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  1. 6 points
    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!!!
  2. 6 points
    twostars

    Lag? Disconnections??

    Hey guys, Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit. We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome. But the lag though~ Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind). This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it. At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers. This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly). Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal. Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice). In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try). We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out. Alongside the move, we're looking at addressing some other longstanding issues players have experienced. We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again. Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though. We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails. On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now. Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same. When we switch things over to the new provider, these changes should all be pretty noticeable. Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved. One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results. Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway. Fingers crossed for these performance improvements come Monday! That's great and all... but I heard there was going to be a new expansion? And where's my UTC?? Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away. Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops. I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away. So once that's released, what's next? We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal. Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:). Until next time!
  3. 4 points
    Vivaldi

    Welcome GM Eos!

    Greetings Apexians! I'm writing this topic to introduce everyone to our new Game Master, his name is Eos! This is great news because he is fluent in Turkish which means that our turkish community will finally get the support they deserve! As a regular Apex procedure, in the first month he'll be categorized as a Trial GM, meaning that he's still in the "learning" process and being accompanied by us, getting to know the server better and our way to manage issues and how to properly adress our users. Don't be afraid to greet and welcome him to our server! Without further ado, welcome Eos! We're very happy to have you on board!
  4. 3 points
    Darius

    Solar Tattoo

    Hello Everyone. Solar Tattoo is 10GB's for 7 days I think 10gb's is a bit too much for only 7 days. And it is especially annoying for new players who have just started ApexKO. Because newer players have to use their gbs to buy scrolls from the sundries and to buy uniques + 0, Upgrade able items from the merchants. And for players who have played on ApexKO for a long time it is no difference. Because they already have almost top gear so they have nothing to lose. Whether it is 5 GB or 10 GB, they remain very strong. So I think it's better to halve the price so it will be 5GB'S so that the newer players can buy it and I think it should stay on 5GB'S and not lower otherwise there will be too many GB's in the game and then the KC Voucher price will be very expensive. This was my suggestion, Let me know what you guys think about it. And especially the staff: @twostars @Aesteris @Vivaldi Kind Regards, Darius.
  5. 3 points
    novas7

    Solar Tattoo

    I'm totally agree with that. Actual price is really high, cospre is much cheapper if you buy it for a month. But new or casual players can't afford any of that unless it will be cheaper. Cospre price is good, therefore solar tattoo price should be decreased. In my opinion 5GB per 7 days is awesome, or atleast 10GB but for 14 days.
  6. 3 points
    xHomiee

    Solar Tattoo

    I agree
  7. 3 points
    twostars

    Patch notes (29/01/2018)

    Changelog Removed Christmas decorations from Moradon. This should fix the issues with the arenas. Added various new items to the [Gear Dispenser] in Moradon. Additionally: Moved our servers to a new, more stable provider (located in a similar place, so regular latency shouldn't be affected). Upgraded our hardware for further increased performance. Upgraded most of the software we rely on (and operating systems). Removed Cloudflare. Their nodes are often the cause for our website timing out, so this should solve these issues. With Cloudflare removed, setup our own SSL certificates for complete endpoint-to-endpoint encryption. Improved backend database communications, removing a couple of bottlenecks. Switched over to using SendGrid for sending emails, instead of our own mail server. This should greatly improve receive times and deliverability. The forums are also using this. Updated our backup strategy. We've increased how far back our backups extend to, increased the frequency of our incremental backups and allowed for exact point-in-time recovery. The performance hit during these backups should also be even less noticeable now. Updated the compiler the game server's using. This should hopefully improve performance as key logic should now be correctly optimised. Made some tweaks to the website: Resetting seal & VIP storage passwords now behaves like most other requests. You can only initiate one request at a time, and you must click the link in the email for the passwords to change. This helps avoid a lot of the confusion when resetting these, as they could previously be spammed (and thus changed many different times to many different things). Pending emails no longer expire. This was also a source of confusion that not even the website handled correctly in a couple of cases. For pending email reset requests that did expire, a new one will be automatically created on login. Reworked caching. Things should behave a lot more consistently and cause far less issues. Improved general site security and access.
  8. 3 points
    twostars

    Maintenance (29/01/2018)

    Hey guys, The server will be going down at 2:00 AM GMT+2. We estimate it to come up around 2:00 PM GMT+2 (12 hours) but that's just a rough estimation. In this time we'll be migrating servers over to our new provider to address latency issues as well as upgrade hardware and fix some other nuisance issues (slow emails, emails not coming through, etc). UTC will not be released in this maintenance. See this post for a more detailed look at what's going on behind-the-scenes. Thanks for your patience.
  9. 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
  10. 2 points
    Allanoon

    Solar Tattoo

    im agree %100 1 week 5 gb 14 day 10 gb
  11. 2 points
    Darius

    Solar Tattoo

    Thanks for the feedback everyone!!! I'm doing this specially for new clans like SlayerNation, Utopia, Famous, ResurrectionOfDivine, PeakyBlinders. I would like to know what the GM'S & Admins will think about it. @twostars @Vivaldi
  12. 2 points
    VERSACEONTHEFLOOR

    Solar Tattoo

    I think 20gb 30 days is good
  13. 2 points
    Darius

    Solar Tattoo

    14 days for 10GB's is a good one. But for some people 10GB's losses are not that great at once. But they can for example, do that you have two options or 5GB's for 1 week or 10GB's for two weeks.
  14. 2 points
    Aesteris

    Remaning Timing

    Yes, INT increases glacier slow rate, but in reality the difference between 60 int and 255 int isn't that big when factoring in the opponent's glacier resistance.
  15. 2 points
    Eos

    Maintenance (29/01/2018)

    Selam arkadaşlar, Server saat 2:00 AM GMT+2'de kapanacaktır. Server tekrar saat 2:00 PM GMT+2'de (12 saat sonra) açılacaktır ama tabi bu sadece kaba bir tahmin. Bu sırada server'de olan gecikme sorunlarıyla ilgileneceğiz, hem de donamımızı yükseltip başka sorunlarıda düzelteceğiz (geciken emaıller, gelmeyen emailler, vs.) Sabrınız için teşekkürler.
  16. 2 points
    Sierra

    Welcome GM Eos!

    Welcome to the team!
  17. 1 point
  18. 1 point
  19. 1 point
    MON5TER

    B< BUY 20K APEX KC SEND ME SOME LOVE <3

    S> 69K KC
  20. 1 point
    Bump for friend !
  21. 1 point
    GuruLegend

    UTC

    i dont know if this is bugg but scrolls delete on entry and exit also alot of casting failed for mage on second room boss, had to stand pretty close just to spam lvl 18 skill
  22. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Bumplar!
  23. 1 point
    Vivaldi

    UTC

    This is a new report. Thank you very much, we will check if it's valid and then reward you promptly.
  24. 1 point
    this is the real npt
  25. 1 point
  26. 1 point
  27. 1 point
    Omega

    Welcome GM Eos!

    Welcome to the team, it will be a pleasure to work with you
  28. 1 point
    BlackBolt

    Implement Option

    Hello can implement a option for transform the normal Dragon Scale+8/5 reverse parts in Exceptional Dragon Flight+8/5 Reverse parts? thanks P.D. with Trial,Mythrill & Ron's parts too pls
  29. 1 point
    Karnak

    Implement Option

    when u have all the set in Dragon Scale+8 the second bonus of str is 8, with Exceptional Dragon Flight+8 is 15 str
  30. 1 point
    BlackBolt

    Free TeamSpeak3 Server

    true she is QueenAurelia
  31. 1 point
    KingAurelio for gm
  32. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Bumplar!
  33. 1 point
    Marshmallow

    SELL HOLY SET WARRİOR +8 ONLY KC

    how much
  34. 1 point
    Good video. (What do i look sexy in here) And i gotta say i love this song: 0:00 - 3:40 Edit: Need work little more on quality that's all.
  35. 1 point
    BlackBolt

    Undefeatable Curse

    Hello i need to know if the undefeatable curse block only the /town & tp only or block the tp friend sc, call party sc, blink & descent too?
  36. 1 point
    BlackBolt

    Undefeatable Curse

    ?????
  37. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Bumplar
  38. 1 point
    well i have to say some things about this, your friend DaddyLag is not a saint, he insult ppl for any reason, example when im selling and he is not agree with the price he start to provoke, he make me this a lot of times, or when some1 is making upgrades he mocks of the item that some1 burn, tell me why we have to support that? and when some1 fight with him u and BelieveTheHype involt in a problem that isnt yours, look Chris im really feel me bad about the problem of your friend with Maskulin scam i repeat im not agree with that, he is my game friend i only know him in game idk if he is guilty or not he told me some things that i dont want repeat coz is not me bussiness, i dont provoke DaddyLag he start always and he dont stop of send me pm in all my accounts and he blocking my merchant to only for provoke me, in the forum chat is the same and i repeat why i have to support him? i decide stop this stupid fight days ago and u mention me for a second time, if u want start of 0 for me np
  39. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Updatelar!
  40. 1 point
    about divide armor? i dont now more about this skill on usko but is better that torment i think that have to be less that malice and the rate have to be down too
  41. 1 point
    BlackBolt

    WAR BUG USE ATTACK BAN PLS

    yes is my priest but im playing only in some events with my others chars, i can help u in something? i can pm u on game if u want just write the ign and i pm u later
  42. 1 point
    BlackBolt

    ItzMDMA Special <3

    no1 help retards u dont understand? or u need another mute?
  43. 1 point
    BlackBolt

    WAR BUG USE ATTACK BAN PLS

    the images are not admitted at the time of reporting use a video, this peruvian ppl is not the 1st time that use cheats in game
  44. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    i dot it, and now i remember that u says that u dont need anymore another mean leo+11 coz u have the castellan crap mace+10 what happen u change of mind about that?
  45. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Up up up Updatelar Updatelar
  46. 1 point
  47. 1 point
    BlackBolt

    Buy & Sell List (17/02/2018)

    Update
  48. 1 point
    BlackBolt

    First castellan wep 7!

    can u put a image of your weapon? i want know if this weapon have skill option same that krowaz weapons, when i put buying merchant or when i see in the website i cant see that
  49. 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.
  50. 1 point
    BlackBolt

    Fixing invisibility potion abuse

    maybe the solution is that only can be activate near of the base quest
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