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 Post subject: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 3:38 am 
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Hello to all the Silkroad Forums community.

I'm here for present you a big project we have in our hands right now, we are going to open a private server of Silkroad.
It is not an emulator. The reason it is not open yet is because we are fixing bugs and adding more gameplay features before release it. And also the reason because we are doing this thread here is because this server aims to the legit community, since we consider them as more experienced and mature players.

The key features are:
- Cap 110
- Lv 110 maps (Alexandria, Job cave, Pharaon Tomb, etc.)
- Custom zones by level range for fastest grinding
- Battle Arena
- Forgotten World
- Guild/Union logos working
- Removed academy system (due to the abuse of the players, honor points will be obtain-able through events)
- Some silk items available on NPC's (with gold and/or coins)
- Gray/White wolves for gold on stable NPC.
- Increased quest rates/ improved quest rewards
- Higher job rewards
- Pet imbues (through silk items)
- Devil Spirit upgrade system
- Fortress War every weekend

Rates not decided yet

We don't have an specific release date yet, the reason of this thread is for:
- Ask the players for features/improvements/suggestions on the game/skill system.
- Find players for test those features before open the server to the public.

So, for now, we want to ask you for things you would like to see or change on the game, basically we want to hear your ideas, just reply to this thread with them. We will start soon looking for players for test the event zones and the features you suggest and we add.


Last edited by MythOnline on Fri Sep 16, 2011 2:42 pm, edited 1 time in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 7:36 am 
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Make the XP rate 20x and SP rate 30x or whatever it is so for example, Chinese can level with 3 gap, so 3 gap is equivalent to a 5 gap.

Modify the drops so that it doesn't drop crap like arrows and potions. Just have it drop gold/items/alchemy IMO.


Last edited by Wello27 on Sun Sep 11, 2011 7:37 am, edited 1 time in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 7:37 am 
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MythOnline wrote:
And also the reason because we are doing this thread here is because this server aims to the legit community, since we consider them as more experienced and mature players.


Does that mean, that bots, multi-client, etc. users will actually get banned from the server? Are you going to have a working protection against bots or are you planning on banning all the bots manually? The second case might be a lot work for your GM's.

A legit only private server sure seems tempting, but i am still not really sure, if you can meet my expectations there. On almost every private server there were bots sooner or later. Also about the rates, i'd prefer to have them a little lower. Legits don't play for being at the level cap, they are playing because it's fun to level until you get there. I'd suggest having like 10x exp rates at most (that's already quite a lot) and make the sp rates twice as much as the exp rates (so that would be 20x sp rates with 10x exp rates). That would reduce the farming quite a bit, but the leveling until the cap would still be challenging and that would make it more interesting. Also if the rates are too high, you get outleveled by your friends too easily and it'll be hard to always find people for pts that are around your level, because everyone is at least 20 levels higher already, when you aren't there for 1 day. Also lower rates will probably already solve the botting problem, as they are just not interested in a low-rate private server.

Also another suggestion, but i am not sure, if you can do that (they had something like this on another private server in beta stage and it was really awesome. Just too bad that they stopped working on it. Just not really sure, if it's even possible for you to do something like that):

To stop the pleveling and the high level unique whoring, i'd suggest that you always hit only 1 dmg., when you attack a monster that's more than 10 levels lower than you. Like this higher level people can't kill low level pt monsters or uniques and lv.1X-2X people could actually get a chance to kill Tiger Girl.


Last edited by Kronos on Sun Sep 11, 2011 7:43 am, edited 2 times in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 7:39 am 
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Kronos wrote:
To stop the pleveling and the high level unique whoring, i'd suggest that you always hit only 1 dmg., when you attack a monster that's more than 10 levels lower than you. Like this higher level people can't kill low level pt monsters or uniques and lv.1X-2X people could actually get a chance to kill Tiger Girl.


That sounds awesome to me.

I think 20x is fine, but really, should increase the SP rate. I really don't want to level with 5-9 gap.

Also for NPC silk items, at the very least are you going to include grab pets? Everything else I don't care about, but if you had grab pets for like million gold @ NPC, that would be orgasmic. Though would hurt your donations a bit, but silk whores will buy up anything like the costumes etc so still would do fine IMO. Reverse scrolls etc as item mall exclusive etc be fine by me :D


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 8:37 am 
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Wello27 wrote:
Make the XP rate 20x and SP rate 30x or whatever it is so for example, Chinese can level with 3 gap, so 3 gap is equivalent to a 5 gap.

Modify the drops so that it doesn't drop crap like arrows and potions. Just have it drop gold/items/alchemy IMO.


The files doesn't have the option for set Exp and SP rate individually, at least not on the config, but we might will find a way to do it, the _RefLevel table cointains also some kind of number that is related with the SP formula, once we figure out how it exactly works for sure we will put the SP rate higher, we wanted to do it at the beginning but we didn't announced it because we are not sure yet if it is possible.

About the drops, we can disable the arrows/bolt drops without problem, also the potions, the idea sounds nice, but maybe rogues/bowers will complaint. We will think about it.



Kronos wrote:
A legit only private server sure seems tempting, but i am still not really sure, if you can meet my expectations there. On almost every private server there were bots sooner or later. Also about the rates, i'd prefer to have them a little lower. Legits don't play for being at the level cap, they are playing because it's fun to level until you get there. I'd suggest having like 10x exp rates at most (that's already quite a lot) and make the sp rates twice as much as the exp rates (so that would be 20x sp rates with 10x exp rates).

Every private server was managed by chinese people who wanted money only. We are not looking for a huge community and a huge income, instead, we look for an active and friendly community which actually enjoys the gameplay. I can promess you that bots won't be accepted never on the server, and people using illegal programs will get punished. About the rates, it is a hard choice, we were thinking about put them as x15 at the beginning, but since it's cap 110 most of the fun happens at the highest levels (job cave, pharaon tomb, advanced party play system, etc.). Once we collect more ideas and think about how to set everything we will think again about the rates. Due to the servers coming up lately with insane rates, will be hard to bring some players to our server if we set them too low, legit players enjoy also the "high rate servers" fever, which is not a good idea for a long-term and successful server.
About the SP rate, the same thing as I told the guy above, we are working on it, if it is possible we will increase them over the exp rates.

Kronos wrote:
To stop the pleveling and the high level unique whoring, i'd suggest that you always hit only 1 dmg., when you attack a monster that's more than 10 levels lower than you. Like this higher level people can't kill low level pt monsters or uniques and lv.1X-2X people could actually get a chance to kill Tiger Girl.


Hmm, well, Silkroad is not set to work like that, but I will ask our coder about it, he might can do it.
About unique killing, don't worry, the special zones have already, appart of strong monsters for make the low level users play together in order to grind faster, an unique spawning every 1 hour or so (we have not decided the time yet), only players from the same level range of the unique can actually teleport to those zones, so high levels can't ks low level mobs or uniques.
Current special zones are set like this:
- Lost Mountain:
* Lv range: 20~40
* Mob level range: 38+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Strong Uruchi
- Sacred Waterfalls (S):
* Lv range: 40~60
* Mob level range: 49+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Strong Isyutaru
- Sacred Waterfalls (M):
* Lv range: 60~80
* Mob level range: 58+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Strong Lord Yarkan
- Sacred Waterfalls (L):
* Lv range: 80~100
* Mob level range: 79+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Devil Shaitan (lv 100)

That is already set, we only have to set minor fixes with the mob spawn rate, once its done we will find for testers here for the zones, since for survive on those zones you will need to party play, if you stay alone you will die pretty fast. People out of that level range won't be able to teleport there. The teleport will be totally free btw.

Wello27 wrote:
That sounds awesome to me.

I think 20x is fine, but really, should increase the SP rate. I really don't want to level with 5-9 gap.

Also for NPC silk items, at the very least are you going to include grab pets? Everything else I don't care about, but if you had grab pets for like million gold @ NPC, that would be orgasmic. Though would hurt your donations a bit, but silk whores will buy up anything like the costumes etc so still would do fine IMO. Reverse scrolls etc as item mall exclusive etc be fine by me :D


For now we only have think about adding the damage scrolls and some vehicles to the NPC, and not only gold would be needed to purchase them, but also any kind of coin (Arena/Iron/Copper/Silver/Gold coins) or even Honor points. Not sure if we should add grab pets too, since all have the same function, the only difference is the skin, maybe one with less days than normal or something. We are not looking for money, but we would like to get enough for pay the hosting bills. We will think about it.


Thank you all for your suggestions, keep them flowing! ^^

EDIT: An screen of the Sacred Waterfalls (L) map, we are using the un-used air garden arena maps.
http://img687.imageshack.us/img687/4593 ... 362518.jpg


Last edited by MythOnline on Sun Sep 11, 2011 1:21 pm, edited 1 time in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 9:35 am 
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MythOnline wrote:
We are upgrading the whole client and server protection. The whole security table of both sides will be modified, we are also changing the packets and other stuff, we have really skilled coders on our team. The autoselect will be removed from the whole client, including the exes, so keypressers will be useless. The whole client will have also different key and will be more protected, so edit it won't be possible, or at least will be pretty hard. Also you will be able to connect only with the original client, so clientless will be impossible also. We are working really hard on all of that stuff, so no, there wont be bots, and if there is still some that works, we will ban them manually and block them with other methods.


That sounds really nice. Seems like you already thought about some ways to keep the bots out of your server. I'll most likely take a look at this private server, as it's not only a private server, that wants to impress with the enourmous rates. And a server completely without any bots would be really nice. Also as there might be bots, that even get through all these security measures, there should be ways to contact GM's, if you detect a bot.

Oh, and another thing, you should also be prepared against DDOS attacks from the start. It seems that there are some jealous people, that try to DDOS every other private server out there to get all people on their private server.
Quote:
Every private server was managed by chinese people who wanted money only. We are not looking for a huge community and a huge income, instead, we look for an active and friendly community which actually enjoys the gameplay. I can promess you that bots won't be accepted never on the server, and people using illegal programs will get punished. About the rates, it is a hard choice, we were thinking about put them as x15 at the beginning, but since it's cap 110 most of the fun happens at the highest levels (job cave, pharaon tomb, advanced party play system, etc.). Once we collect more ideas and think about how to set everything we will think again about the rates. Due to the servers coming up lately with insane rates, will be hard to bring some players to our server if we set them too low, legit players enjoy also the "high rate servers" fever, which is not a good idea for a long-term and successful server.
About the SP rate, the same thing as I told the guy above, we are working on it, if it is possible we will increase them over the exp rates.

Even with 10x rates it should be possible to reach Lv.101+ in several months, probably even faster and that would be good enough. I am currently playing with some legits on Azteca. We used to have a big union there, which was lead by Avalon (real one with Fly and Nightbloom leading), but most of them quit. Now only 1 guild is left, but we still keep it going and own the bots every time at BA and FW. Anyway my point is that we already have 2 lv.100+ people and a whole bunch of Lv.95+ after around 6-7 months. Also we had quite a lot times, when there were less or no pts. So you can do it even faster, especially with the features, that you want to include. Actually some people in the union got Lv.95+ in around 2 months with 3 hours playing every day. And as i already said, the higher the rates, the faster your mates will outlevel you, when you aren't as active as them or just can't play for 1 day.

Maybe you should think about doing several servers with different rates (1 with 5x exp, 10x sp. next one 10x exp, 20x sp, last one 20x exp, 40x sp). Like that everyone could just pick the server, which he likes best. Also at higher rates there are usually tons of capped noobs, that can't play at all and it's no fun to play with those people. With lower rates you'll mainly have skilled people, that actually know how to play and it will be great fun to pt up with them.

Quote:
Kronos wrote:
To stop the pleveling and the high level unique whoring, i'd suggest that you always hit only 1 dmg., when you attack a monster that's more than 10 levels lower than you. Like this higher level people can't kill low level pt monsters or uniques and lv.1X-2X people could actually get a chance to kill Tiger Girl.


Hmm, well, Silkroad is not set to work like that, but I will ask our coder about it, he might can do it.

Hm, alright. It was just a suggestion. On Zelos Open Beta they had such a feature and it was really awesome, but their team was really competent and i think they were using an emulator. They did a good job fixing all the bugs and they even added new features like that. Also it's not only about the unique killing. There should be a way to stop the pleveling too, as it really is annoying. Just take a look at ong habitat on ISRO. There is no way you can do a legit pt there on most servers, as all the good spots are taken by plevel/pfarm. Maybe it would be easier to make it, that low levels won't get any exp, if a high level is in the pt (for example if the difference between the lowest and the highest player in the pt is more than 15 levels --> no exp for anyone in the pt.)

Quote:
About unique killing, don't worry, the special zones have already, appart of strong monsters for make the low level users play together in order to grind faster, an unique spawning every 1 hour or so (we have not decided the time yet), only players from the same level range of the unique can actually teleport to those zones, so high levels can't ks low level mobs or uniques.
Current special zones are set like this:
- Lost Mountain:
* Lv range: 20~40
* Mob level range: 38+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Strong Uruchi
- Sacred Waterfalls (S):
* Lv range: 40~60
* Mob level range: 49+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Strong Isyutaru
- Sacred Waterfalls (M):
* Lv range: 60~80
* Mob level range: 58+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Strong Lord Yarkan
- Sacred Waterfalls (L):
* Lv range: 80~100
* Mob level range: 79+, all strong monsters (same as the ones spawned from the pandora boxes)
* Endless monster spawn on the zone
* Unique: Devil Shaitan (lv 100)

That is already set, we only have to set minor fixes with the mob spawn rate, once its done we will find for testers here for the zones, since for survive on those zones you will need to party play, if you stay alone you will die pretty fast. People out of that level range won't be able to teleport there. The teleport will be totally free btw.


That seems like a really nice idea. But i think with this feature, you won't need to have such high rates. It should go quite fast with killing the uniques and pandora monsters. So 5x-10x rates on exp and twice as much should do quite fine. I think the first people would still be Lv.95+ after around 3-4 weeks and that's a reasonable ammount of time.


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 1:13 pm 
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Add every conceivable variation of "10k plys" to the swear filter.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 1:22 pm 
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Mango wrote:
Add every conceivable variation of "10k plys" to the swear filter.

I don't think turks will join a low rate server. And also is always funny see those!


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 1:24 pm 
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MythOnline wrote:
I don't think turks will join a low rate server. And also is always funny see those!

+ no autoselect or bots, so they'll stay at diamond/bloody/esro. You should make ip limit, like 2 account/ip

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 1:54 pm 
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I'll join for sure if you get it running, and are actually a legit server.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 2:19 pm 
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Also i don't think it's a good idea to make the item drop rate much lower than the exp rate. Like that it's hard to find equip for your current degree and when i played on elite sro (where it was similar with the rates) i had serious problems finding equip. I was running with LA 1 degree lower and that made it quite hard to play. I'd say something like 5x exp, 10x sp and 5x drop would be the best.


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 2:45 pm 
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Kronos wrote:
Also i don't think it's a good idea to make the item drop rate much lower than the exp rate. Like that it's hard to find equip for your current degree and when i played on elite sro (where it was similar with the rates) i had serious problems finding equip. I was running with LA 1 degree lower and that made it quite hard to play. I'd say something like 5x exp, 10x sp and 5x drop would be the best.


Well, too many drops would only harm the economy, and server in general...

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 2:49 pm 
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at this sro verison alex teleport is prolly stll at 95+.
May change it to 90+ like on the normal sro version. (running B3 /B4 sucks so much)

this p-server sounds nice
for me rates can be between 10x to 15x (at these 30x rate servers u can solo to 95 ff in 2 days)
even with 10x rates these elite mobs (from panda) give a lot exp. And the drop rate should be the same like the exp-rate, else u get less money than on an offical version.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 3:48 pm 
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Macsnow wrote:
Kronos wrote:
Also i don't think it's a good idea to make the item drop rate much lower than the exp rate. Like that it's hard to find equip for your current degree and when i played on elite sro (where it was similar with the rates) i had serious problems finding equip. I was running with LA 1 degree lower and that made it quite hard to play. I'd say something like 5x exp, 10x sp and 5x drop would be the best.


Well, too many drops would only harm the economy, and server in general...

I think this is wrong, lower drop rates = less drops = more people that want to buy the item = item price goes really high.

Im (for sure) going to join this if its really as states above, however the item rates are low, but if u can make obtaining items from quests possible (like first and 2nd tier items availabe when u do quests), it would be so great.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 4:18 pm 
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Strwarrior wrote:
Macsnow wrote:
Kronos wrote:
Also i don't think it's a good idea to make the item drop rate much lower than the exp rate. Like that it's hard to find equip for your current degree and when i played on elite sro (where it was similar with the rates) i had serious problems finding equip. I was running with LA 1 degree lower and that made it quite hard to play. I'd say something like 5x exp, 10x sp and 5x drop would be the best.


Well, too many drops would only harm the economy, and server in general...

I think this is wrong, lower drop rates = less drops = more people that want to buy the item = item price goes really high.

Im (for sure) going to join this if its really as states above, however the item rates are low, but if u can make obtaining items from quests possible (like first and 2nd tier items availabe when u do quests), it would be so great.


I rather it be just a few people with full SoN set, then a billion of them.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 4:38 pm 
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Elites wrote:
at this sro verison alex teleport is prolly stll at 95+.
May change it to 90+ like on the normal sro version. (running B3 /B4 sucks so much)

this p-server sounds nice
for me rates can be between 10x to 15x (at these 30x rate servers u can solo to 95 ff in 2 days)
even with 10x rates these elite mobs (from panda) give a lot exp. And the drop rate should be the same like the exp-rate, else u get less money than on an offical version.


Yes, Alex teleport its 95, but we could change it to 90 if we get a decent reason to do it.
About the rates, we were thinking that people would get mad if we make them lower, but seems it had the reverse effect. We will probably lower them to x15 or so, and not sure yet about increase the drop ratio, the problem is that nova drops are like sos, and drop too often with high rated server. We will decide that later. Also remember that yes, you get less money than on official version if you consider the increased exp/sp rates, but NPC's keep the same price for the items.
Strwarrior wrote:

Im (for sure) going to join this if its really as states above, however the item rates are low, but if u can make obtaining items from quests possible (like first and 2nd tier items availabe when u do quests), it would be so great.

It is possible, we can make the quests give sets as rewards, where you can choose which set part you want to take.


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:02 pm 
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MythOnline wrote:
Yes, Alex teleport its 95, but we could change it to 90 if we get a decent reason to do it.

Its for pro pt , which pt at mobs 10 lvl higher than pt member lvls.
And in the dw cave + jangan cave u can enter with 11 lv lower than the mobs.

What is with forgotten world? will there be these talismans (cards)?

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Last edited by Elites on Sun Sep 11, 2011 5:04 pm, edited 1 time in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:03 pm 
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MythOnline wrote:
It is possible, we can make the quests give sets as rewards, where you can choose which set part you want to take.


Brilliant, I would do quests then. Your quest rewards should be items, because with those rates noone will care about SP and exp rewards.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:09 pm 
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MythOnline wrote:
Elites wrote:
at this sro verison alex teleport is prolly stll at 95+.
May change it to 90+ like on the normal sro version. (running B3 /B4 sucks so much)

this p-server sounds nice
for me rates can be between 10x to 15x (at these 30x rate servers u can solo to 95 ff in 2 days)
even with 10x rates these elite mobs (from panda) give a lot exp. And the drop rate should be the same like the exp-rate, else u get less money than on an offical version.


Yes, Alex teleport its 95, but we could change it to 90 if we get a decent reason to do it.
About the rates, we were thinking that people would get mad if we make them lower, but seems it had the reverse effect. We will probably lower them to x15 or so, and not sure yet about increase the drop ratio, the problem is that nova drops are like sos, and drop too often with high rated server. We will decide that later. Also remember that yes, you get less money than on official version if you consider the increased exp/sp rates, but NPC's keep the same price for the items.


Hm, the reason for that would be, that it's just really annoying to keep leveling in B4 tomb until you are Lv.95. The distance is so far, until you get there the first pt members are already leaving. And you could only level at lv.99 monsters (excluding uniques) until your first guild member gets 95. Also the respawn in the tomb is rather low compared to the respawn in Alexandria area. Getting to Alexandria at Lv.90 or maybe already at Lv.85 should speed up the leveling quite a lot.

Oh btw, what's the holy word resistance of that server? I hope it is 50%, it would be much better than being completely immune. On servers with 50% holy resistance warlocks can be actually usefull, even if almost everyone is going cleric. I am thinking about going warlock/cleric on this server (it's my favourite build), if holy word resistance is 50%.

Also i assume Roc unique is included in that SRO version. On ISRO the gate to Roc opened in the early morning (GMT +1) when everyone is at school, working etc. I'd suggest to change the time into the evening (after 7pm) or maybe even let it open 2 times a day (with 12 hours difference). I'd really like to try killing it, but on ISRO the times for that are just terrible.

Macsnow wrote:
I rather it be just a few people with full SoN set, then a billion of them.

I think on a legit server a lot people will get a full SoN set anyway. A lot people will probably try to farm gold/silvercoins at lv.105+ and with active legits playing on the server i can assure you that the uniques will die very often. (at least, when the people on the server are high enough to do it, but that's just a matter of time)


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:24 pm 
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Fix 2 bugs: "sleep bug" (warlock casts bloody/death trap -> then sleep -> your enemy cant wake up even you attack him until trap explodes.) and "invisible bug" (in pvp, your enemy goes to safe area -> you select him -> you take his char info off (hope you know what i mean) and spam attack skills -> enemy uses invisible and runs out of safe area and you attack him without seeing him.)

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:28 pm 
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got another idea:
may ur team can remove several invisible walls in the game. There is 1 at penons (i think most know the place). But i think this is kinda hard to do or impossible.

And for Pting at normal mobs, could it may be possible to spawn not only pt-mobs, may also elite mobs.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:33 pm 
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Seems promising, any prototype website out for the public?

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 5:56 pm 
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Elites wrote:
MythOnline wrote:
Yes, Alex teleport its 95, but we could change it to 90 if we get a decent reason to do it.

Its for pro pt , which pt at mobs 10 lvl higher than pt member lvls.
And in the dw cave + jangan cave u can enter with 11 lv lower than the mobs.

What is with forgotten world? will there be these talismans (cards)?

I see, well, then we will change the teleport level to 90, I agree that the B4 zones are too far. You can still grind on the special zones but alexandria have great spawn rate.
EDIT: Forgot to mention, yes, Talismans from forgotten world are working, and rewards available.

Master_of_Puppets wrote:
Seems promising, any prototype website out for the public?

Not yet, we will announce it when its done.

Elites wrote:
got another idea:
may ur team can remove several invisible walls in the game. There is 1 at penons (i think most know the place). But i think this is kinda hard to do or impossible.

And for Pting at normal mobs, could it may be possible to spawn not only pt-mobs, may also elite mobs.


Not sure if we would be able to remove those walls. yeah we know them too, are so annoying, but edit the map is not that easy, maybe in the future when everything is stable we will fix that kind of stuff, but for now is better center on features than on bug fixes that doesn't affect that much the gameplay at all.
About the elite mobs, the party mobs are part of the game system, spawn elite mobs like they were party mobs is not that easy, we could change some mobs spawns for elite mobs, but that would kill people that go solo. The special zones already have strong monsters for partys.

Fauntleroy wrote:
Fix 2 bugs: "sleep bug" (warlock casts bloody/death trap -> then sleep -> your enemy cant wake up even you attack him until trap explodes.) and "invisible bug" (in pvp, your enemy goes to safe area -> you select him -> you take his char info off (hope you know what i mean) and spam attack skills -> enemy uses invisible and runs out of safe area and you attack him without seeing him.)


The warlock thing, I have never seen it as a bug, but as a combo. I'm not sure if we could fix it, we will check the skilldata files from iSRO for see how joymax fixed it, but if the fix was on the gameserver, I don't think we will be able to fix it.
The invisible bug in pvp might be possible to fix. Currently the client encrypts the skilldata files, and also the client will be protected, so there won't be invisible hacks. About attacking invisible people by selecting them and closing the target window, we might can set the character as "Invalid target" when it is under invisible status, just like iSRO does, so that might will solve the problem. We will check it deeply.

Kronos wrote:

Oh btw, what's the holy word resistance of that server? I hope it is 50%, it would be much better than being completely immune. On servers with 50% holy resistance warlocks can be actually usefull, even if almost everyone is going cleric. I am thinking about going warlock/cleric on this server (it's my favourite build), if holy word resistance is 50%.

I think its 100% but we didn't check it yet. In any case that skill will be changed to 50% for sure.
We are also planing to change the Obliation/Reverse Obliation (black res) cooldown to 1 minute or something like that, since that skill makes the battles endless.

Kronos wrote:
Also i assume Roc unique is included in that SRO version. On ISRO the gate to Roc opened in the early morning (GMT +1) when everyone is at school, working etc. I'd suggest to change the time into the evening (after 7pm) or maybe even let it open 2 times a day (with 12 hours difference). I'd really like to try killing it, but on ISRO the times for that are just terrible.

Yes, Roc is implemented, we will put the Roc schedule more often, and also increase the time for killing it (I've never seen possible to kill a monster with 2b HP in only 2 hours).


Last edited by MythOnline on Sun Sep 11, 2011 6:18 pm, edited 1 time in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 6:06 pm 
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MythOnline wrote:

I think its 100% but we didn't check it yet. In any case that skill will be changed to 50% for sure.

We are also planing to change the Obliation/Reverse Obliation (black res) cooldown to 1 minute or something like that, since that skill makes the battles endless.

Thx so much for these. Server with 1 min+ cooldown on black ress can't fail

MythOnline wrote:
- Find players for test those features before open the server to the public.

If you need my help, feel free to ask.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 7:09 pm 
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this with the elite mobs at pting would survive only good pt. so yeah its better to keep it out. these special zones are full of elites, should be fun there *-*

Myth Team can u maybe post the changes once in a week, please.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 7:33 pm 
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Holy shit this sounds amazing.

If there's anything I can do, let me know.


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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 7:39 pm 
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MythOnline wrote:
I think its 100% but we didn't check it yet. In any case that skill will be changed to 50% for sure.
We are also planing to change the Obliation/Reverse Obliation (black res) cooldown to 1 minute or something like that, since that skill makes the battles endless.


What is with warrior screens? will they have longer cooldown like on jsro ,too? But don't change the aggro of cleric heals,plz.

Most buffs should stay like they are.

I am up for help, too

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Last edited by Elites on Sun Sep 11, 2011 8:10 pm, edited 1 time in total.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 8:03 pm 
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Im down to leave diamond and come here if most of the stuff claimed comes true.

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Sun Sep 11, 2011 8:20 pm 
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Tasdik wrote:
Holy shit this sounds amazing.

If there's anything I can do, let me know.


Im skeptical about this, you know, santa doesn't exist and when something sounds "too good" it probably wont be real, im just being realistic here.

All that fancy doodly stuff sounds amazing, but so far all I see is words, and no solid proof.
Yes it might be the begining, but you guys seem so be promising A LOT and I hope you understand that... If you don't deliver as expected there will be much disappointment and your servers might end up failing because of that.

Another thing is that you are aiming pretty dam high to any private server standard. From what I have read in this thread, your telling us that your server will be better than any other attempts from everyone else? Hmmpphh

I won't get my hopes too high, to be afraid of disappointment, its like seeing a huge ass Christmas gift under the tree to find out that it was only 20$ or some cheap thing ya know?

Why don't you guys concentrate on building a stable reliable fast private server, and then implement the fancy things as the server goes up? That would be a bit more realistic, and maybe people wont be disappointed.

What might happen is that you promise so much that people will want more than what you promise, so then you will always be screwed and have to stay in beta, because you need to "fix" soo many things...

my 2 cents on this server

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 Post subject: Re: [MyO] Myth Online Private Server
PostPosted: Mon Sep 12, 2011 12:00 am 
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Elites wrote:
this with the elite mobs at pting would survive only good pt. so yeah its better to keep it out. these special zones are full of elites, should be fun there *-*

Myth Team can u maybe post the changes once in a week, please.


We will recall users from here for test the features we implement (mostly the event zones, we are not sure if players will be able to survive there) during this week. We are saving the basic ideas we collect here for check the viability of adding them, but some are already implemented on the testserver (teleport changed to lv 90+, 1 minute black res).

Elites wrote:
MythOnline wrote:
I think its 100% but we didn't check it yet. In any case that skill will be changed to 50% for sure.
We are also planing to change the Obliation/Reverse Obliation (black res) cooldown to 1 minute or something like that, since that skill makes the battles endless.


What is with warrior screens? will they have longer cooldown like on jsro ,too? But don't change the aggro of cleric heals,plz.

Most buffs should stay like they are.

I am up for help, too


No, that stuff remains the same. Warrior screens have the same cooldown, and bless spell keeps affecting the player even after weapon switch, not all the skill changes that were made on that version are worth to add.

Master_of_Puppets wrote:
Tasdik wrote:
Holy shit this sounds amazing.

If there's anything I can do, let me know.


Im skeptical about this, you know, santa doesn't exist and when something sounds "too good" it probably wont be real, im just being realistic here.

All that fancy doodly stuff sounds amazing, but so far all I see is words, and no solid proof.
Yes it might be the begining, but you guys seem so be promising A LOT and I hope you understand that... If you don't deliver as expected there will be much disappointment and your servers might end up failing because of that.

Another thing is that you are aiming pretty dam high to any private server standard. From what I have read in this thread, your telling us that your server will be better than any other attempts from everyone else? Hmmpphh

I won't get my hopes too high, to be afraid of disappointment, its like seeing a huge ass Christmas gift under the tree to find out that it was only 20$ or some cheap thing ya know?

Why don't you guys concentrate on building a stable reliable fast private server, and then implement the fancy things as the server goes up? That would be a bit more realistic, and maybe people wont be disappointed.

What might happen is that you promise so much that people will want more than what you promise, so then you will always be screwed and have to stay in beta, because you need to "fix" soo many things...

my 2 cents on this server


I understand your position. I will explain you why we did this now and why we did it here.
We got the files back in August 2011, on that time some servers already appeared such as Bloody and Diamond, we knew that there wont take much time for the files to get released, so we decided to make something different. All the servers coming with the serverfiles aims for fast grinding and insane huge rates, those servers doesnt last for too long and are usually managed by kids, we can't compete with those files, since we dont consider an high rate server as an enjoyable experience, so we decided to make a server for legit players. While other servers already got announced and so, we were working on our files for increase the stability, fix bugs and add security for avoid legal problems with Joymax, and also adding features that at least worth the try of those people that got used to high reated servers.
You don't have to keep following the thread if you don't want to, we are doing it for collect ideas and features that people would like to see, we are not an unexperienced team and we have clear our aims. In the worst case you will lose only some of your time, we won't ask for donations or something, we have the money for afford the hosting during some time from old projects.


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