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  1. Today
  2. The word concession is completely out of place here. The system belongs to the developers, not to you. Keep earning your results through your 24-hour monitoring since that is clearly all you have. If respawns were moved to a fixed time, the only role you have left in this game would disappear instantly. It would also mean your members would have to waste their real-life vacation days just to enter a raid. Unless that is the pathetic reality you are looking for, stop bringing up fixed respawns because we have no interest in them. Do not mistake fixed times for guaranteed combat. If we decide not to show up, how can you be so certain a fight will even happen? We play for 1 to 3 hours a day, not 24. Our personal lives and families are significantly more important than Antharas. We are monitoring the situation as well, we just do not need to rot at the Heart of Antharas to do it.
  3. Yes, this is clearly a bug. Originally, the respawn was supposed to be random. However, when the bug caused a fixed respawn time, at least both sides could prepare and actually fight for Antharas. There was real PvP and real competition. But now, after it was changed back to random, what happens? Before your side even realizes that Antharas has respawned, we have already formed parties and entered the lair. There is no fight, no contest, not even a chance for you to try. In the past, at least you showed up and fought. Now you can’t do anything at all. Let’s be honest. This isn’t competition anymore. It’s just one side monopolizing the boss because the system gives you zero time to react. For the record, I’m actually on the dominant side. Even if the random respawn stays like this, we lose nothing. By the time you notice the respawn, we are already killing Antharas. You probably don’t realize how fast we move — but the result speaks for itself. We react immediately and start the raid almost instantly. Every single time. And we’re not saying this to keep the advantage. We’re saying this because there is literally no competition anymore. Think about it calmly. Since the respawn became random, have you ever even seen us entering Antharas’ Nest and tried to contest us? Probably not. Because you’re not even monitoring the respawn properly. You’re simply too slow — or not prepared enough. At this point, it’s not bad luck or the system. It’s just a difference in readiness and effort. And because you can’t even put in that level of preparation or effort, we’re willing to step back and make concessions like this for you.
  4. Yesterday
  5. Are you saying fixed respawns were the original system? Fixed respawns were a bug, and because they were a bug, the developers fixed them. Are you going to demand that other Epic Raids be changed to fixed respawns too?
  6. The current state of the server is dire. At its core, Lineage 2 is a system built around leveling up through field hunting. I understand that limiting hunting grounds was originally intended to encourage frequent skirmishes and organic PvP. Veteran players will remember the constant battles we had in fields like Giants’ Cave and Blazing Swamp while grinding for levels. But what is the reality now? Leveling is now exclusively tied to Altars and Antharas raids. Anyone who has gained XP through these knows that they provide a massive amount of experience in a short window—something impossible to achieve through field hunting. The clan currently monopolizing Antharas doesn’t even need to hunt anymore; their level-up is guaranteed by these raids alone. They are fully aware of this advantage, yet they cunningly keep quiet about the XP balance. Instead, they are pushing to change the Antharas respawn back to a fixed schedule so they can maintain their monopoly even more comfortably. there will be no more "active engagement." The core group of players—equivalent to at least two full parties—who used to drive that conflict has already left the server. If you’ve experienced Siege warfare, you’ll understand. Arguing to return Antharas to a fixed respawn is essentially demanding that all Epic Raid respawns be made fixed. It is already too late to turn back. The remaining players have settled into their own routines for their own goals. Most are casuals who play for maybe 1-2 hours after work. Do you honestly think increasing field XP will suddenly make people form 6-9 man parties? Why would they give up the efficiency of 1-2 man parties just for a bit more XP? If they aren't doing it now, they won't do it later. Furthermore, this is an EXP x3 server. If you keep boosting experience, it loses its identity as a 3x server. If leveling had been designed to happen primarily in the fields, we would have encountered players—whether friend or foe—constantly. We already witnessed all of this on the Talking Island server. It’s deeply disappointing to see the management repeating the exact same mistakes.
  7. At present, the PvP environment on the Dion server is severely tilted toward one faction. The most urgent issue that needs to be addressed is restoring this balance. This imbalance is clearly visible across multiple aspects. The total number of active players, the number of characters above level 81, and most importantly, the class composition of level 81+ characters specialized for PvP combat are all overwhelmingly concentrated on one side. To overcome this situation, the disadvantaged faction needs a stable and continuous leveling environment. However, under the current conditions, this is extremely difficult. Antharas raids, Altar farming, and general field hunting are all under constant monitoring and harassment. As a result, for the weaker faction, stable progression has become nearly impossible. With the current, limited selection of hunting zones, players in the disadvantaged faction are constantly exposed to enemy surveillance and are immediately attacked, which severely disrupts efficient leveling. What is most urgently needed is the provision of multiple alternative hunting areas where the weaker faction can avoid constant monitoring and interference. These hunting zones should provide reasonable efficiency not only for full 9-member parties, but also for small groups of 3–4 players, as well as solo farming. If such support is provided, it would greatly contribute to the long-term restoration of faction balance on the Dion server. In addition, the decision to change the Antharas respawn time to a random system, based on claims of “unfair competition,” has ultimately worsened the imbalance rather than resolving it. In the past, when the Antharas respawn time was predictable, both factions were able to prepare their maximum forces in advance, and competition was so intense that large-scale PvP battles often broke out even before the raid officially began. However, one faction raised objections, claiming this system was unfair, and the respawn was eventually changed to a random format. Under the current random respawn system, the dominant faction assigns a large number of players to conduct 24-hour monitoring during the possible respawn window, allowing them to form response parties and log in within just a few minutes of Antharas spawning. On the other hand, those who previously complained about unfairness are not even attempting such monitoring. To be honest, under these circumstances, continuing with the random respawn system is not a serious issue for us. As we have done so far, we will continue 24-hour monitoring and we will continue to secure Antharas. That said, reverting the respawn time to a fixed schedule, as it was in the past, could be seen as an act of consideration for players who are not even making the most basic effort. Finally, we would like to make a request to the disadvantaged faction. Before claiming unfairness, should there not at least be an equal level of effort made first?
  8. That's right. Altar raids are a double-edged sword. They can also make the dominant side even more dominant.
  9. That's a good point. I especially agree that Beast Garden needs an experience boost. Beast Garden also seems to need an increase in the daily quest rewards.
  10. Last week
  11. Here are some suggestions for the Dion server: 1. Forgotten Isle experience increase by 30% - I'd like it to become an efficient hunting ground, similar to Barka and Ketra. 2. Giant's Cave experience increase by 50% - A quick hunting ground for characters above level 70 to reach level 80. 3. Goddard's Beast Garden experience increase by 100% and daily quest acquisition increase. - An efficient hunting ground for solo players and small parties (2-3 people). - Request to change the daily quest acquisition amount from 1 to 5. 4. Alliance size expansion - Request to change the clan size from 3 to 5. 5. Request to increase the drop rate of finished goods, recipes, and materials in hunting grounds (levels 1-60) by 50%. - Encourage new players to access servers more easily. 6. Obtain a cloak upon capturing all castles. - This cloak has a lesser effect than the Aden Castle cloak. 7. Server Advertising - Korean clans advertise and attract users through YouTube. - Operators should also promote server advertising.
  12. The dominant side will never allow the weaker side to freely run altar raids. In reality, except for the Dokdo clan, no one is able to do altar raids at all. Because altar raids take place in very limited spaces, they have ended up benefiting only the dominant side even more. What’s needed is a model where players can hunt and fight together with their party members and clan members in wide, open field hunting zones. That is why the proposer seems to be suggesting an increase in experience in field hunting areas. (If the concern is the rapid consumption of leveling content, that issue could be addressed by increasing the amount of experience required for levels 83, 84, and 85.) In addition, the random respawn of the Antharas raid is also being monopolized by the dominant clans, who have smoother and more efficient communication. If Antharas were to respawn at a fixed time (based on the death time), as in the past, I believe the disadvantaged side would have a fair chance to challenge it as well. This would also lead to much more PvP. Because the disadvantaged side is made up of multiple clans, they are inherently at a disadvantage when it comes to coordination and communication. To help overcome this gap, I propose a fixed Antharas respawn schedule.
  13. I do agree, to some extent, that altar raids are a fast way for players who are at a disadvantage to catch up in level with those who are ahead. However, altar raids come with a major risk: if they are taken over by the opposing side midway, the loss is significant. Altar raids are also difficult to defend against enemy attacks during the process. This is often because many players are logged in mainly on support characters used for altar raids. In addition, even players who are at a disadvantage mostly farm badges in the field rather than engaging in real field hunting. I believe the communities among disadvantaged players have also shrunk significantly. In any case, this is an issue that requires further thought. !!!!! That said, I firmly believe that increasing field experience is absolutely necessary!!!!! Field hunting rewards players directly in proportion to the time they invest. Clan members who log in can immediately join party hunting, hunt together, and naturally build an active community. For this reason, increasing field experience is extremely important. The bottle system seems designed so that less important characters keep their inventories full, allowing players to concentrate bottles on a few key characters for leveling. This system itself is not bad. The bottle system should remain as it is. However, the experience gained in field zones such as Ketra, Varka, Giants’ Cave, Tower of Insolence, and Antharas’s Lair should be increased overall. This would allow players to level up through a variety of hunting options, instead of being forced to rely solely on altar raids.
  14. Hello. Thank you for taking the time to share your suggestion and for clearly explaining your concerns - we appreciate the effort and the intention to improve the overall experience on the server. That said, the changes you’re proposing are quite significant, and it wouldn’t be appropriate to move forward based on a single forum post alone. Decisions of this scale require much broader feedback from the community so we can properly evaluate their impact on different playstyles, and the long-term balance of the server. Regarding some of the points you raised: The reduced amount of PvP is not primarily caused by the lack of account limits, but rather by the current dominance of your side. Removing account limits actually helps the opposing side reach the level cap faster, as different players can run the same group at different times. Reducing experience from bosses in Altars would remove one of the few viable ways for them to catch up, leaving mob farming and epic bosses (such as Antharas) as the main progression paths. Since your side controls Antharas, this would likely increase the existing imbalance rather than reduce it. Bottles were introduced specifically so we could quickly and precisely buff certain mob types without affecting bosses in the same areas. This gives us flexibility to adjust progression where needed without causing unintended side effects. We would genuinely like to hear more detailed feedback on why you believe bottles are not an effective solution. We encourage other players to share their perspectives as well, so this topic can be discussed with a broader range of experiences in mind. Thanks again for contributing to the discussion - feedback like this is valuable when evaluating potential changes.
  15. The experience of the altar is not the problem It's a matter of the server's war structure The Dion server is led by one clan We're in a hurry to merge with an island server
  16. All of this is meaningless because it's too far gone. The clans and CPs have long left, and the ones who remain will keep playing with the changes you propose or without. Better ask for fresh server so that there's again an influx of people and these content updates can happen. And mean something.
  17. This is a very good suggestion. The game needs to move in a direction where party hunting can be revitalized. When users consistently have things to do, they log in more often and stay engaged longer.
  18. The Dion server is not in a good state. Most players now run nine accounts by themselves and play only solo. Players hunt only altar raid bosses and no longer do field hunting. Party play has disappeared; everyone simply runs nine accounts alone, farming badges to kill altar raid bosses. Primeval Isle is no different—it has become nothing more than a place to farm talismans. The excessive experience provided by the Ketra and Varka altar raid bosses has eliminated field party play. As field party play has disappeared, the number of PvP encounters with enemies has dropped drastically. There is less time spent talking with friends and clan members. Everyone just hides and farms badges on their own. In addition, allowing unlimited accounts on a single computer has become poison to the Dion server. Lineage II is a game where multiple players form parties and hunt together across many different fields, but the Dion server is no longer like that. Like the Talking Island server, it is becoming barren and dried up. At this point, reverting the unlimited-accounts-per-computer policy is extremely difficult. That makes the situation even more disappointing. 1. Experience rewards from field monsters must be significantly increased. Bottles are not the solution. Bottles are not enough. Players should be able to level up at a reasonable pace without being forced to hunt altar raid bosses. Simply hunting together in the field while talking with friends and clan members should be enough to level up. 2. Experience rewards from altar raid bosses must be significantly reduced. Party play while hunting field monsters should provide the best experience rewards. Just as the experience from the Antharas raid boss was reduced, the experience from altar raid bosses should also be drastically lowered. Altar raid bosses should be reduced to content mainly for obtaining items such as the Researcher’s Earring. 3. Primeval Isle should also have its experience rewards increased, similar to Ketra and Varka, so that party hunting can take place there. As it stands, Primeval Isle is still a hunting zone with poor experience rewards. Players go there only reluctantly for Primeval Talisman farming. 4. Abandoned hunting zones should also provide better experience rewards. Experience should scale smoothly across hunting zones— Antharas’s Lair → Tower of Insolence → Giants’ Cave → Ketra / Varka / Primeval Isle— so that players can hunt in a variety of locations. When field hunting disappears, the game disappears with it. As a player who truly loves the Dion server, I am writing this in the hope of doing even a little to help save it. If you have any good ideas or suggestions, please leave a comment.
  19. Earlier
  20. Same problem (1)
  21. same problem
  22. Done, via forum PM. Hope we can figure out what happened
  23. Hello. Send me your+your friends accounts names via Live chat ( bottom right corner ) or PM.
  24. Hello, Administration! When I'm trying to connect from my main char I'm always (100% cases even when I try to use all of proposed proxy - USA, Brazil etc.) have "You have been disconnected from the server. Please login again." right after correct pin enter and game window start boot. But when I'm try to use char of my friend, for example, or shared char of our clan in 100% cases I'm successfully loged in without issue. Please help!
  25. please return Emmy after restart, give few more days till Monday restart to get this reward
  26. ❤️ Happy 3rd Anniversary, Dion! ❤️ Three years ago, the gates of Dion opened for the first time. Since then, this server has become more than just a place to play - it became a home for rivalries, friendships, late-night grinds, hard-fought victories, and memories that stayed with us. Every siege, every clan war, every whispered alliance and open betrayal helped shape what Dion is today. None of this would exist without you - the players who logged in day after day, year after year, and kept the spirit of classic Lineage alive. On behalf of the server administration, thank you for your trust, your passion, and your dedication. We are proud of what this community has built together, and we’re excited for what still lies ahead. Here’s to the past, the present, and many more chapters yet to be written. And now go find Emmy in every city and get your Anniversary gift! TI citizens as well! ⚔️ Happy 3 years, Dion! ⚔️ Sincerely, Classic Team
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