-
Posts
716 -
Joined
-
Last visited
-
Days Won
36
Content Type
Profiles
Forums
Store
Downloads
Faq
Release Notes
Guides
News
Events
Ideas
Everything posted by zander1989
-
Yes, nice idea and also there is plenty of issues with Siege and Market Party when a leader is not present, is on other server map or offline. Known issues in general: 1. Rewards not issued to players or the event not possible to complete (For example turn weapon BC) 2. Experience is not shared or shared improperly between players. The solution that most players use on IGCN files by now is to simply re-do party each time they enter an event map. It is not always bugged but they just do it as a safety because it may happen. That is why it is rarely reported as being broken. But it is happening and was happening since I can remember on various versions S15-19. Not only on my servers but also other IGCN servers I played. That being said I would also like to suggest a "auto-kick from party" when entering event maps. as an option to add to party settings. Let\s say in Gameserver config file a command "Auto kick from party upon GS entry = 1/0"
-
Any ideas how to counter? Auto RESET Mu Online SS18 File IGCN My suggestion would be to somehow detect the same cords for a player lets say> IF same cords for muhelper are used on a player X longer than 60 minutes then Warning/kick, possible?
-
If possible please make it so that Oversting skill does not shoot 5 million skills per second 😛 Sadly the below setting does not work on Oversting and it is the most laggy skill in the game at this moment. ;------------------------------------------------------------------------------------------------------------- ;-- Allows to control behavior of skills against high attack speed ;-- Default value for all classes is 15, values range is 0-15 ;------------------------------------------------------------------------------------------------------------- AgilityBugFixDW = 15 AgilityBugFixDK = 15 AgilityBugFixElf = 15 AgilityBugFixMG = 15 AgilityBugFixDL = 15 AgilityBugFixSU = 15 AgilityBugFixRF = 15 AgilityBugFixGL = 2 AgilityBugFixRW = 15 AgilityBugFixSLA = 15 AgilityBugFixGC = 15 AgilityBugFixWW = 15 AgilityBugFixLM = 15 AgilityBugFixIK = 15 Also using it at only 500 speed. On high stat servers i can imagine its even worse
-
Dark Side Skill (Regular, Master, 4th) Formula Change to fix reset servers
zander1989 commented on zander1989's Idea in General
I see that additional barrage have been added with 5th skills, so if there were lets say 5-6 six individual hits that we could config, perhaps this ability would be much easier to control. Because now 1 hit applies one big chunk of damage -
Add the possibility to change the required Jewel of Bless and zen for the combination of Ability Cards. Just like it is possible in Spider Artifacts with JoC
-
In common settings: Trade System = 1 (enabled) Add: Trade System Arca = 0 Trade System Market = 1 Trade System Siege = 0 Trade System instance = 0 Also possibility to add a cooldown to this setting would be ideal. Example: Trade System Delay = 180 (seconds) You cannot trade for 180 seconds after moving to this game server. or Move Trade System = 1/0 from common settings to be controlled by gameserver.ini per gameserver. (siege, market etc.) It is possible today via a workaround (reloading every server with different common settings) but I believe this could be improved. I have substantially reduced the found dupes on my server by just turning off trade on my game servers, and I believe this setting would help everyone with dupes. It is not bulletproof but it helps, as most of the dupes happen via trade/vault/drop.
-
Hello, The provided skill formula for Dark Sides makes it impossible to balance for Reset Servers and believe me I tried everything. Tweaking weapon damage, sets, combat power, changing skills in the skill tree, even deleted any double damage or triple damage from sets. Sadly it applies a barrage of damage so big that it can be nerfed to the ground and still one-shot other players. So the only option is either tune down this skill to a point where it's no longer useable in PvM or keep it on similar damage as other skills and accept the fact that RageFighter oneshot every player regardless of equipped set. The solution would be to add barrage 3 or 4 just like with many other skills, I know its not original but there is no walkaround unless playing with million HP pvp. I would turn the skill off but its a shame for such a signature move to be useless for Rage Fighter
-
For a workaround, you can turn them off in the golden invasion config and add create a custom spawn of Wheeles in group spawn during the same times.
-
Combination machine suggestion +10 +11 ... +14 +15 - Npc Noria
zander1989 commented on TITANHC's Idea in General
Thats a really nice feature indeed. It would be nice to add the possibility to delete unwanted items by Players and/or on the server side select the conditions for item combination so that not everything that fails ends up there. For instance, Health potion combination failure would be stupid to save. -
Season 19 Part 1-2 | Grow Lancer Renewal & SeasonPass Sale
zander1989 commented on Wizzy's article in News
I don't want to start a big debate as you clearly have a different approach to business, perhaps it varies from country to country. Where I'm from your logic does not work for over a decade now. It's all about demand, quality and reliability now. If there were a different dev selling for 30% cheaper I wouldn't trust it because I don't know if he's going to be reliable. Business is not about who offers better or who is cheaper. Business is about delivering something people want. If you want an iPhone, you will pay 5 times more for it than for an Android even tho they are technically the same phones. But no one makes another iPhone and they have their unique features, and there are lots of Androids. Iphone has no competition so they have their prices high. Let's say for a second that there are 2 Devs like IGCNs then perhaps your logic would apply and they would fight for the customers by lowering the price or offering something more. But there isn't. And if there isn't, we have to either accept their conditions or stop doing what we are doing. I get it, I don't want to spend extra money every month or so but It's not unfair it's just business. It's perhaps better for them to get higher payment from 500 users and lose 10% of the customers by doing it, you will never know, but that is their business. But thats just my opinion 🙄 -
Season 19 Part 1-2 | Grow Lancer Renewal & SeasonPass Sale
zander1989 commented on Wizzy's article in News
Funny how you all make a profit on a game that you don't own and try to call people's names. MuO will never be yours and all of the administrators are thieves of Webzen, don't try to change that just because you downloaded some files. You are not paying for a game because it's not for sale, you are paying for DEV time and access to their work as well as support. Some developers are cheaper some are more expensive but in the end, they are the ones that dictate the cost. If you do not understand a basic business case like this then you should never do business and not even start building your server to begin with as it will not serve you any good. The attitude of private muo players sickens me, but what is even more disgusting is the admins cheapening out and being even more idiotic. Go to a grocery store tomorrow and tell the store manager that the fruits are too expensive and they should not charge for the fruits because it's cheaper elsewhere and then tell me his reaction. I know it's off-topic but it just triggers me. -
Could you improve the /offleveling plugin so that it is more attractive to VIP Players? Smth like: <PickItems Enable="0" PickUpZen="0" PickUpAllExc="0" PickUpAllSocket="0" PickUpAllAncient="0" VIPType=-1 > VIPType=-1 = Applies to general rule VIPType=-1 = VIP Bronze Only VIPType=-2 = VIP Silver Only Etc.
-
You added the possibility to auto-turn on Battle Pass with VIP. How about also be able to remove Buffs when VIP End so that users have to re-buy VIP to have access to the rewards? So if VIP Active then BattlePass active.
-
I know the system got reworked, i wish we could still use the old setting where we guarantee level 4 wings for that class.
-
The current system works well if you have one level. <ImperialGuardian Enable="1" LootTime="60" CompleteSecromiconMixReqMoney="1000000" AdditionalReward="0"> <Time StandBy="10" RoundDuration="600" /> <EventEntry> <Event Level="1" ReqLevel="1000" AdditionalRewardID="1"> <Event Level="2" ReqLevel="1000" AdditionalRewardID="2"> <Event Level="3" ReqLevel="1000" AdditionalRewardID="3"> </EventEntry> To be able to issue additional rewards to each level. So that they can vary. The only workaround right now is to make a custom bag, and custom item box, and put a custom reward to each of them. With 10 levels of Varka its 20 new custom item bags and 10 custom items :D So its over 30 files (client and server) to edit to make it work and it could be avoided
-
Hey, Any chance there could be limitations to events such as DS/BC/CC/IT/DG based on IP and HWID per day? No matter the MAX Window settings in the GS/DS, people always create more accounts, log out and log in with sub-accounts to complete more events and gain more rewards per day. A change like this could be in general fair towards every player so that no matter how many accounts they have logged or not, they can still only do certain number of events per day per IP/Hwid
-
Rewarding players for resets or giving them "auto-reset" possibilities is what destroys this game. As there are so-called "veterans" who play for 200 years and don't even know what a guardian mount or maze of dimensions is, because whenever they play they get everything free from the resets or donate, so yeah I agree with you 😄 There are tons of systems in the game but seem like the majority of players and most administrators stopped their knowledge at Season6. I wish anyone shared such scripts or bots if they have the possibility, that would probably help the IGCN team
-
ok thanks for confirming, I'll post a bugreport then
-
I think Wizzy will want you to create a new topic for that 😄 Btw is the Min/MaxExe option working for you on the 2-2 files? I haven't upgraded my season yet so I can't check
-
@Wizzy Not working on 18.1.3.22, I do not know if it's implemented or not ( the note says it is) but I see no change. So I'll ask before creating bug case
-
Hello, With the rising abuse of Auto-return bots that sadly work without being detected by any anti-hack I thought I'd suggest a feature. Would it be possible to create a feature that compares the coordinates and actions of a certain player? and if they are being matched lets say to X% for the past Y minutes it would trigger an alarm? For example, if we had a file track.xml in the gameserver where we put all the nicknames or accounts of players who we want the game server to track and give alarms in the logs and DC the player I know a feature like for the entire server and all players would be heavy on calculations and probably cause lag but for a few players should technically be possible? That way we would get an output log saying that a certain player's actions and coordinates match let's say 70% for the past 3 hours etc. and that will be enough evidence for us to ban such player. Just a thought
-
Improvement ItemOptionSystem_exc OptionValue and OptionProbability
zander1989 commented on MrJunior's Idea in General
I like this Idea, that way you can progress your item, similar to mastery sets where each upgrade the options get stronger. It is possible now but you will end up with 15 lines under the item if you do it. +1 = 1% +2 = 2% +15 = 15% etc. -
Noticed that there is some room for additional options so it would be nice to add Wizardy and Curse % to this Plugin since the Attack Power % Already exists for the fighters.
-
I have been playing around with it for a bit now and there are other things you might consider in the future since this is a very nice and powerful addon! Here are some findings to consider: Finding Number 1: Creating "Jewel of Ancient" SetItem="0" - This only checks if item is required to be ancient. There is no limitation to this, so if an item is ancient it already meets condition 0 and condition 1. This is an example of a Jewel that turn ANY item into ancient. <Item Cat="-1" Index="-1" ItemMinLevel="0" ItemMaxLevel="15" Exc="0" SetItem="0" Success="100" RewardCat="-1" RewardIndex="-1" RewardLevel="0" FailPenalty="-1" RewardSetItem="1" RewardExc="0" RewardSocket="0" /> Problem: Once the item has been turned into ancient with the jewel, you can still spam the jewel on the same item and it will do nothing. Solution: (change the current 1 and 0 system ) to: 1 - Any item 0 - must be regular 1- must be ancient Finding Number 2: Would be useful to extend <IgnoreItemList> function with special cases such as SetIntem="1" and not only Cat and index. Example <IgnoreItemList> <Item Cat="4" Index="7" ItemMinLevel="0" ItemMaxLevel="0" Exc="0" SetItem="1" > <Item Cat="-1" Index="-1" ItemMinLevel="0" ItemMaxLevel="0" Exc="0" SetItem="1" > </IgnoreItemList> Why? A. If you have item levels you can then include items such as box of luck +1,2,3,4 etc. B. You can restrict the system from using a jewel on specific case items like Ancient items. (this also solves the first finding as you would then restrict set items ) Finding Number 3: RewardExc="1" - Adds 1 Extra Excellent option, that is nice, but the problem is it can add the same option = wasted jewel again. In reality is a new "roll" of excellent option not addition. Solution: Add excellent options according to index or some way to prevent adding the same option on top of another.
-
Thank you! OK Creating new thread for new suggestion