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nail wrote:Had fun in here while server was active. No plans for wiping/restarting server? (:

There is but server will start new season with new features and quite many modifications that is not ready right now.
New season date will be announced when everything will be completed.
I can't say precisely when new season will start but it may be at the end of this month or at the start of next one.
Sweet wrote:
When you die, you don't have to get to press "fight" in order to respawn in the pvp are again, you get the "to village" button which will send you to village. Again, this idea is for the new pvp zone, the old one is ok and it should stay as it is. This new one is mainly for premade party vs party or clan vs clan, because it's better to have a zone of their own, where they can 9v9 or w/e the max in on IL, instead of going full party in the regular zone and destoying everyone else.

To create new zones for teams only and launch together already existing ones have few shortcomings:
1. There can be situations that only one team is on that zone.
2. Dividing players in two groups for such small server like this may slow down PvP.
3. Would take long time to implement.

Instead of creating new zones for teams only I'm thinking to create team vs team challenge event. It should look something like party vs party duel just with random zone, fixed count of players or with no limit at all (teams decision), and some kind of reward for winners.



Sweet wrote:
As I said myself, the drops must be low so it will not be a substituion for pvp, however during certain time-frames, when there is not much activity on the server, instead of pvping in 5-6 ppl, they can chose to go farm and maybe catch a pvp while they are farming.

Right now farm zone is divided in two sides - one is peaceful another one is PvP. I probably will open that zone for everyone while server will be on low activity.

Sweet wrote:
Admin wrote:1) No factions;

I think that's best.

In that case one or more of defending teams may help for someone who is attacking.
I think there will be that defending teams will be in one faction and attacking teams will be default or no faction at all.
1. A) I agree that team vs team action in this server is missing and I will try to fix that.
For now I can say that in a new season there will be almost old fashion castle siege of one castle.
Also on top grand boss zones players will lose NPC buffs that should encourage to create more organized teams.
There may be one more siege like event but while I'm not sure about it I will not talk in details about that.
B) Right now everyone can turn off auto party function and create parties manually. Also if party leader is disabled auto party function that party will be private (no one will join automatically).
About teleport if dead players will press "fight" at the same time or almost same time they will be teleported to the same location of course that is not perfect. I see only one way how it can be changed - do teleport all private party only when party leader is teleported but that means that no one else from party will be able to teleport by himself alone.

2. I don't think that it's good idea to encourage players use farming zone instead of PvP because faction is based on PvP. But maybe making farm zone like event that will be opened once every 3-4 hours for maybe 30-60 minutes to gain easy exp/sp and low grade items like B/A enchants may be good idea.

3. A) About faction siege - I like that idea. For your concern about swapping factions after siege - it can be done that bonus will get only players of winners faction that participated in siege and did damage or something like that. But one week interval may be too long for that.
B) On clan siege there is three options that I'm thinking about:
1) No factions;
2) Two factions - one attacking and one defending;
3) One faction defending and all attacking factions default.
Reward for clan siege winners may be close to retails - few percents of main town sales.


There already is changes related to gear but it's not directly related to newbies vs advanced players balance.
Yes, to create all these features will take quite long time but I will start working on them as soon as I will complete other features and that should be at the end of this week.

All suggestions that can help to improve game quality are always welcome here.
Fixed.
I can return adens only for those who can prove that he bought incorrect item.
ElshanchoO wrote:Add any farm zones when no1 is online we can farm too mini raidbosses if night are no ppl let us farm solo

Can you describe more specifically how that should look in your opinion?
Right now I'm working on new features that will be implemented probably today or tomorrow after that I will start create new features for next season but until everything will be completed there will be no wipe for sure.
Soon there will be few modifications that should help reduce gap between newbies and old players.
There will be no wipe as long as someone will be playing.
Auto registration was removed for security reason.
You can recover your password.
Can you add screenshot of that error here?
Admin wrote:
I'm counting all attributes. You can't put all 6 attributes on one armor piece.


Nyxveil wrote:????? ofc lets count earth and holy, LOL, I wont even elaborate on this, u get each armor piece maxed for 1 attribute or u do half/half unless theres someone u hate and just build res for that class alone.

There is no reason to not count holy and earth...

Admin wrote:Because too many resists on one class would break game for mages. I don't do that because I know that this is not right way to do.

Nyxveil wrote:
yeah because the elder classes obviously will kill everyone, LOL, I can run full resists on a duelist, daggers run full resists am I breaking the game yet? I can see all these mages trying to sympho 30k effective hp and they dont do shit, the game is already broken.

when dps classes do this it isnt breaking the game, the moment an elder does this is too much too handle, would u rather have duelists/GK/daggers on full resists or just elders? and even elders cant run full resists with 15 slots, what would break the game more? I wont even keep going with this.

Your logic is if it is broken break it even more?
Daggers and duelists is not running with full resists unless they don't use all skills that increase fighting ability.
For elven elders can be increased max buff count like it is for BD/SWS but definitely all skills should not be counted as self.
Max buff slot count will be reduced.
Nyxveil wrote:
20x more loss lol, u know the files you're using come from a really old RvB project with 50 times your population, dont even try to compare your server because it's just a half assed replica atm.

If you are comparing other faction servers start online count with this server current online count then maybe your numbers can be close to truth otherwise it's not even close.
Don't talk about what you don't know. All files came from clean aCis pack everything was created from scratch. I'm not going to talk about uniqueness because if you are looking for really unique server you not going to find it because l2 is too old client.
Admin wrote:You are wrong that armors can have many more attributes comparing with weapons it's most of the time even opposite because there is 6 different types of attributes and to have max defence againt all attributes you need 6 different sets.


Nyxveil wrote:you're counting earth and holy? cant be serious sorry, 120 per armor piece vs 300 max on weapons.

I'm counting all attributes. You can't put all 6 attributes on one armor piece.

Admin wrote:Because too many resists on one class would break game for mages. I don't do that because I know that this is not right way to do.

Nyxveil wrote:
I already told you how to fix this, too stubborn to notice the point. I guess most of the successful faction servers that balanced their crap around this are wrong yet they had 20x this server's population

As far as I remember your suggestion for resists was just reduce max buff slot count or reduce power of resists? And both are useless if we are talking about making all skills as self skills for elven elder.
After amount of time that this season is alive other servers probably would have 20x more loss.

Admin wrote:If for you doesn't make any sense to have greater M.Def and ability to upgrade S jewelry to grand boss then you probably should not suggest anything that is related to enchanting and items upgrade.

Nyxveil wrote:
what's the point then? the only reason to do that is to enchant the TT after why cant I just buy it straight from the shop instead?

This is progression. You are asking something like "why I can't enchant skill from +1 to +10 instead of enchanting +1,+2,+3....".

Admin wrote:Party is not forced check out settings. It's not 1vs1 just it's not organized players vs other not organized players and as long as most of players will be random there is no way to involve supports in regular PvP. I already mentioned that I will create events that should involve clans and in these events will be no NPC buffs. Are you talking about imbalance between old vs new players or between classes?

Nyxveil wrote:
both, it isnt forced but theres no reason to have one in the first place other than share exp/adena theres no actual teamwork involved, just a bunch of apes f1ing

I already told you why it can't be based on team play in regular gameplay. But team play should be on grand boss killing and on few future events.
Admin wrote:There is no perfect balance in any interlude server and probably never will be. I'm not making it similar to other chronicles I just implemented few features that H5 have that I think is good for making game not so static. Mages or any other class stats are retail of interlude. Why NCSoft added attributes? Probably for same reason I added few features like H5 have - make game not so static. Just by changing M.Crit power I didn't changed all class to H5...

Nyxveil wrote:
There's no perfect balance yet here u got one shot skills, thats an easy way out of the problem and just being plain lazy, they added elements cuz mages were hitting too hard period as the amount of armor elements u can get is much higher than what u can get on the weapon, I explained how similar the class is to it's H5 status and how different are the other classes in order to counterbalance their spike of power, heres just the spike of power not the counterbalance part.

There is no one hit skill unless you are talking about elemental critical hit but reuse time for these skill are quite long so you can't use this skill constantly.
You are wrong that armors can have many more attributes comparing with weapons it's most of the time even opposite because there is 6 different types of attributes and to have max defence againt all attributes you need 6 different sets.

Admin wrote:song/dance is not self buffs for BD/SWS anymore I mentioned that just because you offered to make elven elder buffs as self buffs and that was my answer why I'm not going to do that.

Nyxveil wrote:
You aren't going to do that because mages got hit hard? I already told u the way to solve it, you just dont wanna do it cuz plain lazy.

Because too many resists on one class would break game for mages. I don't do that because I know that this is not right way to do.

Admin wrote:MJ necklace +8 has less M.Def than TTS necklace +5 and it's not that hard to make all TTS set +6 don't forget that normally you would get +0 item from shop.

Nyxveil wrote:
why would I spend money on +5 TT when I have a +8 MJ? makes no sense, retrograde and boring progression system. Normally I would just be able to buy the TT jewels straight from the shop, instead of doing the enchant to +8 revert to +5 with +1 grade on it.

If for you doesn't make any sense to have greater M.Def and ability to upgrade S jewelry to grand boss then you probably should not suggest anything that is related to enchanting and items upgrade.

Admin wrote:was thinking to increase enchanting success rate like I did with skill enchanting but that is not good idea because let's say one clan member will collect many PvP and then he can enchant items for all clan or even ally.

Nyxveil wrote:
You can add a counter to PvPs to the weapon itself, not the player's pvp count I thought I was pretty clear when I said that.

I overlooked that you are talking about weapon. Well that's not bad idea I will look how complicated it can be to do that and then I will make decision.

Admin wrote:You don't realize that most of players are random players and play alone. Try to imagine how that would look if everyone for decent PvP would need to find party like in retail. I would like to see many different classes in game but forcing players to look for party is just terrible idea.

Nyxveil wrote:
Most players play alone yet they get maximum profit for doing so and also you have this force party system either way, whats the point of having a faction server if its gonna be purely 1v1s? it encourages people to look for parties, not everyone wants to play DPS, not everyone wants to be a carry, some people just enjoy being a nuisance to the enemy faction and helping doing something else than just raw dmg. If u dont want imbalanced teams u already have a balancing system for that, but a team of 10 dps shouldnt win against a team of 6 dps 2 healers and 2 disablers, this just encourages people to be braindead which is mostly what they're now f1f2 fiesta players who wouldnt be able to do shit if they were against actual competition, which they will never have because the server is so imbalanced atm people just leave the moment they get 1shot

Party is not forced check out settings. It's not 1vs1 just it's not organized players vs other not organized players and as long as most of players will be random there is no way to involve supports in regular PvP. I already mentioned that I will create events that should involve clans and in these events will be no NPC buffs. Are you talking about imbalance between old vs new players or between classes?

Admin wrote:When did I said that???

Nyxveil wrote:
you implied I wanted that with your comment earlier

Then you interpreted that wrong.
Nyxveil wrote:Can't quote properly cuz fon but, your "balance" points are flawed and I'm gonna tell you why. U can't balance a chronicle to make it similar like the other, the best u can do is tone down numbers that will fit the chronicle in question, you can't possibly try and balance an IL server by giving H5 stats to mages l, you do realize that they added even more resists in these chronicles? U do realize that dances and songs are separated from buffs entirely ehich gives even more space to nullify mages, also elemental stones on armors and blabla while mage's kit is essentially the same thing give or take some matk passives here and there and enlightenment meanwhile fighters got a fuckton of passive resists to elements, why do u think NCSoft did that? And why are you trying to have a class be similar to a chronicle where they were strong but they had some counterplay to their shit in a chronicle where its impossible to implement the same counterplay mechanics unless you just customize a fuckton of armors randomly to try and recreate attributes.

There is no perfect balance in any interlude server and probably never will be. I'm not making it similar to other chronicles I just implemented few features that H5 have that I think is good for making game not so static. Mages or any other class stats are retail of interlude. Why NCSoft added attributes? Probably for same reason I added few features like H5 have - make game not so static. Just by changing M.Crit power I didn't changed all class to H5...
Nyxveil wrote:
U made dances and songs self buffs for sws/bd but u kept the buff slots the same, ofc you're gonna hit mages hard. This way of thinking is absurd u cant expect to balance a class by just giving them more slots for resists, u have to force players to choose between glass cannon or a tankier build, what u did with this was make sws/bd immuneish to mages while boosting their dmg indirectly, this is not how u do this.

song/dance is not self buffs for BD/SWS anymore I mentioned that just because you offered to make elven elder buffs as self buffs and that was my answer why I'm not going to do that.
Nyxveil wrote:
Enchanting is a bad idea of "progression" its just raw stats, there are no set bonuses, you want players to push for that +0 set just because the set stats are good, right now the only reason for a player to upgrade their maj jewels +8 into TT +5 is the later upgrade as maj +8 gives more mdef than TT +5, how is this progression? If you want to keep people in the game you first give them realistic short term goals ( set bonuses) which then translate into longer term goals (enchanting), also the current enchanting system is god awful, no point on not crystallizing the weapons when u fail an enchant this just speeds up the progression and players just hit the cap really fast whats next after u hit your maxd gear? One shot newbies till u fall sleep? If u keep the enchant cap to a reasonable amount +16 max and the safe enchant at +3/+4 for duals but instead of having a set enchant rate only, u have a set enchant rate with hard to get enchants not only adena,have PvP rewards like blank scrolls which then u trade with adena into enchants much like MoM does, you add a bonus enchant rate, lets say the more you PvP with the weapon in question the higher the rate will be up to a cap (90% or so) and have a NPC tell you the actual enchant rate for the weapon.

MJ necklace +8 has less M.Def than TTS necklace +5 and it's not that hard to make all TTS set +6 don't forget that normally you would get +0 item from shop. You will not kill newbie in one hit unless you are titan with frenzy or hit lethal strike. I was thinking to increase enchanting success rate like I did with skill enchanting but that is not good idea because let's say one clan member will collect many PvP and then he can enchant items for all clan or even ally. Enchanting system probably will not be changed a lot just it may become harder to enchant to max in future.

Nyxveil wrote:
Make this server archers vs mages? I've been repeating the same thing over and over, right now its just DPS classes there are no "supports" no "disablers" no "debuffers" this is dps vs dps its fucking boresnore that allows little to no teamplay other than "assist pls", fuck even your idea to make "supports" relevant was to give them a self buff that makes them have similar stats to nukers, are u serious? its plain bad and just bland, I've been in this server for 2 weeks I got the shittiest gear on the server and I have no desire to keep playing just because its plain boring to have people just spam f1s on themselves. Also you bring up "cast speed, range, debuffs" why would u bring up something that isnt broken? Don't fix what isn't broken, the obvious part here is mcrit is obviously broken, newbies join events with template buffs just to get 2 shot by older players but when they hit back they hit for 300? Ofc they'll leave and they'll leave to never comeback.

You don't realize that most of players are random players and play alone. Try to imagine how that would look if everyone for decent PvP would need to find party like in retail. I would like to see many different classes in game but forcing players to look for party is just terrible idea.
Nyxveil wrote:
Main idea has always been to incorporate all classes and keep them relevant yet you still say I want this server to be "mage vs archer". Wtf?

When did I said that???
Admin wrote:There will be no wipe as long as someone will be playing.
Mage m.crit rate is not ~70% for any class and power of m.crit is reduced by 30%. By the way on further chronicles m.crit rate is higher then it's here.

Nyxveil wrote:In further chronicles mcrit dmg got reduced to compensate for the higher crit rate, this was made to tone down the broken augment that WM is.

And here M.Crit damage is based on H5 just M.Crit rate is lower than it's on H5 so by comparing further chronicles M.Crit rate and damage you can't say that it should be nerfed because further chronicles did that because it's already like H5.
Admin wrote:About making A grade thing that it's hard to get will make gap between newbies and old players even wider so that's not a solution.

Nyxveil wrote:This was a suggestion for after the wipe, not now.

A grade price is dynamic and on server start it's not that cheap like it's now but anyway I think that better idea is to make items harder to enchant instead of rising price.
Admin wrote:Reducing buff slots count is also quite good idea and I was thinking about that on early server start but mages are strong enough and just by reducing buff slot count would make them even stronger that's why I will not reduced buffs slots count unless I will add chance skill that will increase resists.


Nyxveil wrote:for this to work you need to tune down mages, i've seen multiple successfull faction servers with small buff bars not having a problem with this, they usually just tone down their mcrit rate and dmg to half so they have to rely on their base dmg since it'll be high enoguh for them not to rely on mcritting entirely like its in here

Removing critical hit factor would make game more static and that is not what I'm looking for in this server.
I have seen many servers faction and other PvP types that has only mages vs archers gameplay and that's definitely is not what I like to see here.
Right now you are focused only on mages damage but there is other factors like range, casting speed, debuffs that complicates balancing a lot.


Admin wrote:None of buffs that can be used on someone else is counted as self buff. Making default effect duration of third profession buffs like COV is bad idea because most of players playing without organized party and I have no intention to force them to look for party or dual box to get all buffs. But I will create event that should involve support classes in game more then it do now.

Nyxveil wrote:
make an IP restriction for events, only one person can join them and only npc buffs will remain on them so they wont buff themselves pre event, on the self buffs part the definition of self buff is a buff that you have in your skill set, using it on yourself counts as a self buff if u want to avoid exploiting this u can block supports from buffing other players till they hit 78 which is when they actually would want to buff them for CoV, etc, and I've seen it in other servers already u can actually make buffs from your own skillset count as self buffs, because there was no reason to give supports a "support god mode buff" and tweaking their dmg here and there if they had this they would be perfectly fine with their base stats to work in such a server, given the buff count is smaller than it is now.

Making restriction by IP is not good idea because multiple PC's can share single IP. In past songs/dances was counted as self buffs for BD/SWS and that was painful for mages so conclusion of that was that it's not good idea to give many more buff slots for any class.
There will be no wipe as long as someone will be playing.
About making A grade thing that it's hard to get will make gap between newbies and old players even wider so that's not a solution.
But idea of not retail grand boss jewelry stats is quite good and I have idea how that can look in future.
Mage m.crit rate is not ~70% for any class and power of m.crit is reduced by 30%. By the way on further chronicles m.crit rate is higher then it's here.
Reducing buff slots count is also quite good idea and I was thinking about that on early server start but mages are strong enough and just by reducing buff slot count would make them even stronger that's why I will not reduced buffs slots count unless I will add chance skill that will increase resists.
None of buffs that can be used on someone else is counted as self buff. Making default effect duration of third profession buffs like COV is bad idea because most of players playing without organized party and I have no intention to force them to look for party or dual box to get all buffs. But I will create event that should involve support classes in game more then it do now.
I will not remove no MP consumption on map because this is PvP server and no MP restriction will scare off players. Healers can't use MP potions while they are in combat. In short suggestions for MP can be adjusted only to events that is related to organized clans like retail castle siege or grand boss.


 
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