Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - eQueX

Pages: [1] 2
1
REPORT ISSUES / Re: Siege - Clan Hall
« on: August 06, 2024, 08:50:23 PM »
I will clarify it - every Monday, at 18:00 this teritorry becomes a Siege Zone

A Nurka (Raid Boss) spawn in the center of CH town (not inside the building) which every clan has 1 hour to kill.

As per every siege zone rule - if a character is in a siege before a siege begins, he is automatically teleported to a nearest town. This also includes offline buffers.

The only logical solution I see is to adjust a siege zone territory so the inside of the CH would not become a siege zone and therefore buffers would stay.

Hope this helps

2
REPORT ISSUES / Re: Siege - Clan Hall
« on: August 06, 2024, 07:17:32 AM »
Greetings,

All our buffers were teleported to Dion during siege. The fix did not help

3
REPORT ISSUES / Achievement - Soul Crystal
« on: August 02, 2024, 04:03:55 PM »
Greetings,

The Achievement Soul Collector does not work

Description - Make Soul Crystal Lv. 16.

Just buying Soul Crystal Lv. 15 and leveling to 16 - DOES NOT WORK

Taking Soul Crystal |(Lv. 0) from Giran Quest NPC and lvl to 16 on mobs - DOES NOT WORK

Please check if I misunderstand the assignment or if this indeed is bugged. I'd like to complete all achievements and now stuck on all time consuming, but this easy one is bugging me. :)

Thanks

4
SUGGESTIONS / Instance Passes
« on: August 02, 2024, 02:49:39 PM »
Greetings,

H5 was a period when NCSoft was testing the waters with instance-based game, rather than open field the way it was in the old Interlude days.

This lead to game mainly focused to instances in GOD (Istina, Octavis, Spezion, Fortuna, etc.) Now having a game where field-farm is way less profitable, to stop the people from going offline for the day after finishing all instances, NCSoft introduced an instance passes - an item which refresh a specific instance zone.

H5, no mater how well adjusted is also a game of 3 instances - Zaken/Tezza/Freya. Yes - there is way much more to do besides them and field farm is still existent, but honestly - nothing gives so much reward as these instances.

This push people to chose 1 of 2 options
  • Just go offline until an instance is resets
  • Create 10 clones of the same character so items would fit and farm same instances

In order to increase the active time of the 1st group and reduce the hastle of the 2nd - we could get instance passes.

These items should drop from said bosses - let's say Hard Freya drops 1 instance pass 100%

To make it all connected and increase the players activity even further, these passes should be tradeable between players and purchasable with Raid Points (or anything related to field raids). This not only fits narratively into "slay ez raids to get access to hard raids", but also increase the farming activity for new players and would create a marked where some players will go all day slaying field raids to collect Raid Points, which then trade to Passes and sell in the town.

Of course, these passes in no way should be blindly profitable for some just spam instances all day long. The price for each instance should be adjusted so it would require to think if I should try to go the instance one more time or maybe I will just lose the adena by doing so.

Recommended prices:
  • Hard Freya Pass - 15 field raids
  • Normal Freya Pass - 7 field raids
  • Tezza  Pass - 6 field raids
  • Hard Zaken Pass - 5 field raids

On a separate note, I would like to raise a suggestion which may be met with instant rejection
- Create a instance pass which would reduce a required number of party member to enter instance.

F.e. Tezza requires 9 ppl to enter. But this pass, when held by a party leader, would allow to enter the instance with just 5 ppl

This would create an opportunity for end-game players to try instances on their own, not limited to maximum machine limit as I would gladly try to kill Tezza/Normal Freya/Tiat just on my own.

Without a doubt this should be highly unprofitable and only focused to end-game players. Let's say I want to go tezza with my 5 chars - first I spend 50 field raids equivalent Raid Points just to enter, then after kill, I would need to spend 50 + (5*6) equivalent of Raid Points just to try again. This is highly unprofitable as Tezza does not drop that many items.

So this last suggestion is targeted rather not in new players who wants to gear up, but to old-farm-focused players who wants a challenge in building their most-op-farm-char.

5
REPORT ISSUES / Re: Siege - Clan Hall
« on: August 02, 2024, 12:03:31 PM »
Thank You.

Will check if this fixed the problem on next Monday and inform You on the forum.

 

6
REPORT ISSUES / Siege - Clan Hall
« on: July 30, 2024, 09:50:27 PM »
Greetings,

As I am waiting my precious HS Clan Hall to be fixed (https://l2viserion.com/forum/index.php?topic=15275.0) we reside in Fortress Of Resistance ( but I am sure this problem is relative to all siege halls)

The issue is that every Monday 18:00 server time, our Clan Hall becomes Siege Zone for other clans to be able to kill Nurka.

This causes all boxes, specially buffers to be teleported to a Dion even if no clan is attacking us. So after siege we need to re-log all buffers and place in CH again.

What does not help - poor geodata. If You place a buffer to close to a wall, because of the siege roof slope, buffer will be spawned in the wall and could not be used to buff.

I have noticed You have adjusted quite a few siege/peaceful zone areas, so please adjust Fortress Of Resistance siege area so the inside of clan hall would not be inside a siege zone.

Thanks in advance






7
SUGGESTIONS / Activity Suggestions
« on: July 12, 2024, 12:30:47 PM »
Greetings,

I would like to reflect on the discussions about how to increase the population of the server and also activities for current players.

The suggestions range from implementing autofarm (which in my opinion would be a disaster) to disable rewards for online. So this is my ideas how to make game more interesting overall.

Clan
Lineage was never about being a solo player. The game from it's roots was about getting into a community and improving all together. Yet, a lot of players choses solo-player role and stick to the server as long as there is something to do as a solo player.

Meaning this player never has a chance to experience Sieges/TW/Grand Bosses, the activities around which this game is actually designed to be.

In order to push players into choosing a clan (and active one), I would suggest that Quiz Reward (GC-M) would be given only for the players who are in a clan.

Sieges
As per last point, some players will just create a clan of their own and stay in there. We need to motivate players to join an active clan where they would get the benefits this game can provide.

This is where Sieges would play a crutial part. Owning a castle should be a highest achievement for a clan. And in official it made sense. You could implement taxes, sell seeds and get GC from the manor. None of which make sense in our server because of the style.

Now if online reward (Premium Coins) would be distributed only to the players who are in clan AND have a castle, this would push 99% players to get to a big clan instead of playing solo or just having some box clan on their own for clan skills.

You could theoreticaly push it further with something GoD did, Dark/Divine castles. F.e. if You have Dark Castle, You get better vote rewards but also all the players can PK You without getting karma and also getting some Festival Adena.

But this is a topic for the future.

This change would not be good at the start of the server as a lot of new players would not know about it, but at this stage, where there are stable clans, I think it would be a nice time to implement as such.

Also, if a person is not in clan, a system should inform
  • "Players with a clan now can play quiz. Join a clan now!"
  • "Players in a clan with a castle now get reward for online time. Join an active clan now!

Cursed Weapons
You seem to be focused on creating events for the players of this server. But this game itself has mini events which needs to be revived. Do You remember when in Interlude a cursed weapon dropped and that was a big deal? Because You could do a lot with it? Now this is a forgotten artifact because of how NCSoft handled the transformations.

Make that when having a cursed weapon transformation would not be registered (literally commenting out a single line in "...\source\data\scripts\transformations\Akamanah.java")

The player with a cursed weapon gets 1 FA per kill (ofc usual protection about killing different IP to prevent box-farm)
The player who kills a cursed weapon gets 10 FA + Cursed Weapon Kill Count (if cursed weapon killed 12 players until death, a killer gets 10 + 12 FA)

Raid Farm
What is a main point of the Lineage? - Progression. There is nothing more satisfying that to AOE bunch of mobs which You died just a couple of days ago.

For PVP side we have the ultimate achievement - Hero.
For PVE side - we do not have such achievement. As someone who has a char prepared nearly to the maximum, it demotivates me to think there is simply no way to make my char stronger.

We already have Raid Point system, but it could be revamped to give "Raid Hero" status to the players for the each week.

It would give
* some distinct aura
* + 200% dmg during PVE

Yes, +200% bonus is huge, but again so is being a hero, having UD, immune to debuffs and etc. So this would be a high achievement for killing raids, worth the farm and would not breake the game.

Also, when all daily activities are finished and there are no raid online, I find myself just standing in town thinking about what to do next. This is where raid farm would also be nice.

All field raids should drop BEAS 100%

Think about it - You can farm BEAS from LOA Mages, but some ppl need to have boxes for that, with items and it's a pain in the.... If You could get 1 BEAS from killing any raid, even though the speed of obtaining the BEAS would not increase (it takes a lot of time to run to a boss and kill it rather than spoil in the same spot (and God forbid do not create Raid Teleporter) , the fun of obtaining BEAS would increase.

All field raids would be constantly erased from a surface of the world just for a simple guaranteed reward.

Also, for this we need to have an ability to order raid list not only by Status/Level but by a respawn time.




8
REPORT ISSUES / Re: Anakim/Lilith
« on: July 07, 2024, 03:06:19 PM »
Anakim is working. Srry for my lack of klownledge - topic can be closed.

9
REPORT ISSUES / Re: Hot Springs CH
« on: July 05, 2024, 02:31:12 PM »
Thanks for the reply. I have tried this CH for a total of 3 times (different registration times), yet problem seems to be that the NPC which should teleport to the arena is not "updated" to know that the games are active.

Please keep us updated when ether anything will change regarding this topic as I have a crush on this CH :)

10
REPORT ISSUES / Clan Squad Skills - Fire
« on: July 01, 2024, 01:12:57 PM »
Clan Skill Fire Squad from lvl. 2 should add 15 crit. rate.

Even though the crit. rate changes when ether You have this skill or not, it's not by 15.

Test:
1) Have a character in a unit with Fire Squad Lv. 2+
2) Record Crit. Rate
3) Move character to a unit without Fire Squad Lv. 2+
4) Restart a character (for skills to reset)
5) Record Crit. Rate

Interestingly I got different results on a different characters
a) GK with Fist - Difference by 6 crit. rate
b) Warcryer with Pole - Difference by 9 crit. rate


11
REPORT ISSUES / Hot Springs CH
« on: June 22, 2024, 11:06:25 PM »
It is impossible to get HS Clan Hall

Registration
In game NPC shows that registration end at Saturday 22:00

20:00 - 21:00
You register to the game
Registration NPC: says You are already registered
Arena enter NPC: No games are active, try next time

21:00 - 22:00
Registration NPC: says You are late for the game, try next time
Arena enter NPC: No games are active, try next time

22:00 - 23:00
Registration NPC: says You are late for the game, try next time
Arena enter NPC: No games are active, try next time

It's sad that the most beautiful CH of the game is not working, what is more sad that there're quest items in GM Shop (1.5b each) to participate in this game. If You're not planning of fixing this - please remove the said item, so no more players would loose couple of billions trying to achieve residence in this Clan Hall such as I did.

https://interlude.wiki/rainbow-springs-chateau-guide/






12
REPORT ISSUES / Anakim/Lilith
« on: June 18, 2024, 10:11:44 AM »
There is no NPC to teleport to Anakim/Lilith in Disciples Necropolis

Was is disabled? If so - why?

That would be a nice addition to a farmable RB's such as
* Sailren
* Andreas
* Baylor


Also - the RB/Item database is not complete. We can not find Baylor/Sailren data in these databases. This is frustrating because when looking for PC/DEAS farm we can never be sure if we have a complete information about which raids drops them.

13
SUGGESTIONS / Instance Re-Entry Validation
« on: May 31, 2024, 01:52:22 PM »
I could not stress it enough how much this silly situation annoys everyone, but during almost every party to Freya/Tezza/Zaken at least 1 party member is not able to enter because he already finished the instance.

Does not matter if You repeat to check /instancezone. I do not think a better interface such as in GoD would help to solve a problem.

And so, maybe we could look the other way. Currently if You try to enter an instance - there a multiple validations
* level
* party
* location
* instance

Instance being the last validation to enter, means You could not know if anynone will pass this validation UNTIL all of previous are matched - You have 9 ppl in party and all of them are on spot.

Do not know the code base for this scenario, but I expect You could "move" the instance validation to be the first one to be checked. Then after inviting a new member, a leader could try to enter the instance and see if any of the members has instance on re-use or not.

Again - even though this problem is easily solvable if everyone is cautious with their character instance - it's not as easy in real life and causes problem literally every day.

14
SUGGESTIONS / GM Teleports
« on: May 31, 2024, 01:29:42 PM »
Global GK could use some additions

1) Add new teleports for clan
* To Fortress
* To ClanHall
* To Castle

Most clans has buffers with +30 buffs in CH - but there are no BSOE to CH in GM shop, so it takes to much time to go to CH
No need insane amount of scrolls in inventory (normal/blessed/pet/ch/fort/castle ets....)

Place - top right corner
Behaviour - same as SOE - if no CH is held - just tp to nearest town

2) Remove 2nd Hellbound - currently helbound has 2 teleport icons under [Town Zones] and under [Arenas / Other Areas]
This causes [Town Zones] and [Kingdoms] to be unaligned and causes mistakes when looking for tp.

3) Add Delusion Chamber - I am very happy that players can enter delusion early in the game, not from lv.81, this helps to lvl box/subs. But if You go any day to delusion, You would see a lot of ppl there, meaning it is used for farm. Please add direct tp instead of Rune -> Running -> NPC
(if You could add tp directly to "better" side of delusion instead of the ordinary location, that would be perfect'o!

15
SUGGESTIONS / Buffer sellers
« on: May 31, 2024, 01:19:40 PM »
Currently buffer shops has no way to edit which buffs to sell and sits with all buffs.

This causes in case of HRPRP or WC to scroll though useless buffs already existing in GM buffer just to get what is needed
* COV
* Ressists
* Bers Dance

It's annoying to do so as a fighter and I can not anticipate how bad it is for summoners.

As much as I understand, there is a list of allowed skills somewhere in the server files, this is why not all buffs are sellable, please review the list and add useless buffs which nobody buys from personal buffers such as
* Might
* Concentration
* Hunter Song
* Mystic Dance
* etc



Not sure about summoners, but when buffing a wolf, on each different buffer You have to click 'For Summon'. Meaning this setting does not stays after first select such as in NPC buffer.

I assume this is way more complex to fix than first one, so understandable if not done. But please review the first part of the post.


Pages: [1] 2