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Showing most liked content since 02/15/18 in Posts

  1. 2 points
    Gm step in get items back to right ppl and mute them for the disrespect to other play who made honest mistake. We have them close trade and add other items after 3 or 4 times hopping you dont check to rip ppl.. Now a honest mistake was made from someone who dont deserve it to happen so GMS gift item back and Mute others for how rude and noobish it is to do it
  2. 2 points
    Gms should look at it and restore item it has been done before the restore for a big mistake like that... I myself have done same thing sold Gabs adament for 50 m thinking i was selling the blessing.. No matter what price the mistake is made 90% of players now ignore you or just run off with item proud that they are ripping off another player Gm can roll the chars back if want 100% do it i say
  3. 1 point
    ercan

    SELL ELİT İTEM

    +++++++++++
  4. 1 point
    Aesteris

    tbl

    Thanks for sharing this, someone else also opened a topic on this. We'll be looking into it and resolving it as soon as possible EDIT: After having looked into it, it looks like it's nothing we haven't seen before, and just because they manage to remove the client side cooldown does in no way mean the server doesn't enforce it. There's 3 things being (seemingly) abused in this vide: Minor heal - which, if you slow the video down and look at the information message box, shows you that a <lot> of those minor heals are actually failing, as they haven't come off cooldown yet server side. It seems as if it's much faster than it should be because of all the spam in there. Range - this is indeed too far, having said that, it seems worse than it actually is because he's trying it on worms - our adaptive range checks only apply to players attacking other players. There's a few ideas we've got to fix these kinds of problems too, so we're gonna start looking into those. Helis - visually the cooldown is removed, but he isn't exactly spamming it. In fact, he wouldn't be able to and this is the same speed / rate of attacks someone would have when they're combo'ing (and no faster than that). Surprised he didn't show potions having no cooldown (as those work differently, he wouldn't be able to :))
  5. 1 point
    Allanoon

    SELL ELİT İTEM

    have a good sell
  6. 1 point
    The more I play, the more people I meet. In what way is the game enjoyed if there are only people like this hurting it? So far 90% of the Turkish players that i know are like this or worse. I just want my item back that I confused and him have refuses and not only that, but insults me? LOL
  7. 1 point
    Mudslider

    Priest Amination

    I think you guys need to speed up the priest casting skills....They seem a little slow compared to every one else's skill casting... By the time the arms go up players that are getting attacked are dead...Cool off is fine it's just seems the casting skills are very sluggish and players are able to cancel priest casting skills more then average due to them being slow..Hope you guys fix them
  8. 1 point
    @Darius Thank you very much friend, it would be very good with that this starts to improve many things with respect to the ApexKo community. Because it is true as happened to him, anyone could happen and I do not think anyone would happen that and with someone with such a bad personality, and although he does not see it. If in a game is like that, in real life, is it the same?
  9. 1 point
    @Darius And so it should be, it's good mistakes for articles that are cheap in itself, do not notice the loss and even leave it like that, I've been one of them, but things like these that take a long time to be made and gather enough gold for them, that someone takes advantage and feels proud of it and does not want to return it, does not look very good or the community of the game as the player. I just keep waiting for Joyla to tell me that the item was returned or time passes until nobody remembers this. But as they have mentioned the Gm should do something, because it is the community of the game they administer, many games have a reporting system of badly intentioned players or bad attitudes less here .. Everyone does what they want and in their Most is to hurt another player. Many other players have left for the same reasons.
  10. 1 point
    YOU HAVE TO RETURN THE ITEN THAT DOES NOT MAKE EVERYTHING WE WORK TO BE ABLE TO EMERGE IN THE GAME AND YOU KNOW HOW DIFFICULT "I MAKE A CALL TO" GM "TO TRY TO TALK TO THE PERSON WHO BY ERROR PURCHASED THE GLASS BELT +3 AND THAT NOW IS DONE FROM THE GORDA VIEW .. THIS ALWAYS OCCURS GENTLEMEN AND EVERYONE HAPPENS BUT HAS TO FINISH .. HAVE CONSCIENCE PLAYERS .. !!
  11. 1 point
    I made 2 mistakes in this server: 1: I sold Raptor+8 in start of apexko for like 50m i thought it was +7 instead of +8. 2: I sold Warrior Krowaz Boots+8 for 80m i thought it was +3 But both times the people that bought it from my merchant gave it me back. I remember it was Dean/Blazin about the Raptor. And TheCanButThe about my Krowaz Boots+8. And i also gave TheCanButThe a reward for giving it back to me. And that's what kind people deserve
  12. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Bumplar
  13. 1 point
    Not only then been other times ... If was something like my mistake merchant then to bad but something being traded for kc or items You know the one receiving item looked at it and KNEW it was wrong there for should be decent enough to close box and start again not take item and run lie a bitch... They should be punished for it due to everyone knows for sure they knew it was wrong item.. Roll back and mute one who took item just for not being honest
  14. 1 point
    It is true, it was his mistake .. but as players we know what is right and what is not, and it is not because of lack of respect but until now experience has shown us that most Turkish players are not good at all. But thanks u a lot brother
  15. 1 point
    Well it's actually his fault that he put in Glass Belt+3 instead of Glass Belt+0. But i have to say it's very mean of MeanTooBeeM that he don't want to give it back for +0 one. So it's not really a scam but just a huge mistake. But also very mean of the guy that don't want to give back the Glass Belt+3. Sorry for the loss tho
  16. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Updatelar
  17. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    bump
  18. 1 point
  19. 1 point
    YoYoPizzaRapper(Chris) & YoYoPussyRapper(Elior) 2VS2 IJenna & Elos. End Result 5-1. Reward: 10.000KC. IJenna paid me 9000KC worth in items as you can see in the video. And he don't want to give us 1000KC because we logged on YoYoPizzaRapper&YoYoPussyRapper they dont understand that Gahi/Pizza is my oldtime friend and PussyRapper my #1 Taiwan friend<3. So TheGangAgency are calling me a scammer because i logged on YoYoPizzaRapper instead of Gahi himself but funny thing is XanthisLatex played on IJenna so it's not only the CN clan that used their friends for play for them but also them so how am i scammer?? And this isn't even a good reason to call someone a scammer you that didn’t pay 1000KC @IJenna and try not to that’s scamming maybe next time tell eachother the real owners stay on their accounts? Hello.!! But you guys didn’t so Nerde 1000KC!! Anyways 9000KC got paid but we still need to get 1000KC more which they don't want to give as u can see here: IJenna angry on me because i log PizzaRapper just reason for not pay 1000KC not nice reason. And even if angry on me was a good reason they still also doing this to my little brother Elior PS: I didn't want to upload this video at all. But IJenna talk to Elior about me that i kufur everyone blabla and he don't want pay 1000KC is reason i continue upload i didn't want to upload against Elos but this IJenna don't leave me another choice.... and tbh im a part of CN clan i like them i think all taiwans and chinese are nice persons even the long range ones. They not here for polemic/drama and u (TheGangAgency) call them out and make racism against them and challenge them for 10.000KC so i said to CN i will login and play for CN. So PizzaRapper didn’t even ask me for it i came up with it myself so those people stop talk them. And free kc is ofcourse always welcome @VERSACEONTHEFLOOR Thanks for ur trust btw😊 And don't forget to seal ur items Edit: IJenna confirms he don't want to pay the last 1000KC while the bet was 10k kc and he only give me 9k kc. Nice scammer IJenna / TheGangAgency Clan Leader not nice: Crying IJenna because i login YoYoPizzaRapper but XanthisLatex login IJenna also not real owner hello??? NICE CRY: Give last 1000KC. And i remove video you did this to urself you say to Elior i'm salak kufur and other bad words and scam Me and Elior 1000KC while u make challenge 10.000KC but only give 9000KC??? I waiting 1000KC Scammer!!!
  20. 1 point
    twostars

    Our future client project...

    This is by far our most exciting -- and promising! -- project, and one that I've been spending every possible moment on lately. Why is this project important? Firstly, before I get into anything, I should explain why the client source -- and this project -- is important. It's essentially useful for 2 things: being able to more easily fix things ourselves, and giving us the option to literally do anything. I can't stress this last part enough. With the server, we have some means of creativity; but anything we could implement has to find a way to have this deal with the client in a suitable manner. Having the client source removes this limitation entirely. Our server, our client. We can do whatever we want with it. We need a new UI? We can make one and add it in. Imagine the possibilities. Regarding fixing things, right now we rely on official updates from mgame; our update process revolves around using their code and adding in our patches (each time) to fix their issues (that they haven't yet fixed themselves). Each update we hope that they've actually fixed things that we've yet to fix for them (manually, with assembly, which is a considerably more daunting and time consuming task for us than it is for them with the client source). Changing a single line of code for them, may take us a few hours to do manually via assembly (having to track down where this logic is, etc). And now some history... If you're not aware, there exists a set of leaked (official) source files for ~1.06x (for the server AND client -- as well as their development tools) from way back in 2002~2003. This was before its first released version, and before anything was actually implemented properly, but it's still a tremendously invaluable resource as a lot of things still are handled similarly -- if not the same -- even now in 2.1xx. So way back during server development (~2013) I explored updating the client source. I updated it to support the various new file formats, and had it connecting to our server -- compiled for 1.298 -- since UI behaviour is a lot closer (less of a jump, means easier to get in and mess with things without having to update literally everything to get to that point). I implemented capes, symbols (rendering and importing them via the UI), premium stuff, PM windows (because again: this was back before PM windows even existed!), loot boxes, and a bunch more. Eventually I moved on to play with 2.0xx, but quickly lost interest for a few reasons: there was a ton more to do, we were very busy with server development still (so this felt like wasted time), and well, at the time I was doing it solo, so I felt like it was too much of a monumental undertaking to attempt at this point in time. Aaaaaand now skip to this year (2017) The server's in a very good place, to the point where major server development is few and far between now (usually just bug fixes at this stage), and the OpenKO project happened. If you're not familiar with the project, they set about messing with the client source as well in an attempt to update it while learning how things work. This piqued my interest, and I became involved with it for a bit. Many hands make light work, after all. However, my experiences with open-source KO development have taught me that it's... well, a terrible idea (blah blah working alone blah blah spoonfeeding people blah blah people complaining about things not being implemented while at the same time selling it for their own personal gain blah blah... you get the idea), so I took the opportunity to ask those who were actively contributing about doing so in a private repository. Surprisingly (or maybe not?) that went over quite well. I should add that the project isn't specifically for ApexKO; most are just doing it for their own learning purposes, but ultimately it's my goal to use this project here, in place of the official client. I should probably also mention that I still help out with the public project; it is still a great place to learn how things work, so I'm happy to help people out over there. My main development focus though, is with the private repo. With the private repo it's a lot more comforting knowing that people aren't going around selling it while harassing you to implement/fix things for them (I'm not even kidding; this happened.). Since, we've made leaps and bounds with the project. At the time of writing, we've: Implemented symbols (clan, PVP, party leader, chicken, etc) Implemented capes Added premium behaviour (texts and whatnot) Updated overhead info (e.g. line under clan leader's name), fixed ranges on names, etc. Reimplement TBL handling logic to support newer TBLs and handle them in a more intuitive way (without having to save to .tmp files after decrypting >_>). Implemented merchant stalls, UIs and all relevant logic for it (UIs are more intuitive to interact with, as well) Implemented loot boxes Implemented the upgrade system, so you can now compound accessories and upgrade items. The anvil will show the effect when you burn an item or upgrade it, etc. Implemented the new "presents" screen Implemented the new login screen Implemented the new nation selection screen (and fixed the old one) Updated the character creation screen. Implemented backwards compatibility for old UIs Updated and fixed rendering of item tooltips Fixed wrapping issues with tooltips in general Implemented drag/drop behaviour from skill tree -> skill bar. Implemented updated hostility behaviour and unified it all. Implemented event tile support (for triggering things like zone notices) Implemented zone notices (for entry and area triggers) Implemented commands UI Implemented exit menu Started migrating logic to use a 3D engine (so we aren't tied to DirectX and Windows, and we can also optimise our rendering pipeline). Updated the party list UIs. Implemented debuff behaviour for HP bars (and for party lists). Implemented mousewheel event support Reimplemented networking logic (for stability, performance, easier to work with, etc). Reimplemented input logic to no longer rely on Windows edit controls (meaning we needed to implement all of the editbox behaviour ourselves, like handling moving the caret and keys/hotkeys like CTRL+C/CTRL+V, home/end, etc) Implemented most of the King system UIs (will probably be done by the end of the week, even) Implemented the skill cooldown effect overlay ... and much, much more. I actually probably shouldn't have been as specific, because I was really just listing changes (at random, really) I considered reasonably noteworthy -- but they're far from all. In closing... Long story short, the work we've put into this project so far has been monumental. So much so that it's looking likely that we'll have sufficient 1.298 support to push into future versions reasonably soon. The project is extremely exciting. Time consuming, for sure, but very exciting and offers us endless new options. Perhaps I might make status reports regarding this project here, if anyone's interested in seeing how things are coming along.
  21. 1 point
    twostars

    Our server

    Unlike other servers, we've put a lot of work into our server -- several years worth, in fact. Actually, I can safely say that we're the reason that most people are even using source code to develop servers now, rather than messing with the official binaries. This is why I'd like to go into some detail about our server, since it's not something that's usually talked about outside of bug reports and such. A brief history Our server was initially created as a result of our attempts to push open source development in the Knight Online community, in 2012~2013. The project's intent was to update the official C++ source files (for ~1.06x) to a usable state for community learning purposes. Although the project ultimately went closed source due to lack of community attention, in the years since then we've made leaps and bounds with the project, rewriting most systems from the ground up to behave in a more logical and optimised fashion, doing our best to respect both DRY (Don't Repeat Yourself) and KISS (Keep It Simple, Stupid) principles, as well as updating to support the latest version of Knight Online (2.1xx at the time of writing). It has been a monumental undertaking, but in doing so, we've learned a lot about how the official server works (and even more about how it doesn't), and have always striven to improve upon it (as well as our own implementation). Accuracy While we do deviate in some regards (with good intentions), accuracy is very important to us. We have spent a great deal of time reversing official server and client binaries, as well as testing behaviour on official and scouring through its packet logs. As-is, we're confident that in most respects that have any importance (e.g. damage calculations, rates, etc.) our implementations behave the same as (or very, very close to) official's. Cheat detection While official and 99% of private servers rely on client checks to detect cheating, we do not believe in playing this easily-bypassable game of cat and mouse. As such, our server is very proactive in its detection of cheat methods to lock them down permanently, i.e. with no means of bypass. From ensuring we deal with client input in a safe manner to things like verifying every step of the skill casting process, or enforcing tight server-side collision and movement speed checks, we always strive to ensure that players have no vector for abuse. Obviously this is always a work-in-progress and isn't perfect or complete (what is?), and we're introducing new logic to prevent more general cheating behaviour as it pops up, but we're proud of how far we've come - and that we've come so far compared to official (and other private servers) in this regard. Performance Aesteris and I have both put years into developing this server (and I'm sure there's many more to come), and at this point I'm confident in saying our server performs - in most respects - better than official. On this note, we've found that many official bugs are caused by design flaws or simply their tendency to copy & paste their logic (and miss things). During implementation, we are always ever-present of performance concerns, be it in regards to how much time/resources a player request can consume (or anything in general), how costly a database hit will be, or even how much data is being (unnecessarily) sent to players -- performance matters to us, because it matters to players. A server falling under its own weight isn't worth playing. Zone instances are one interesting example of this. Officially and in 99% of private servers, "instances" are implemented such that when dealing with anyone in an instance, it still has to deal with all players in that zone (i.e. all instances of that zone). So instead of the 16 people we want to deal with in our Border Defense War instance, we deal with the 200 players across all of them. Here, we implement this system fairly logically: each instance is a self-contained unit attached to a zone. When dealing with players (or NPCs/monsters for that matter) in these instances, we only ever deal with the 16 actually in it. Similarly, officially we've noticed they tend to scan the entire server when looking for players to affect with skills nearby. As always, this extends to private servers as well, though most will have this (slightly) optimised from when this was open source. Here, of course, we only ever look for those actually near the player. This extends even to our database implementation. Beyond optimising the database design to avoid unnecessary or overly intensive lookups, we've also moved away from Microsoft SQL Server as - while it's a decent product - in several situations, it doesn't fit our performance needs (we also mostly moved away from Windows in general, which was another reason for dropping it). While not all are, many of our performance improvements are entirely noticeable by players. For example: unlike official or other private servers, there is close to no delay in logging in and selecting your character (the only delay is your own connection latency; officially and on other private servers, these backend requests take quite some time themselves). Additionally, we optimise our outgoing traffic to avoid congestion on the player side -- which saves you (and us) bandwidth, and means the client isn't bogged down as much processing the traffic. Events (and timing) Although fairly common with most of our systems, I feel that our event system (in no small part because of our timed event system) should be pointed out in particular as it is a colossal improvement over the way official implements events (as well as other private servers). Officially (and again, other private servers -- these go hand in hand), events are scheduled based on specific time checks. That is, if an event is scheduled at 01/02/2017 12:30PM, their game timer will check (every 6 seconds) if the current time matches. That is, it'll check if the day is 1, month is 2, year is 2017, hour is 12 and minutes are 30. Every 6 seconds. This means that issues with clock changes can easily upset it, not to mention issues with restarts not realising it has yet to run even though the time has passed (because it isn't exactly that time!). Here, we have a scheduler for timed events. Times scheduled in the past will run immediately, while times in the future will run once that time has passed. As always, we're ever-present of performance concerns, and scheduling in this manner can be very sensitive performance-wise, but in its present state our scheduling system performs wonderfully. Virtually everything timing-related in our server runs via this system in 1 of 2 ways (again, for performance reasons): in a "precise" mode, where we require a higher granularity (e.g. skill timings), or in a general mode for everything else that matters a lot less (e.g. event scheduling). From scheduling to running parts of the events, timing is very important with events. As I've mentioned previously, our implementations aim to behave logically. We also aim to keep features as self-contained as possible, unlike official, where you have random logic strewn about that exists that doesn't have an obvious use until you determine it's for, say, a specific case in an event. Obviously, when your codebase is littered with random things like this, it's very difficult to maintain, and very prone to bugs. We're all familiar with the bugginess of Knight Online; official servers, particularly. This is why. In contrast, we keep all of our event logic with the rest of that event's logic. And I don't mean just keeping it in the same source files. I mean, as a common example, if we need to handle the death of a player or monster in this event, we implement a specialized zone instance class for this event's instance, and override its OnDeath() event. Meaning, it's only ever handled in this event by design and no other logic needs to be aware of it. As previously said: we aim to implement things logically, in an attempt to keep things readily maintainable and avoid bugs. Custom behaviour While accuracy is important to us, so is an improved player experience. For starters, we're perfectly comfortable with taking features and reworking them into something that can be of use. For example: our in-game Class Transfer feature. This feature doesn't exist officially; it uses the official Nation Transfer feature to accomplish this, as the UI provides the ability to change their desired features -- which is the only time a player needs to make a decision (beyond their desired class, which we accomplish by prompting for that in the NPC -- easy!). Another example of this is taking their event system and reimplementing the Forgotten Temple and Juraid Mountain events to work with it, so players can now simply use the sign-up feature to access this event, rather than finding and talking to their respective NPCs. This means a much nicer user experience and increased participation to the events. And how about our clan banks? Their inn UI was easily repurposed for this custom feature that again, does not exist officially. And to finish this off... It's very easy to see this as "another server", but you need to realise that everything implemented in the game -- everything! -- has been written by us, at this point, from scratch. At the beginning of this project (which if memory serves was aiming to get it up and running with 1.8xx), we didn't have things like merchanting, we didn't have upgrades, let alone any type of event (even old events like Forgotten Temple or Bifrost). For a while I personally didn't really think we'd end up getting it anywhere, but continued to work on it in my spare time regardless. Now we have a fully-featured, highly optimised server implementing almost everything official has to offer. We've come a very, very long way in this time. We have more work to do (as always), but I hope this at least gives a small glimpse into what's actually involved behind-the-scenes in actual server development and why we're different to other servers.
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