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Koll

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Koll last won the day on May 24

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About Koll

  • Birthday June 18

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  1. Hello. Antharas was disabled because we were not successful in a fix of random respawn. Random respawn crucial to a bosses because you can't prepare for it and have to react, allows both sides to have a chance in getting boss. We think this way it's only fair. "GM interference in the game" - we see it differently, we see is as "fixing the problem to make it work as it was intended". "Players who already own Antharas Earrings will make huge profit from price increase. Item balance will be broken." - you will not sell it to other side, selling it inside of your ally/clan doesn't change much, because you can same way just trade it to another char. If you talking about RMT - even trying to do that will lead to permanent ban. So we don't see it as a good argument. "if even this is not accepted, then please also turn Antharas off on Talking Island." - if Talking Island players will report that it lead to imbalance on their server, we will discuss it. "B혈맹이 계속되는 안타라스 토벌 성공은리스폰시간을 정확히 아는 것이 아닙니다." - thats exactly the problem. You are fully prepared to it's spawn because of the current issue with Antharas. You don't need to wait his spawn, control him, be prepared to go in any second, you just log at exact time, so randomness is removed. Returning Antharas with Random spawn our main priority, we don't want to have it disabled for too long, it must work as it intendent and in a way that we think more fair.
  2. Hello. Send me message via Chat in bottom right corner.
  3. Hello. Send me message via Chat in bottom right corner.
  4. Hello. Resolved via live chat.
  5. Hello. Contact me via live chat and make it please when I will be online.
  6. Hello. Working now based on Live chat conversation.
  7. Hello. Try now.
  8. Hello. Please contact me via "Contact us!" form in bottom left corner of the forum.
  9. Hello. Contact me via chat ( bottom right ) on a forum.
  10. 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.
  11. 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.
  12. Hello. Don't 1shot mobs, also check if you talked with NPC before doing it: https://l2db.club/?show=quest_info&id=412
  13. Hello. Should be fixed. Check change logs. DB will be updated soon.
  14. 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.
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