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I'd appreciate any feedback from server staff. Especially on death penalty - since original game devs already plan to change it in future classic chronicles (who knows perhaps it will be changed on EU launch??) will also our team consider changing it? Perhaps even before our servers update to another chronicle that original game devs plan to implement it on? My point is - I see no reason to wait for a chronicle update when such major changes are made/announced on official servers due to being highly requested by player community.
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Thats great news - then I guess I was just misinformed about how it currently works. Thanks for clarifying that. If PK removal scroll use (both from donation and from Black Judge) is blocked when player has karma then It works ok.
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Oh ? Is this recent change or was it like this all the time
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I've stumbled upon this topic: https://4gameforum.com/threads/530192/ Especially this is interesting to me: So how would staff of this server see it? If officlal Classic developpers give "positive response" on above topics (where EXP lost on death is quite interesting one, and requested by many players on this forum) wouldn't it convince you to consider changing it on our server since it seems on official it "have been or soon will be implemented" ?
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And they already fixing this obvious mistake: https://4gameforum.com/threads/530192/ From what I've heard in Classic 1.5 its already been changed. I see no reason to wait for an update to change this.
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PK removal scrolls usable from any location cause players to loose karma too fast Today I've seen 2 other players killing whole party and loosing acumulated karma by killing like 10 mobs. With current setting on PK removal scrolls players can kill 1 person, use PK scroll, and then kill another - this way they will have very few points of karma with zero chance to drop anything (PK always below 4). It should be as it was originally - scrolls usable only in Floran Vilage. Currently those scrolls cause people to PK without any risk or consequence. Don't get me wrong - I have nothing against PK as a natural element of lineage but 100% safe PK (PK can be always below 4 so nothing drops) was never available as a feature in ANY chronicle. Also karma count should always increase with each consecutive PK as it worked on all chronicles including classic. As far as I know in neither chronicle it was possible to remove PK in same momment you've killed a player. I've made a ticket about this obvious bug/exploit in support panel and I've recieved response: So yes - PK is a "game momment" i understand and have nothing against normal PK within rules of lineage that persisted over all chronicles with slight changes. 100% safe PK without chance to drop anything in pvp and with minimum karma gain for consecutive PK (no matter how many players you've killed you if you use scroll you'll always get amount of karma as it would be 1st kill) was never a feature for any original lineage chronicle, neither should it be available as a donation!
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default is almost unplayable for me. I'd really appreciate some help on this.
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I've found this topic : http://lineage2classic.com/forum/index.php?/topic/3549-mouse-camera-is-to-sensitive/ but with my luck after downloading l2encoder/decoder my PC will explode. I understand such modification wouldnt be agains server rules? If so then could someone guide me to working decoder?
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I've noticed pickup protection works a bit strange, sometimes you cannot pick things up for quite long, and sometimes you can pick up almost instantly. Also even longest time is less than what I remember but ofc it might be a caused by me never playing geniue classic.
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Actually it seems like all mobs there can suprise you with much stronger mele attack than they supposed to have. Just got 2 shoted by zombie warior, a bit earlier one of bugbear cheiftains??? also hit me like a truck.
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This mob has wrong stats. He is much stronger than anything that level. Stronger than Skeleton Tracker Captain.
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Yea Draqula you too - please do offer us detail information of what is not working right Like perhaps with serwer start
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You have a long road ahead of you young padawan
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Well then according to this chart red mobs should give 100% of exp - last time i've checked red mob gave me a bit less than white one. Can someone confirm it? I'm not sure if it could be another "type" of same looking mob with different exp or red mobs cause reduced exp. Since we've found what seems to be correct table can some GM check if our vaules are correct?
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Exp for mob of lower level but still green is way too much cut. It seems like something worth checking. Green mob from one level to another suddenly starts to give even half of exp he used to give. I remember in old chronicle it was still profitable to exp on bright blue mobs in some places where they gave 50-65 % of white mob exp while on this server - green mob at some point gives around 50%. Since what I remember green used to give in classic still quite a lot of exp - around 70-80% in worst case. There seems to be similar problem with red mobs that cause exp to be reduced slightly more than I can remember.