Silkroad Online Forums

A community forum for the free online game Silkroad Online. Discuss Silkroad Online, read up on guides, and build your character and skills.

Faq Search Members Chat  Register Profile Login

All times are UTC




Post new topic Reply to topic  [ 84 posts ]  Go to page Previous  1, 2, 3  Next
Author Message
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:33 am 
Active Member
User avatar
Offline

Joined: Jul 2008
Posts: 639
Location: Tokyo, Japan
Here is an idea for leveling/rates

have it at 60 cap/areas for like 2-3 months, then 70 cap for 2 more, then 80 cap etc etc, the rates could be at the most 3x exp and 5-6x sp(if its possible) gold maybe like 2x or so. would be awesome. hell, you could just make a vote every few months to raise the cap or not even!

You could have the fw be only at the locations that are open as well.

also I think this way, you can open the server earlier and continue working on some of the features that may be hard to implement, and keep everyone on a similar path lvl wise so people dont feel like they are falling behind, also more gamers can play casually and dont need to be hardcore or feel like they need to be hardcore to get to the higest level and own fortress forever.

AND people will do more job stuff (if you keep the old job system in tact) ALSO you could increase the rewards for jobbing by a LOT, even include the possibility of getting sos items for completing a trade of a thiefing run. . .

OR you could do it like this:

for jobbing rewards, you can have some options:

just money
just exp
choose a certain amount of money and exp

a random item; you can even have classes of items from classes of gear to alchemy items and maybe a chance of a special item like those dragon flags, korean flsgs or whatever, you could add a whole new dimension to jobbing, and would keep players busy even at a low cap (like 60) more players will be at cap at each cap to enjoy jobbing and fw, which would lead to a funner server, also if you just raise the cap ten levels and open the corresponding areas, most people wont be left out.

and for the ones who start later, have the rates higher for them, like if you go to 80 cap, have the rates for 1-60 9x 60-70 6x and 70-80 at the regular 3x. and as the cap raises, the rates at lower lvls raise too, This will help bring newer people to the server that wont feel like they need to *catch* up to do stuff like jobbing and fw and other end game content that you may think up/code in the future. That way the server will have more people playing together/ against each other with a higher level of skill. and still get to learn their characters through levelling.
its pretty much a win win.



that would be awesome!

_________________
6 truths
1.You cannot touch all your teeth with your tongue.
2.All idiots, after reading truth 1, will try it.
3.And discover that the first truth is a lie.
4.You're smiling now because you're an idiot.
5.You soon will forward this to another idiot.
6.There's still a stupid smile on your face.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 6:04 am 
New Member
User avatar
Offline

Joined: Dec 2010
Posts: 40
Location:
Jsro
MythOnline wrote:
(mostly the event zones, we are not sure if players will be able to survive there)

When it is like in Medi Cave from bandit fortress (rooms so big like in dw cave full with elites or 4/5 uniques), then it works fine with a good pt.

That cap increasing from Banana sounds nice with euros from beginning :D. But for the caps it would we so awesome to have the mobs 10 lv higher than cap lvl. (60 cap = lv 70 mobs , 100 cap = 110 mobs). Yeah and the better/new rewards for trading sounds good, too. For trading may u can offer new trader animals (like rhino) at the normal npc.

The main part of the game should be to have fun together at any lvl and NOT ,who is the first at the cap. I think for many legits the normal pt-play is also fun next to pvp , jobbing , fort.

What is with events like collect 10 spacial items from any mosnters, go to so-ok and get a gift. These events can make fun aswell , especially if there are gifts like pandora boxes , sun accesories , dresses or even sp.

_________________
シルクロードオンライン


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 7:56 am 
Active Member
User avatar
Offline

Joined: May 2008
Posts: 828
Location:
Azteca
Bananaman wrote:
and for the ones who start later, have the rates higher for them, like if you go to 80 cap, have the rates for 1-60 9x 60-70 6x and 70-80 at the regular 3x. and as the cap raises, the rates at lower lvls raise too, This will help bring newer people to the server that wont feel like they need to *catch* up to do stuff like jobbing and fw and other end game content that you may think up/code in the future. That way the server will have more people playing together/ against each other with a higher level of skill. and still get to learn their characters through levelling.
its pretty much a win win.

I don't think that's a good idea. That ones, who join later have to do much less than the ones, who joined earlier. Actually like that it's an advantage to wait until the cap is 90 or 100 and then you can enjoy the higher rates until almost cap and make it there in no time, while the others spent a lot more time. On a legit server catching up won't be that much of an issue anyway. There will be a lot less capped players, as not everyone has time to play the whole day. Also it won't really matter, if you are like 10-15 levels away from the level cap. You can still help a lot in FW, if you know how to play your build. On Azteca we took the fortress against Lv.101+ people, when we were still lv.80-9X mainly, some of us even with a huge gap.

Also it's probably not even possible to do different exp rates for different levels.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 8:07 am 
New Member
User avatar
Offline

Joined: Dec 2010
Posts: 40
Location:
Jsro
yeah and remind at lower lvls u levels faster anyways.

But the most important thing for a good community legit server is that there won't be any bots , keypressers and also NO powerlvl. Powerlvl destroy the game same like bots (getting exp for doing nothing on ur own).

With the plvl, i would do it like: No exp for a pt , when there is a player in the pt, who 10+ lv highers than the mobs.

_________________
シルクロードオンライン


Last edited by Elites on Mon Sep 12, 2011 8:32 am, edited 1 time in total.

Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 8:16 am 
Active Member
User avatar
Offline

Joined: May 2008
Posts: 828
Location:
Azteca
Elites wrote:
yeah and remind at lower lvls u levels faster anyways.

But the most important thing for a good community legit server is that there won't be any bots , keypressers and also NO powerlvl. Powerlvl destroy the game same like bots (getting exp for doing nothing on ur own).


And it's taking away pt spots. Just go take a look at ongs on any ISRO server and you know what i am talking about. Almost impossible to level there with a legit pt. So, there should definitely be a plevel restriction. The one that i proposed earlier with the 1dmg on more than 10 level lower monsters would be nice, as it would stop the unique killing by high levels too. Actually maybe only people that are lower than the unique should be able to attack, that is the most interesting way of killing a unique. For example you could just take 4 Lv.7X people and kill Lord Yarkan. That's what we did regularly on KSRO.

Also maybe remove all the unique stucks. Not sure if that is even possible and it might be really hard, but stucking uniques to kill them is kinda lame.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 9:22 am 
Active Member
User avatar
Offline

Joined: Jul 2008
Posts: 639
Location: Tokyo, Japan
well I guess Ill be playing guild wars II then as I work 70+ hours a week.

I really dont like the whole "oh the older players *worked hard* so the new players should have to work as *hard* or HARDER than we did before they can deserve to play with/against us" argument.

This feeling pervades in many shitty mmo's where the devs emphasize grind = gameplay

so the players who no-lifed to cap first instead of seeing their huge advantages,

try to make sure that the newer players never catch up to them because "omg it is compettitionez!!1111!"

at least in guild wars you have skill that triumphs all, and that usually comes with maturity. To be able to pick up a decent skill set, and has nothing to do with how long you pressed 1234567890X+random extra mouse button.

Anyway Kronos, I know you'll never see it from the perspective of a casual gamer who has skill and doesn't really want to wait for months and months and years to play with the rest of the server. If I just fall behind, Ill just, not even bother, if I want to work *HARD* in a GAME then I'd just put in 10+ more hours every week at work than log on to sro.. . or just get married (haha)

_________________
6 truths
1.You cannot touch all your teeth with your tongue.
2.All idiots, after reading truth 1, will try it.
3.And discover that the first truth is a lie.
4.You're smiling now because you're an idiot.
5.You soon will forward this to another idiot.
6.There's still a stupid smile on your face.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 10:01 am 
New Member
User avatar
Offline

Joined: Dec 2010
Posts: 40
Location:
Jsro
Yeah banana is right! with the higher rates at low-lvls in future cap increases is better , cause the new comers most starts alone and have to solo much. Not all ppl find a group of ppl to pt with them everyday. So the suggestion of banana is very good , when plvl won't be able to do.

_________________
シルクロードオンライン


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 10:04 am 
Hi, I'm New Here
User avatar
Offline

Joined: Sep 2011
Posts: 17
Location: Myth Online
Bananaman wrote:
Here is an idea for leveling/rates

have it at 60 cap/areas for like 2-3 months, then 70 cap for 2 more, then 80 cap etc etc, the rates could be at the most 3x exp and 5-6x sp(if its possible) gold maybe like 2x or so. would be awesome. hell, you could just make a vote every few months to raise the cap or not even!

You could have the fw be only at the locations that are open as well.

also I think this way, you can open the server earlier and continue working on some of the features that may be hard to implement, and keep everyone on a similar path lvl wise so people dont feel like they are falling behind, also more gamers can play casually and dont need to be hardcore or feel like they need to be hardcore to get to the higest level and own fortress forever.

AND people will do more job stuff (if you keep the old job system in tact) ALSO you could increase the rewards for jobbing by a LOT, even include the possibility of getting sos items for completing a trade of a thiefing run. . .

OR you could do it like this:

for jobbing rewards, you can have some options:

just money
just exp
choose a certain amount of money and exp

a random item; you can even have classes of items from classes of gear to alchemy items and maybe a chance of a special item like those dragon flags, korean flsgs or whatever, you could add a whole new dimension to jobbing, and would keep players busy even at a low cap (like 60) more players will be at cap at each cap to enjoy jobbing and fw, which would lead to a funner server, also if you just raise the cap ten levels and open the corresponding areas, most people wont be left out.

and for the ones who start later, have the rates higher for them, like if you go to 80 cap, have the rates for 1-60 9x 60-70 6x and 70-80 at the regular 3x. and as the cap raises, the rates at lower lvls raise too, This will help bring newer people to the server that wont feel like they need to *catch* up to do stuff like jobbing and fw and other end game content that you may think up/code in the future. That way the server will have more people playing together/ against each other with a higher level of skill. and still get to learn their characters through levelling.
its pretty much a win win.



that would be awesome!


Making the cap level 70 or so won't bring the old game experience back, sadly. Rates cannot be different for each level, that is the point of levels, lower takes less time, higher takes more.
Most of the features will come probably once the server is running, there are a lot of possibilities but we have to think also how those will affect the existing ones.
Not sure if will be possible to put a system for choose the kind of reward for the trade you are going to do.

Elites wrote:
MythOnline wrote:
(mostly the event zones, we are not sure if players will be able to survive there)

When it is like in Medi Cave from bandit fortress (rooms so big like in dw cave full with elites or 4/5 uniques), then it works fine with a good pt.

That cap increasing from Banana sounds nice with euros from beginning :D. But for the caps it would we so awesome to have the mobs 10 lv higher than cap lvl. (60 cap = lv 70 mobs , 100 cap = 110 mobs). Yeah and the better/new rewards for trading sounds good, too. For trading may u can offer new trader animals (like rhino) at the normal npc.

The main part of the game should be to have fun together at any lvl and NOT ,who is the first at the cap. I think for many legits the normal pt-play is also fun next to pvp , jobbing , fort.

What is with events like collect 10 spacial items from any mosnters, go to so-ok and get a gift. These events can make fun aswell , especially if there are gifts like pandora boxes , sun accesories , dresses or even sp.

Meditation Cave is not that filled with mobs and also it only lasts for 30 minutes. The new zones spawn rate is HUGE, wont be easy to survive there.
The cap increase was part of the original plan, we might will do that (start on cap 60/70 and keep increasing it every month or something), we will think about implement it or not.
Lv 75/90 horses and transports will be added too. We are not sure if they will come with the release, but they will be added soon or later.

About the event things, we didn't explored it that much, rewards are not easy to change, but yea, in the case we add them, they will NEVER give again those shitty potions/scrolls, but useful items.


Kronos wrote:

And it's taking away pt spots. Just go take a look at ongs on any ISRO server and you know what i am talking about. Almost impossible to level there with a legit pt. So, there should definitely be a plevel restriction. The one that i proposed earlier with the 1dmg on more than 10 level lower monsters would be nice, as it would stop the unique killing by high levels too. Actually maybe only people that are lower than the unique should be able to attack, that is the most interesting way of killing a unique. For example you could just take 4 Lv.7X people and kill Lord Yarkan. That's what we did regularly on KSRO.

Also maybe remove all the unique stucks. Not sure if that is even possible and it might be really hard, but stucking uniques to kill them is kinda lame.

We were thinking about the system you mention, and probably it wont be added, for your case the idea its nice, but it also affects other game aspects:
- Low level traders wouldnt be able to get protected by higher level hunters.
- If someone decides to make the unique quests from europe, or if someone forgot to do the inventory expansion quests, they won't be able to do them, or they will take an insane amount of time for kill movias/mangyangs hitting them 1 damage.
- Some monsters, such as the lv 8x stone tiger from the Jangan cave, spawns a level 30 mob that explodes. Would be ridiculous hit 1 damage to that mob.
- No damage competitions at all :(
- Kokorus will be so annoying on pvp zones, since everyone will be hitting 1 damage to them.

And probably many other reasons we didnt think about, thats why it wont be implemented. Sorry.

The monster stucks, not sure if will be fixeable, since are map-related bugs.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 10:57 am 
Active Member
User avatar
Offline

Joined: Jul 2008
Posts: 639
Location: Tokyo, Japan
MythOnline wrote:
Bananaman wrote:
Here is an idea for leveling/rates

have it at 60 cap/areas for like 2-3 months, then 70 cap for 2 more, then 80 cap etc etc, the rates could be at the most 3x exp and 5-6x sp(if its possible) gold maybe like 2x or so. would be awesome. hell, you could just make a vote every few months to raise the cap or not even!

You could have the fw be only at the locations that are open as well.

also I think this way, you can open the server earlier and continue working on some of the features that may be hard to implement, and keep everyone on a similar path lvl wise so people dont feel like they are falling behind, also more gamers can play casually and dont need to be hardcore or feel like they need to be hardcore to get to the higest level and own fortress forever.

AND people will do more job stuff (if you keep the old job system in tact) ALSO you could increase the rewards for jobbing by a LOT, even include the possibility of getting sos items for completing a trade of a thiefing run. . .

OR you could do it like this:

for jobbing rewards, you can have some options:

just money
just exp
choose a certain amount of money and exp

a random item; you can even have classes of items from classes of gear to alchemy items and maybe a chance of a special item like those dragon flags, korean flsgs or whatever, you could add a whole new dimension to jobbing, and would keep players busy even at a low cap (like 60) more players will be at cap at each cap to enjoy jobbing and fw, which would lead to a funner server, also if you just raise the cap ten levels and open the corresponding areas, most people wont be left out.

and for the ones who start later, have the rates higher for them, like if you go to 80 cap, have the rates for 1-60 9x 60-70 6x and 70-80 at the regular 3x. and as the cap raises, the rates at lower lvls raise too, This will help bring newer people to the server that wont feel like they need to *catch* up to do stuff like jobbing and fw and other end game content that you may think up/code in the future. That way the server will have more people playing together/ against each other with a higher level of skill. and still get to learn their characters through levelling.
its pretty much a win win.



that would be awesome!


Making the cap level 70 or so won't bring the old game experience back, sadly. Rates cannot be different for each level, that is the point of levels, lower takes less time, higher takes more.



Im sorry but I gotta call BULLSHIT on that one. . .

you guys are programmers right? why would it be impossible to change the rates for each mob at a certain level? Are you guys really programmers or what?

Whatever, by the time this comes out Ill be playing guild wars II anyway, see ya.

_________________
6 truths
1.You cannot touch all your teeth with your tongue.
2.All idiots, after reading truth 1, will try it.
3.And discover that the first truth is a lie.
4.You're smiling now because you're an idiot.
5.You soon will forward this to another idiot.
6.There's still a stupid smile on your face.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 11:15 am 
Active Member
User avatar
Offline

Joined: May 2008
Posts: 828
Location:
Azteca
MythOnline wrote:
We were thinking about the system you mention, and probably it wont be added, for your case the idea its nice, but it also affects other game aspects:
- Low level traders wouldnt be able to get protected by higher level hunters.
- If someone decides to make the unique quests from europe, or if someone forgot to do the inventory expansion quests, they won't be able to do them, or they will take an insane amount of time for kill movias/mangyangs hitting them 1 damage.
- Some monsters, such as the lv 8x stone tiger from the Jangan cave, spawns a level 30 mob that explodes. Would be ridiculous hit 1 damage to that mob.
- No damage competitions at all :(
- Kokorus will be so annoying on pvp zones, since everyone will be hitting 1 damage to them.

And probably many other reasons we didnt think about, thats why it wont be implemented. Sorry.

The monster stucks, not sure if will be fixeable, since are map-related bugs.


Hm, true. Then we'd have to think about some other ways to stop the pleveling and unique killing by high levels.

Is it possible to make the uniques (only the ones that spawn randomly, not the ones from quests) invalid targets for everyone that is same or higher level than them? That would already solve the unique killing by higher levels, if that's possible. High levels can't even attack low level uniques, which means they can't kill them either.

For the powerlevel i'd suggest something like this:

If there is 1 pt member, that is more than 10 lv. higher than the monsters --> no exp/drops for anyone in the pt. Or maybe make it based on the difference between highest and lowest level player in the pt. If the difference between the highest pt member and the lowest pt member is bigger than 15 or maybe 20, no exp/drops for anyone.

Bananaman wrote:
Anyway Kronos, I know you'll never see it from the perspective of a casual gamer who has skill and doesn't really want to wait for months and months and years to play with the rest of the server. If I just fall behind, Ill just, not even bother, if I want to work *HARD* in a GAME then I'd just put in 10+ more hours every week at work than log on to sro.. . or just get married (haha)


Uhm, not really. I just don't see the point of making it easier for the ones that join the server later. Also i usually care about the lower levels in the guild/union too, but i just think that giving plevel or increased rates is the wrong way to do it. If i want to help them, i make a lower level character and pick one of the builds, which they currently lack. Like that i can help them out on my alt, when there is no pt for my main (or when my main is already capped, which never happened so far, as i play on official servers with normal rates.) To be honest i probably won't be able to keep up with the most active people either, but it won't really matter that much for me. On a legit server skills would be much more important than the level and sooner or later you'll get a decent level anyway. I don't mind spending several months to get a capped character, in fact i like it that way. If you are capped after 1-2 months already, there isn't that much you can do anymore. I never had a capped character, but i'd imagine it would be boring, since you can't level up any further and i mainly play the game, because it's fun to level your character.


Last edited by Kronos on Mon Sep 12, 2011 11:33 am, edited 2 times in total.

Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 11:31 am 
New Member
User avatar
Offline

Joined: Dec 2010
Posts: 40
Location:
Jsro
Kronos wrote:
If there is 1 pt member, that is more than 10 lv. higher than the monsters --> no exp


Yeah that sounds nice.

And for uniques: the high lvls can't select the unique -> can't attack it.

_________________
シルクロードオンライン


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 12:40 pm 
Active Member
User avatar
Offline

Joined: Aug 2007
Posts: 706
Location: USA
Is there any chance you can adjust the XP rate for Chinese/Euro. For example, Euro will level faster because Joymax never adjusted the game.

Some people, don't like to play Euro or having to deal with the hassle of finding a good enough 8 man PT where your party doesn't die all the time. Clerics refusing to res. Warriors that go AFK etc, etc.

Just wondering for those who prefer to just grind solo with Chinese. Should players that prefer to play Chinese and don't like Euro be penalized to level so much slower?
- Or another idea is to just make a Chinese only server.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 1:20 pm 
Regular Member
User avatar
Offline

Joined: Aug 2010
Posts: 232
Location: PlanetEarth3000
Remember these are compiled files so somethings are not possible. The unique restriction seems impossible. Same thing with the trade rewards or unsticking uniques. The modified rates based on level would be possible by changing the amount of exp it takes to level but then you have a problem with sp. These features you ask for were not in the design of these files so they are constrained. I recommend cap servers to set you apart from the now massive competition.

_________________
Aurora(Zelos): | dEranged * Alchemist | IGN: Fyasko | 10x | +7 101 Staff
Salvation: | Yakuza | IGN: ElZilcho | 4x


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 2:32 pm 
Active Member
User avatar
Offline

Joined: Jul 2009
Posts: 548
Location: //////
everything is possible, it's just hard. it's not worth the effort changing all this stuff, you could better just code an emulator for that


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:08 pm 
Regular Member
User avatar
Offline

Joined: Jan 2011
Posts: 221
Location:
Jsro
Nice, finally someone who seems not so profit greedy and cares about the players. It's a great idea to make a server for legits.
I'd say you shouldn't make so many changes. Leave most things how they are.
Most important thing is that there are no bots.
I really hope it's gonna be a server with lot of parties in all level ranges with skilled people :D.
Keep up the good work and good luck. 8)

_________________
Valkiria ・ Lv 130 ・ WIZクレ ・ jSRO-R
★Valkyria★ ・ Lv 120 ・ ヲリ ・ jSRO-R
「Silkroad Blog」
「Silkroad Videos」

Image


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:09 pm 
Active Member
User avatar
Offline

Joined: Jul 2009
Posts: 548
Location: //////
Valkyria wrote:
Nice, finally someone who seems not so profit greedy and cares about the players. It's a great idea to make a server for legits.
I'd say you shouldn't make so many changes. Leave most things how they are.
Most important thing is that there are no bots.
I really hope it's gonna be a server with lot of parties in all level ranges with skilled people :D.
Keep up the good work and good luck. 8)


it's not possible to keep bots out; it's just impossible.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:20 pm 
Forum God
User avatar
Offline

Joined: Jan 2007
Posts: 13206
Location: Life
Atibu wrote:

it's not possible to keep bots out; it's just impossible.

Give me a ban hammer, I'll sit at all the town gates, smashing botters faces in when and where ever I see them.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:25 pm 
Active Member
User avatar
Offline

Joined: Jul 2009
Posts: 548
Location: //////
Tasdik wrote:
Atibu wrote:

it's not possible to keep bots out; it's just impossible.

Give me a ban hammer, I'll sit at all the town gates, smashing botters faces in when and where ever I see them.


it's impossible to know the difference between a botter and a legit player for a human, let alone for a computer


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:28 pm 
Forum God
User avatar
Offline

Joined: Jan 2007
Posts: 13206
Location: Life
Not really. Playing on Venus with Avalon kind of makes you an expert at spotting bots.

True story.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:42 pm 
Hi, I'm New Here
User avatar
Offline

Joined: Sep 2011
Posts: 17
Location: Myth Online
Bananaman wrote:

Im sorry but I gotta call BULLSHIT on that one. . .

you guys are programmers right? why would it be impossible to change the rates for each mob at a certain level? Are you guys really programmers or what?

Whatever, by the time this comes out Ill be playing guild wars II anyway, see ya.

We dont have the source of the files, and do it all through debugging its really hard. If those features get added, they will be added when the server have some stability and it have some time running.

Elites wrote:

Yeah that sounds nice.

And for uniques: the high lvls can't select the unique -> can't attack it.


Same as the above, those features would take time to get added due to the complexity of them.

Wello27 wrote:
Is there any chance you can adjust the XP rate for Chinese/Euro. For example, Euro will level faster because Joymax never adjusted the game.

Some people, don't like to play Euro or having to deal with the hassle of finding a good enough 8 man PT where your party doesn't die all the time. Clerics refusing to res. Warriors that go AFK etc, etc.

Just wondering for those who prefer to just grind solo with Chinese. Should players that prefer to play Chinese and don't like Euro be penalized to level so much slower?
- Or another idea is to just make a Chinese only server.


Both races have the same exp requirements, euro grinds faster because it party play, but chinese characters are made for solo. A solution could be make an item that gives extra exp/sp but that is only usable for chinese race, that should equal the current grinding difference. The chinese-only server its also a nice idea, if I remember well cSRO have some of those servers, but if we do so it wont be at the beginning. Hosting a server is expensive, the thing that worries us about all of this is get enough players for at least pay the hosting bills, which will be hard considering the high amount of servers that are coming (and will come) lately. If the server gets enough players we could make a second ones with only chinese and/or with old style, like zszc(retro), 70/80 cap, but right now is too early for talk about that kind of stuff ^^

Atibu wrote:

it's not possible to keep bots out; it's just impossible.


It IS possible, but right now none of the private servers didn't even tried to avoid them. With the new security plus the low rates, people that usually bot/bot coders wont be interested on the server enough for make a bot.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 3:50 pm 
Regular Member
User avatar
Offline

Joined: Jan 2011
Posts: 221
Location:
Jsro
MythOnline wrote:
Both races have the same exp requirements, euro grinds faster because it party play, but chinese characters are made for solo. A solution could be make an item that gives extra exp/sp but that is only usable for chinese race, that should equal the current grinding difference.


Chinese Characters CAN be included in pt play aswell: as lurers.


But ofc if you prefer playing in a party, a euro char propably is the better choice.

_________________
Valkiria ・ Lv 130 ・ WIZクレ ・ jSRO-R
★Valkyria★ ・ Lv 120 ・ ヲリ ・ jSRO-R
「Silkroad Blog」
「Silkroad Videos」

Image


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 6:12 pm 
Common Member
User avatar
Offline

Joined: Jul 2009
Posts: 174
Location:
Xian
Can something be done about the high gold rate? I mean sure it's cool to be able to buy npc stuff that easily, but for player trasactions, i think that billions of gold for a single item is just annoying.

I do know however that based on the leveling rate, decreased gold rate would prevent players to buy the right equipment as they level. So is it possible to decrease the npc prices by a certain percent and decrease gold rate? or will that require a huge ammount of work?


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 9:34 pm 
Hi, I'm New Here
User avatar
Offline

Joined: Sep 2011
Posts: 17
Location: Myth Online
VskLancer wrote:
Can something be done about the high gold rate? I mean sure it's cool to be able to buy npc stuff that easily, but for player trasactions, i think that billions of gold for a single item is just annoying.

I do know however that based on the leveling rate, decreased gold rate would prevent players to buy the right equipment as they level. So is it possible to decrease the npc prices by a certain percent and decrease gold rate? or will that require a huge ammount of work?


By default you can exchange and stall/consigment for a max of 10b, not 1b ^^


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 9:41 pm 
Addicted Member
User avatar
Offline

Joined: Jan 2011
Posts: 2626
Location: Home ._.
Atibu wrote:
Tasdik wrote:
Atibu wrote:

it's not possible to keep bots out; it's just impossible.

Give me a ban hammer, I'll sit at all the town gates, smashing botters faces in when and where ever I see them.


it's impossible to know the difference between a botter and a legit player for a human, let alone for a computer

It is possible, if you played long enough or saw enough bot parties, you can easily say the difference.

_________________
So in the first week in college i went with jeans and the pajama's shirt. Didn't notice what i was wearing till after i returned home.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Tue Sep 13, 2011 2:50 pm 
New Member
User avatar
Offline

Joined: Jul 2011
Posts: 42
Location: Diablo 3
Just a reminder to Myth, please protect yourself from DDoS attack. Almost all of the private servers got hit after they open.


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Tue Sep 13, 2011 3:39 pm 
Regular Member
User avatar
Offline

Joined: Aug 2010
Posts: 232
Location: PlanetEarth3000
josephhuyazhou wrote:
Just a reminder to Myth, please protect yourself from DDoS attack. Almost all of the private servers got hit after they open.

It is not as easy as you think. It costs a good amount to rent a server with good ddos protection. That's why most servers get hit when they open. After they get revenue from donations then they add ddos protection. Good thing for myth though is the server files have been leaked and there will be a lo of other victims for this attack. It is also good to note myth that if you get a large client base then ddos protection will be essential to keeping them.

_________________
Aurora(Zelos): | dEranged * Alchemist | IGN: Fyasko | 10x | +7 101 Staff
Salvation: | Yakuza | IGN: ElZilcho | 4x


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Tue Sep 13, 2011 3:48 pm 
Senior Member
User avatar
Offline

Joined: Feb 2008
Posts: 4049
Location: Magic
ElZilcho wrote:
josephhuyazhou wrote:
Just a reminder to Myth, please protect yourself from DDoS attack. Almost all of the private servers got hit after they open.

It is not as easy as you think. It costs a good amount to rent a server with good ddos protection. That's why most servers get hit when they open. After they get revenue from donations then they add ddos protection. Good thing for myth though is the server files have been leaked and there will be a lo of other victims for this attack. It is also good to note myth that if you get a large client base then ddos protection will be essential to keeping them.


I'm sure there is a way you could find out a way to ban ip's I'm sure it's not that hard. probably something that can be done in the main router. Unless you are using a basic router lol.

_________________
Image


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Tue Sep 13, 2011 5:03 pm 
Regular Member
User avatar
Offline

Joined: Aug 2010
Posts: 232
Location: PlanetEarth3000
Sure you can ban ips yet that doesn't solve the issue. Banning the ips doesn't stop them from sending worthless data to your router, it only tells the router to not process the packets from that ip. Yet there is no way to tell the router that the packet came from to stop transferring those bad packets. Therefore that router will receive so many bogus requests it will either lag everyone else that goes through it to reach your server or ultimately it will crash. Not to mention the amount of memory you would use storing those unique ips assuming they are static which in some cases they are not.

_________________
Aurora(Zelos): | dEranged * Alchemist | IGN: Fyasko | 10x | +7 101 Staff
Salvation: | Yakuza | IGN: ElZilcho | 4x


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Tue Sep 13, 2011 5:23 pm 
Senior Member
User avatar
Offline

Joined: Feb 2008
Posts: 4049
Location: Magic
ElZilcho wrote:
Sure you can ban ips yet that doesn't solve the issue. Banning the ips doesn't stop them from sending worthless data to your router, it only tells the router to not process the packets from that ip. Yet there is no way to tell the router that the packet came from to stop transferring those bad packets. Therefore that router will receive so many bogus requests it will either lag everyone else that goes through it to reach your server or ultimately it will crash. Not to mention the amount of memory you would use storing those unique ips assuming they are static which in some cases they are not.


Could always load balance between a few routers. I am sure most of the guys hosting these servers only have one.

_________________
Image


Top
 Profile  
 
 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Tue Sep 13, 2011 9:04 pm 
Hi, I'm New Here
User avatar
Offline

Joined: Sep 2011
Posts: 17
Location: Myth Online
About the DDoS attacks, we are not that worried about that. With the files released and other big targets to attack (Diamond/Bloody/GrindRoad/EliteSilkroad etc.) we don't expect someone trying to attack us. Any way, when the beta finishes, more security measures will be applied, we cannot give more details for obvious reasons.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 84 posts ]  Go to page Previous  1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 9 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group