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Help L2J Attack Delay
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It's also the players' fault, because there have been decent servers implementing some of the things you said plus some other 'innovations', plus many QOL things for newbies (ingame bestiary, with drops searchers, etc). In the end, it's the players who decide to feed into that shit and play the most garbage servers simply because the owners of the servers gave their clan leaders 100 euros, or they insta quit the server because they didn't win the first QA, etc, etc, etc. In the end, if a server is garbage or great it doesn't really matter if the players don't wanna stay in there. Players are no better than the devs themselves, in the end it seems there are abusive devs who will milk the shit out of their willingly milkable players, or there are none, goes both ways.
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In my opinion, L2 is dead because the people who make servers didn’t adapt to today’s reality. People are getting older, life moves faster, there are more responsibilities, and less free time. And I’m not even talking about newcomers—how can you expect someone new to this game to learn by Googling every drop location or quest requirement? These things should’ve been integrated into the game, made accessible with just a few clicks through the interface. Instead, so much time was wasted trying to recreate retail-like features that no one asked for. Everyone hates autofarm, but why? Because admins never found a smart way to implement it. You could have made it available only in specific zones, with reduced drops, working like Adrenaline, or auto-teleporting to farm for a limited time per day—just enough to help people with limited time stay relevant in-game. There should also be zones with better drops, where active farming actually matters. Other features feel pointless—like the Life Stone system. Spamming LS to get a skill? Instead, you could create a system where you level up the skill with low chances per level, something that feels progressive and fair. Crafting should be simpler too. Right-click a recipe, and the required materials should show up right there. As for sieges, why not create daily clan war events at peak hours—one for Europeans, one for Latinos? You could spawn crystals inside or outside castles that give points and trigger PvP. Add a boss during the event that gives even more points, and let the top clan in the ranking take the castle. I could go on forever, but what’s the point? The community died because the people who had the knowledge to improve the game just took the easy way out, copying the same server formula over and over until no one could enjoy playing it anymore.
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It's not because I'm an admin that he treated me differently. I actually gave him several clients from my side without him even knowing they came from me, and most of them had no issues. I was also waiting 3–4 weeks at times for things I bought from AvE, even when I was in a rush. He still delivered in the end. That said, I'm not defending him blindly. I'm just saying it's unlikely he’d risk scamming someone over 60–100€, especially knowing how quickly word spreads here.
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For exact same reason - there were accusation that I scammed. When was it? 2016? But in that time, admins actually didn't listen. I got banned, then unbaned (when I prooved I've refunded) but I was trash talking to mods. When few months later same shit happened, Grisom (?) old global mod, banned me anyway. You can read somewhere on forum how I was shitting on him for doing that (from other account because original account was banned) - which was banned too. He is not here anymore I think. Back in the days I was well know for not carring that much if I was talking to mod or admin, I didn't hold my tongue. Now You know. Just like You know - if I delay, I deliver or refund. I'm not a scammer, even if my old time haterz love to repeat themselfs like mantra. I don't care.
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Okay I respect that but why is your other account banned? I don't think this happened just because you delayed somebodys work even in 2012
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Topics
Question
MoetsukiDansei
As shown in the gif - after issuing an attack command the character moves to the target, after reaching the target it sometimes stops for 1-2 seconds before attacking.
The pack in the clip is L2J_Mobius_04.0_GrandCrusade, but this issue exists on L2J master branch as well.
It seems to occur far more frequently when attacking monsters that are farther away (e.g. 600+ distance), and happens very rarely when attacking monsters that are close.
Despawning all NPCs on the server, then spawning a single non-moving monster on a hill and the issue still occurs.
Though it was happening on flat ground (constant Z-axis), after reducing the number of calls to moveToPawn() (there were many for some reason), it stopped occurring on flat surfaces. Even still it continues to happen on varying Z-axis surfaces.
updatePosition() continues to be called even after the character has arrived on the client (server still thinks the character has not arrived I guess).
calls to player.calculateDistance3D(_x, _y, _z) in ValidatePosition are returning 150+ throughout the movement.
changing
to
seems to improve the situation maybe? I imagine there are terrible side-effects to this
I noticed this bug does not exist on ACIS servers, but comparing the two sources (I understand they are drastically different), I cannot seem to understand what may be causing this.
At this point I'm not sure where to look next. I have started looking at geodata/geoEngine from here, but as I'm pretty new to programming and even newer to L2J server development, I have no clue if this is remotely the correct direction.
I'm hoping someone can give me some advice, or a hint, or anything, where I might look next to solve this.
19 answers to this question
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