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Koll last won the day on May 24
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Hello. #1 I know about that and was thinking so much about that problem. Unfortunatly for now I don't have solution to it, maybe with new client... In case I will find solution to it, it will be changed. But yes, this is my main problem also, but this is not the end of the "automatic events" mechanics, it's just start when we establish basics ( spawn mechanic, random event starting mechanic, build everything in 1 NPC mechanic ). #2 - this part is not criticism of the ideas, just my process of thinking during event development. 2.1 Don't have existing system ( have spawn on death with % chance aka "Goblin event", but have issue with it because it conflicts with already existing normal mobs using this spawn method ). How it will work in a group where only 1-3 chars killing mobs, supports can't trigger it in this case. If 9 people in party can trigger 9 NPCs and participate in event 9 times, so you get 81 rewards and if you will force everyone in your clan farm near you it will be up to 50*50=2500 rewards, or you can participate 1 time in X amount of time, but then trigger NPC by other players in a group will go to waste after 1st one. 2.2 Lineage2 can't react to your chars level. It can either give you scroll based on mob you killled level or restrict you from using scroll if you are not in level range. Problem with spawning this boss: most of the players will hide in castle or any other area no one know where they are to kill it, which I'm trying to avoid during the automatic events creation ( I have idea with boss kill event, but it will be more predictable ). Even if you predetement were boss can be summoned, people will abuse timezones to spawn them when war side is not online. 2.3 There are many ideas of the events, but we need to include "players behavior" into consideration. Many players will not help their wars to win in event if they will be randomly selected to their wars side, they actually will do everything in their power to prevent wars from winning even if they will not get reward too ( and then will shout "haha I made you lose" or something ). So there will be many restictions. Also not everyone will participate event when they will be selected leading to sides inbalance, other people outside of the event will interfere with it. 2.4 It should be specific time during the week for several hours, players must get something insanely good out of it, or they will not participate ( current normal events is free extra reward that just added to what you already doing, this will take players away from farm ), time zones issue.
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Hello. As I remember delay timer was added so you can't accidentally spawn 2 on top of each other and then wait till one of them disappear before you can target another one. Also so you can't just spam tones of them instantly ( decreasing load on NPC server a bit ). We will add exchange closer to end of the event, but you will lose a bit by using exchange option.
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Hello. Don't 1shot mobs, also check if you talked with NPC before doing it: https://l2db.club/?show=quest_info&id=412
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Hello. Should be fixed. Check change logs. DB will be updated soon.
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Critical Bug Report: [Real Target] Debuff Being Removed by Normal Attacks
Koll replied to 김남효's topic in Suggestions
Based on your reply, it was confirmed that the [Real Target] debuff from the Archer class and the [Provoke] debuff from the Dreadnought class do not stack properly. Instead, they interfere with each other, causing one debuff to cancel the other. However, I have found an even more critical issue: Currently, when a target is affected by [Real Target], the debuff can be removed not only by being overwritten by another debuff, but also simply by receiving normal attack hits. This issue was verified using the character "cocok006" between KST 14:50 and 15:00 at the Coliseum. I kindly request that you review the logs of this character or conduct direct testing to confirm this abnormal behavior. In large-scale party or raid situations, where characters are frequently hit by multiple attacks, the [Real Target] debuff is often removed prematurely, despite having significant remaining duration (up to 30 seconds). While the interference between [Real Target] and [Provoke] due to shared abnormal state mechanics certainly needs to be addressed, I believe the issue of [Real Target] being removed simply through normal attacks is even more urgent and impactful to gameplay. Therefore, I sincerely request that this issue be reviewed and corrected as soon as possible. Thank you for your attention to this matter. Hello. Should be fixed. Check change logs. If you will find any issue, please report. -
Hello. Investigated it with scripter. What we see is that HF/GoD files uses same abnormal for Provoke + Real Target. So if target gets Provoke debuff - Real Target debuff is getting removed. Checking what we can do about it.
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Hello. I can't give you access to it, but can explain why we did it if you concact me via "Contact Us!", bottom right corner, on a forum.
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Hello. It doesn't work in a way you think it is. Server have setting for each stat how much bonus it gives. You are asking to give you formulas which NCsoft use to later calculate each stat with it, we don't have it, only NCsoft do. So this is for example how STR 30-40 bonus looks like: attribute_30 = -160 attribute_31 = -130 attribute_32 = -100 attribute_33 = -60 attribute_34 = -30 attribute_35 = 10 attribute_36 = 40 attribute_37 = 80 attribute_38 = 120 attribute_39 = 160 attribute_40 = 200 This is official HF files STR 42-54: attribute_42 = 29 attribute_43 = 33 attribute_44 = 38 attribute_45 = 43 attribute_46 = 48 attribute_47 = 54 attribute_48 = 59 attribute_49 = 65 attribute_50 = 71 attribute_51 = 77 attribute_52 = 83 attribute_53 = 90 attribute_54 = 97 So "In older chronicles of L2, with each next point of Stat (CON/STR/DEX/INT/WIT/MEN) the value of those stats is continously increasing." - is not true 🙂 About "community deserves a clear answer" - you can login on test server and check //setparam str 40, make screen of your stats, //setparam str 41 - another screen and you will have exact information how much each stat gives each step. You can test anything there, drop/spoil/enchant/stats/mobs stats anything you want, this test server is one of the ways we use to be open with our players.🙂
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Varka champion's Social. Aggressive Setting Errors
Koll replied to sinavrobye's topic in Suggestions
Hello. They don't attack first. -
Varka champion's Social. Aggressive Setting Errors
Koll replied to sinavrobye's topic in Suggestions
Hello. They don't belong to Clan, so they are not social. After Monday restart Varka Champion will act like Ketra Champion. -
My question is, you saying that in 2k mobs only parts you dropped is MJ heavy x2 and spoiled MJ heavy x1? Or other keys dropped also. If yes, which one and amount?
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Hello. Checking Champions with scripter. Can you please give me full drop information. You are focusing on MJ Heavy as I see, but from screen Priest doesn't have drop/Medium have Robes and Warrior have MJ Heavy, so 2000/3 = ~650 if we think that you killed same amount of mobs per type.
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1) I will take a look into drop/spoil again a bit later after I finish current tasks. 2) Regarding spawn: TI Varka Silenos Warrior: Dion Varka Silenos Warrior: TI Varka Silenos Medium: Dion Varka Silenos Medium: TI Varka Silenos Priest: Dion Varka Silenos Priest:
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Hello. Finally finished urgent tasks and had time to check. You right about x15 difference ( but it's hard to compair to Karik for example, because it was level buffed few times which also affected his stats because mobs level affects stats calculation ), but what about this: https://l2db.club/?show=npc_info&id=21116&tab=1 , it's shows that inside of a same mob drop difference is x2. At same time Full weapon have same drop chance as Full Armor.
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Hello. https://l2db.club/?show=quest_info&id=408 if this one, check if you 1shotting them. If yes - try to do few hits with melee or use Ice Bolt to kill it with 2 hits.