server it is parameter about the balances of some classes (dagger and sum) when it really suck, but, he openned the server to make a gain, and he have all right to close or do wipe.

Posted

@bravetobe I don't take any side, I'm not a player since years and I'm not an admin as well. I just see even my old clan how things works, I see how servers (re)open like mushrooms.

 

1 hour ago, bravetobe said:

Its 2019 going to 2020.There are numerous games to play which vary in quality

First and foremost, if you don't like the graphic and there are better games, just play them. No one forces l2 players to play old shitty graphic game. So it's stupid to even mention that. If you play l2 that means it's OK for you. Sounds like another random excuse why I change server each week.

 

1 hour ago, bravetobe said:

the game is not in fashion anymore

Exactly, if it's so old, bad and not fashion anymore. Why the hell you still play it. I grew up and I don't play it or any other game anymore. People should do the same. But no, people still play it and complains for things that doesn't exists or didn't bother in past. If it's bothering you, again, STOP PLAYING IT. People are doing the same thing over and over, join server, get gear, pvp, complain that it's boring and jump into NEW, FRESH server, yet it's obvious it's gonna be the same story. Endless loop you can't jump out.

 

1 hour ago, bravetobe said:

It doesnt make sense to leave a server after that grinding and all those hours of exping

Exactly, but people leave it anyway. So.. You really think that it's an admin fault? It's just people stupidity. It's not like "damn, there are 500 active players and they don't donate, let's make a wipe to force them to donate again". No, it's not. They do wipe to make a fresh start - it's what people want today. To start over again. At least it is / it looks like that.

 

 

Paying clans to join their server is also pathetic, but that's how shaddy and corrupted players are and why they keep playing it.

 

Anyway, I won't quote or answer more as it's pointless. Both sides are guilty, but players mostly. As they are changing servers each day/week. Who cares if some random or not server pops up. No one forces to join it and leave old server. :amazed:

Posted (edited)
50 minutes ago, SweeTs said:

@bravetobe I don't take any side, I'm not a player since years and I'm not an admin as well. I just see even my old clan how things works, I see how servers (re)open like mushrooms.

 

First and foremost, if you don't like the graphic and there are better games, just play them. No one forces l2 players to play old shitty graphic game. So it's stupid to even mention that. If you play l2 that means it's OK for you. Sounds like another random excuse why I change server each week.

 

Exactly, if it's so old, bad and not fashion anymore. Why the hell you still play it. I grew up and I don't play it or any other game anymore. People should do the same. But no, people still play it and complains for things that doesn't exists or didn't bother in past. If it's bothering you, again, STOP PLAYING IT. People are doing the same thing over and over, join server, get gear, pvp, complain that it's boring and jump into NEW, FRESH server, yet it's obvious it's gonna be the same story. Endless loop you can't jump out.

 

Exactly, but people leave it anyway. So.. You really think that it's an admin fault? It's just people stupidity. It's not like "damn, there are 500 active players and they don't donate, let's make a wipe to force them to donate again". No, it's not. They do wipe to make a fresh start - it's what people want today. To start over again. At least it is / it looks like that.

 

 

Paying clans to join their server is also pathetic, but that's how shaddy and corrupted players are and why they keep playing it.

 

Anyway, I won't quote or answer more as it's pointless. Both sides are guilty, but players mostly. As they are changing servers each day/week. Who cares if some random or not server pops up. No one forces to join it and leave old server. :amazed:

 

Your points dont make sense because the arguments are based on the fact that its 2010 with 2010 standards but its not.

The vast majority who play this game have being playing for long enough to make their own comparisons.

L2 was good enough back then to invest time and grind in the stable (with 2010 standards) servers but guess what... Now its 2019.

Its so stupid to repeat the same 2 arguments over and over again and trust me noone wants a "fresh start".The "fresh start" is the concept that l2 admins figured out in order to get money.As i said,if it wasnt profitable enough ,they wouldnt reopen.They dont open their servers because they want to contribute.Its all about money.People keep donating for the exact same items every time.

I really love the fact that you wrote just 1 sentence for the corruption part ,which you ended up blaming the players but let me ask you this: If someone offered you money to play a game which you will play anyway ,would you accept it or not?

Also you didnt mention that AN ADMIN offered the money in order to get people from another server which guess what ... it has an ADMIN.The admins just pay people in order to get clans from one another.Thats what you do is to blame players instead of admins.Thats how you actually ruin decent servers tbh.

 

If you want to blame someone,blame the admins and not the players.Players have invested years in the same servers.

The only things that have changed are : The age of the players,who wont spend their whole lives playing the same server and the admins.Thats what you do is to blame the players instead of blaming the admins who didnt make any adaption.

You straight up blamed the players for not playing 2010-2012 packs because "you played those packs back then and now you dont.you are the one to blame".

 

I wont keep arguing and wont quote again its pointless as i mentioned in the first post.A lot of people are disconnected from the reality but hey thats how a lot of people make money until they wont.

 

P.S Instead of blaming the players or the competition (other games based on 2019 standards),blame the terrible product which makes no adaptions to be better.

Edited by bravetobe
Posted (edited)

I still believe that both sides are to blame, but the main difference is that the “admin” is in a leading role. In order for SHADE to happen, SHADE must be initiated by the Admin. Paid clans exist because Admins exist who are willing to pay them. Nothing can change that fact. The very notion is idiotic, yet here we are, knowing these things happen A LOT.

 

There are some projects out there that occasionally break the trend, and I believe that those are the projects that we should – as a community – strive to populate and support.

 

Anyhow, I think this argument has many parameters, honestly. Another important one, imo, is that private servers open as a single chronicle (for technical reasons that I completely understand due to workload involved). But don’t forget this game was updated frequently on retail.

 

Here's a prime example and I'm resting my case. 

 

NA Launch Date Korean Launch Date Codename Title
28 April 2004 1 October 2003 C0 Prelude
28 June 2004 28 January 2004 C1 Chronicle 1: Harbingers of War
8 December 2004 11 August 2004 C2 Chronicle 2: Age of Splendor
10 May 2005 2 March 2005 C3 Chronicle 3: Rise of Darkness
8 February 2006 26 October 2005 C4 Chronicle 4: Scions of Destiny
6 September 2006 1 June 2006 C5 Chronicle 5: Oath of Blood
11 April 2007 13 December 2006 CT0 Interlude
11 December 2007 16 August 2007 CT1

The Kamael

 

or this 

 

11 April 2007 13 December 2006 CT0 Interlude
11 December 2007 16 August 2007 CT1 The Kamael
23 April 2008 12 December 2007 CT1.5 Hellbound / Kamael Plus
12 August 2008 30 April 2008 CT2.1 Gracia Part 1
28 October 2008 13 August 2008 CT2.2 Gracia Part 2
28 April 2009 26 November 2008 CT2.3 Gracia Final

 

Just look at the sheer amount of content you gradually got on x1 rates within a time-span of 3.5 years, and 2 years respectively.  This of course cannot be emulated, I completely understand, but it's also one of the main reasons the madness of repetition occurs, especially since we're experiencing the game on speed rates. This is one of the key reasons why servers have resorted to wiping their servers 4 times a year, thus creating the term "seasons" in L2, and this can also explain why the community jumps around like crazy. You were never meant to remain stagnant on a single chronicle for a long period of time. 

 

I know nothing like the above can ever be done, but I'd love to one day see a server attempting to do something unconventional, such as mega jumping from let's say Interlude to Gracia Final within a certain period of time (technically this is possible, I think?). Not natural L2 progression, but I think it would be interesting, nonetheless. 

Edited by mr zero
Posted
46 minutes ago, mr zero said:

 I'd love to one day see a server attempting to do something unconventional, such as mega jumping from let's say Interlude to Gracia Final within a certain period of time (technically this is possible, I think?). Not natural L2 progression, but I think it would be interesting, nonetheless. 

Some classic server(s) already attempted this and failed miserably - perhaps because the admin and server itself closely resembled fecal matter

Posted
1 minute ago, GLO said:

Some classic server(s) already attempted this and failed miserably - perhaps because the admin and server itself closely resembled fecal matter

 

Classic is still sort of new territory though, no? I mean, shouldn't it be more doable using the old files? Assuming the proper team of developers with the proper files and experience took over the task? 

 

I think if a project wants to really stand out these days they have to do something completely out of the ordinary. It's an old game, and we've played the hell out of it. But bundle chronicle servers seem like breath of fresh air, imo. 

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

    • L2JOne — Interlude C6 Level 86, S84 grade, clan level 11 — on an Interlude C6 core. 67 systems. Desktop Control Center. Edit the server while it runs. FULL SYSTEM CATALOGUE  ·  WEBSITE  ·  TELEGRAM Most Interlude packs give you a clean core and leave the interesting part to you. This one ships with the content already written — the economy systems, the event engine, the retention loop and the admin tooling a live server actually needs after week one. Everything is configurable from open files, and most of it is editable with the server running, from a Community Board panel or from the desktop Control Center. You should not need a new build to fix a broken skill or retune a drop rate on a Saturday night. QUICK FACTS Level cap 86, S80 and S84 grades, clan level 11 — High Five progression on an Interlude core 909 High Five items — Dynasty, Vesper and Icarus gear, Forgotten Scrolls, Dolls, Agathions 67 systems delivered ready — new, rebuilt, expanded or fixed 689 XML files — items, NPCs, skills, spawns, zones and every custom system, all open 343 quests implemented 147 GM commands, each with its own access level 95 database tables with install and versioned migration scripts 22 Community Board panels with open HTML 8 event modes that schedule themselves Java, JDK 22+, MariaDB / MySQL Desktop Control Center in English, Portuguese and Spanish HIGH FIVE CONTENT ON AN INTERLUDE CORE This is the part most Interlude packs do not have. The core is Interlude C6 — the chronicle your players know, with the combat and the pace they came for — but the progression ceiling is not the Interlude one. The end game was extended with High Five content, server side and client side. Level cap 86. The full experience table up to 86, with the rate brackets to match: five independent XP, SP and currency ranges covering 1-52, 52-61, 61-76, 76-78 and 78-86, so you shape the curve at the top instead of letting it flatten. S80 and S84 grades. Two grades above S, each with its own crystal, enchant bonus and gemstone cost — so the enchant and crystallization economy keeps working at the new ceiling instead of stopping at S. Clan level 11. Clan progression continues past the Interlude cap, with Blood Oath, Blood Alliance and Blood and Sand as the upgrade materials, and the clan skills that come with those levels. 909 High Five items. Dynasty, Vesper and Icarus weapons and armour with their augments and special abilities, 112 Forgotten Scrolls, Dolls and Agathions. High Five skill set. The skill ranges that come with the higher levels and the new gear are implemented, not stubbed — including the Doll and Agathion skills. Client tables included. The item name and grp tables for all of it ship with the pack, and the Control Center reads and repacks them. You are not left to reverse-engineer the client side of a Vesper set on your own. The practical effect: an Interlude server that does not run out of content at 80. Your players keep the chronicle they wanted and still have somewhere to go after the S set. DESKTOP CONTROL CENTER Start, restart and reload configuration Memory, GC, threads and CPU in real time Live log console and content search Database browser, scheduled backup, install and migration HWID bans and IP lookup Item editor with icon preview, plus multisell, NPC, class and config editors Item cloning, ID migration, item-pack import Reads and repacks the client itemgrp / npcgrp / skillgrp Automatic backup before every save Builds incremental updates, hash-verified per file WHAT IS INSIDE NEW = not in stock Interlude  ·  REBUILT = existed, rewritten from scratch  ·  EXPANDED = original kept, features added  ·  IMPROVED = original fixed and revised ECONOMY AND ITEMS — 11 systems Offline Shop — REBUILT. Keeps selling after the client closes, restores itself on restart, expires in a number of days you set. Own name colour and visual effect, no damage in peace zones, can be restricted to VIP only. Marketplace — NEW. Persistent market inside the Community Board. Listings stay up with the player offline, delivery is automatic, the listing fee is configurable, every sale logged. Enchant System — REBUILT. Rate per level and per scroll type in an open file. You choose what happens on failure: break, keep or drop one level. In-game editing panel, log of every attempt, automatic high-enchant announce. Custom currency — NEW. Any item as the private store currency: buy, sell and package sale, including the balance the client shows. Reward capsules — NEW. Boxes that draw items by weight, built in an open file. Event, donation and boss boxes with no code. Timed items and passes — NEW. Expire in real time, not play time, and keep counting offline. Noble, VIP, Kamaloka and auto farm passes ship ready. Equipment skins — NEW. Change the look of weapon and armour without touching a single stat. Accessory sets — NEW. The armour-set concept applied to rings, earrings and necklaces, with their own bonus. Deferred delivery — NEW. Items delivered at the player's next login, so donations, vote rewards and event prizes never get lost. Redeem coupons — NEW. GM generates a code, the player redeems it once. Campaigns, downtime compensation, streamer partnerships. Price and drop control — NEW. Single price across every merchant, all-free mode for test servers, gold bar conversion, drop block by grade on death. EVENTS AND PVP — 9 systems Event engine — NEW. Open-file catalogue: which events exist, when they open, how many players they need, what the prize is. Persistent ranking, level-balanced teams, rejoin after a disconnect. 8 event modes — NEW. Team vs Team, Deathmatch, Capture the Flag, Battle Royale with its own map, Hunting Grounds, Party, Spoil and Fight Boss. Each can run at a different time. Tournament — NEW. 1v1, 3v3, 5v5 and 9v9, solo and party registration. Per-format duration, run window, class composition limit and prize. Function zones — NEW. A whole PvP area from a single file: entry fee, auto-flag, anonymous mode, forbidden items and skills, temporary noblesse, restart lock, monster waves, a boss and automatic shutdown. Rotating siege — NEW. One castle drawn per cycle instead of nine independent schedules. The winner moves to the next castle an hour before the following siege, and no castle repeats until every other one has been fought over. Classic mode still available. Castle governor — NEW. The clan holding the active castle taxes merchants, board shop, gatekeepers and marketplace server-wide, and earns a drop, XP and skill bonus. Own vault and statue, wyvern rights for the leader. Every cap set by you. Olympiad — EXPANDED. Custom period and duration, battle limit, enchant cap in the arena, separate mage and fighter buffs, minimum PvP to enter, participant limit per IP, monthly winners. Event shop — NEW. Event currency buys prizes that exist nowhere else. Editable in-game. Anti-feed and dualbox control — NEW. XP and drop blocked on repeated same-IP kills, character limit per IP, whitelist per zone and instance, participant limit per IP with optional HWID check for events. PROGRESSION AND RETENTION — 13 systems VIP System — NEW. Tiers with their own XP/SP/drop rates, rewards and real-time duration. Benefits keep working in the offline shop, activation item configurable, status panel on the board. Daily missions — NEW. Objectives by action type, automatic scheduled reset, reward per mission, progress saved per character. Includes a daily login reward. Auto Farm — NEW. The player picks the skill list, monster priority and target type (mob, raid or grand boss), and can assist the summon or the party leader. Daily quota unlocked by a pass. You decide: everyone, VIP only, or off. Auto Potion (ACP) — NEW. Separate HP / MP / CP percentage triggers, configured in-game. Removes the incentive to run third-party software. Player-to-player buff selling — NEW. The human buffer gets its job back: advertise your own buffs, set the price, sell to whoever passes. Scheme Buffer — IMPROVED. Schemes saved per account, applied from the NPC and from the board, with a cost and skill list you control. AIO character — NEW. All-in-one character with its own buffs and saved macros, duration and type set by you. Level reward — NEW. Automatic prize on reaching each level, right where most new players give up. Rates per level bracket — NEW. Five independent brackets between 1 and 86 for XP, SP and currency, plus an exclusive rate inside instances. Subclass and skill stacking — EXPANDED. Configurable cap, switching anywhere, selective stacking across subclasses with a block list. Agathion — NEW. Companion pet that follows, talks and optionally heals by percentage. Restored at login. Pet and summon persistence — IMPROVED. Pet and servitor return after a reconnect with buffs and cooldown intact. A dropped connection stops costing ten minutes of rebuffing. Chat commands — NEW. A whole layer absent from stock Interlude: .menu .farm .acp .mission .vote .sell .register .instance .leader .crystal .recipe .aiomacro CONTENT AND WORLD — 8 systems Instanced territories — NEW. Private farm area per player or party, built from the map regions. Each region has its own monster list, respawn, entry policy and a trigger-released boss. No instance sees another, and the drop rate inside is exclusive. Spot fighting is over. Kamaloka — NEW. Instanced dungeon with its own scoring, a board ranking and an entry pass as an item. Simulated players — NEW. Server-controlled characters with combat, healing and potion AI, town walking routes and template clans. Visible in /who. A freshly opened server stops looking empty. Champion mobs — EXPANDED. Own HP, attack and speed, configurable aura, multiplied XP/SP/drop, exclusive drop list, optional guaranteed enchant. Boss info and reward — NEW. Schedule and status on the board, participation reward per raid, raid points to the clan, loot protection, grand boss death announce. Original Interlude content — IMPROVED. 343 quests, 9 castles with working sieges, 44 clan halls with auction and functions, Seven Signs, Festival of Darkness, manor, fishing. Grand boss AI revised — Antharas, Baium, Frintezza, Sailren. Polymorph — NEW. Visual transformation of players and NPCs from an open file. Seasonal events — NEW. Mammon Spawn and Master of Enchanting as calendar scripts. COMMUNITY BOARD — 22 panels Player panel — NEW. Board home with server info, rules, active promotions and a shortcut to every other panel. Server shop — NEW. A merchant inside the board, prices subject to the ruling clan's tax. Rankings — NEW. PvP, PK, level, clan raid points, Kamaloka score and event ranking — six lists updated live, with automatic weekly prizes. Donation panel — NEW. Balance, product and delivery on the character, integrated with the website system. Every delivery logged. Party matching — NEW. A party noticeboard by level, class and goal. Live information panels — NEW. Boss schedules, active events, open instances and territories, governor panel, channel videos with a watch reward, vote reward. All read from the real server state. Forum, mail and friends — IMPROVED. Internal forum, character mail, friend list, favourites and a personal memo. All panel HTML is open — change the visual identity with no recompile. ADMINISTRATION — 7 systems Operations panel — NEW. The desktop Control Center described above. Visual content editors — NEW. Items with icon preview, plus multisell, NPC, class and configuration editors. Item cloning, ID migration, item pack import, automatic backup before every save. Client file editor — NEW. itemgrp / npcgrp / skillgrp read, edit and repack, with ID migration synchronized between server and client. Adding a custom item stops being a manual process across three tools. In-game editors — NEW. Balance, event engine, function zones, territories and system config edited from a board panel, applied without restart, automatic backup of every changed file. GM commands — EXPANDED. 147 commands with per-command access level: zone creation by vertices in-game, spawns saved to the database, NPC route editor with preview, event / balance / enchant panels, HWID management. Persistent configuration — NEW. What the GM changes from the panel is stored and reapplied at next boot. Update package — NEW. The build ships only what changed, hash-verified per file, ready to publish to your players. SECURITY AND PROMOTION — 6 systems Guard and HWID — NEW. Validation at startup, machine identification, window limit per machine, configurable grace mode, access log per account, ban and lookup by GM command. Discord logging — NEW. 28 channels: enchant, drop, pickup, trade, warehouse, multisell, donation, Olympiad results, grand boss deaths, player and GM logins, suspicious IP alerts, chat keyword filter. When a player complains about a missing item, the answer is in the channel. Vote reward — NEW. 8 top lists, individual reward, per-site cooldown, global vote goal with a collective prize. YouTube integration — NEW. Turns your player base into your channel audience. Full section below. Announcements and promotions — NEW. Rotating in-game announces, time-boxed promotions with a board panel. Build protection — NEW. Obfuscation plus optional class encryption with its own loader. YOUTUBE — TURN YOUR PLAYERS INTO YOUR CHANNEL AUDIENCE Most packs call "YouTube integration" a button that opens a link. This one is a closed loop between your channel and the game, and the player never leaves the client. 1. Your channel, inside the game. The server queries the YouTube Data API and rewrites its own video list — title, description and publish date. You never maintain a list by hand: publish on YouTube and the panel updates itself. Players search it and pick what to watch. 2. The video plays inside the client. No alt-tab, no browser, nobody logs out to watch. The server reads the real duration of that video from YouTube and sets the timer to that exact length — the message on screen says how long is left. The player is held away for the duration, so watching is watching, not a tab left open in the background. 3. Watch time, not clicks. This is the part that matters for a channel. A click that bounces after three seconds does nothing for you. What reaches your channel here is a completed view, because the reward only exists if the video runs to the end. 4. The reward lands automatically. Items go straight to the character with an on-screen confirmation and a chat line naming the video. The reward items are yours to configure. Every upload reaches everyone online. A new video triggers an in-game announcement with a message you write. No ad spend, no posting the link in five Discords and hoping. It becomes a habit, not a one-off spike. The daily cap resets every day, so the same players come back tomorrow. Your back catalogue keeps earning views months after publication. Abuse controls built in. One reward per video per day, a configurable daily cap across all videos, one video in progress at a time, everything stored per character in the database — relogging resets nothing. Configurable: API key, channel, how many videos to pull, whether to announce, the announcement text, the reward items and the daily reward cap. A server with 300 players online is 300 completed views on every upload. That is the difference between a channel nobody sees and a channel that grows with the server. COMBAT AND BALANCE — 6 systems Balance per class — NEW. Damage dealt and taken per class, split by attack type, edited from the board, applied without restart, automatic backup so you can roll back. Balance per skill — NEW. Power, duration and behaviour per class, without touching the original skill XML. The broken skill of the month is fixed on the spot, not in the next release. Combat caps — NEW. Hard cap on attack and cast speed, no-cooldown skill list, skill duration overridden by ID, fixed cancel time, configurable expertise penalty. Extra effects and conditions — NEW. 9 effects from later chronicles ported to Interlude, 7 new skill conditions, weapon-swap skill, skill that teaches a skill, extra targets. Servitor share — NEW. The summoner passes a percentage of their stats to the servitor. Geoengine and movement — IMPROVED. Revised pathfinding with instance support. WHAT YOU GET The distribution, compiled and licensed for your project The complete datapack — 689 XML files and the Community Board HTML, open to edit Database scripts: install plus versioned migrations Desktop Control Center (EN / PT / ES) Continuous updates through the update system Direct support during setup Optional: the L2JOne Website System — player accounts, donations with automatic in-game delivery, admin dashboard, 4 payment methods, 4 languages. Sold separately, ask if you want both. HONEST NOTES Ships compiled and licensed per project. If you need full Java sources, ask up front — do not assume it is included. Guard/HWID and the build protection are real operational controls, not a promise of absolute protection. Anyone selling you "unhackable" is selling you a story. Two systems ship disabled and are still marked in-development in the config: Fake Farming and Timed Amulets. Everything else in this list is working. The game client itself is not distributed here. The item name and grp tables for the High Five content are included, and the Control Center edits itemgrp / npcgrp / skillgrp, but assembling and hosting the client is yours. CONTACT Full system catalogue: l2jone.com/fonte Website: l2jone.com Telegram: @Williams0ff E-mail: support@l2jone.com Pricing depends on the plan and on what you want bundled — message me and I will send the options. I am open to using the forum's middleman / escrow service. I have no reputation here yet, and I think asking for it is fair. Questions in the topic are welcome — I answer them here so the next person reading finds the answer too.    Scrolls Augments New Augment Acessories    
    • ⚡ Weekend special! Upgrade your personal Google account with 5TB storage and Gemini Pro in under 60 seconds.
    • Don't cry, it's a game. If it makes you cum on your monitor, of course, enjoy it. My business has been running for years and will continue to do so. No matter what happens here, the dogs bark, the caravan moves on. Start developing game engines - post them too - after all, I create them too) Salvation:Arena (MOBA) Unreal Engine RED-TEAM REVERSECODE Аліса займається розробкою ще з часів створення денді та сеги-діти які створюють шум для мене просто діти) За ці роки роботи я бачила багато різних людей у цій сфері все що я думаю про це не плачте та насолоджуйтесь життям слава ураїне - котись на свій бразильський форум)   If you'd simply asked me in a private message on the forum to be reinstated, you'd have been unblocked without a problem. I have no enemies—it's just business. I can make any product on the market, models and effects, copyrights—complex tools—at my age, people run large companies. I'm pleased that our beloved MXC* forum will now have a lot of free products. I earn a maximum of $200-$300 a year from this industry. If that excites you, well, have fun with us.       I moderate many gaming communities, here's one of them  if I hated you, you'd be out of here in a minute, brother  so don't get carried away with your wet dreams. On the topic of free work, start doing it yourself—the forum needs good free stuff. Someone will definitely like you here and throw a flower on your grave. Besides, you're forgetting that half the forum is involved in this interface development business and for many developers, it's a good income. So, you want to make life sweeter for them all, not just for me it's actually nice that you're such a noble young man.   Besides, I usually work from behind the scenes and don't move anywhere in the market but nothing stops me from doing what others do - working from the shadows  you won't even see that I'm doing it, it's so funny.   Start doing free work. You promised to do it well and post it to communities on time. Good luck! We'll have fun, that's great!🥰   завжди приємно поспілкуватися з веселими людьми              
    • Complete development packages for Lineage 2 UI development, across all chronicles and an automated tool to update and patch Interface.u & Interface.xdat What I Offer Clean Sources: 100% clean, retail-based interface source code with zero unwanted custom modifications. Interface.u Update Tool: A standalone tool designed to patch, rebuild, and update Interface.u efficiently. Custom Modifications: Custom UI features and tailoring can be implemented upon request. Turnaround Time: Most major versions and protocols are ready for immediate delivery; other versions take up to 1 week. How It Works Let me know the specific chronicle or protocol version you are targeting. I will provide the tool, which is HWID-bound to your machine, for your setup. Once satisfied with the results, we finalize the deal. Pricing & Notes Both products are priced separately based on the target protocol and requirements. Package deals are negotiable if purchasing both. DM for inquiries, demos, and pricing quotes.    
    • Well u need to change when sm1 press exit it keeps it in game..  
  • 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..