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twostars

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Everything posted by twostars

  1. Hey everyone! This weekend, we're opening up our offline merchant feature for testing purposes. It will be officially launched in the upcoming Under the Castle expansion. While you have the [Offline Merchant Emblem] equipped, you can setup a selling (buying merchant does not work!) merchant stall and logout, and your merchant will continue selling its items ingame. You will be able to log into another account while your items are still being sold (note: it must be a different account, you cannot log into side characters). Once all items are sold (or the emblem expires, or you log back into your account), your merchant will be logged out. NOTE: As is with normal merchanting, you are responsible for making sure you don't go above 21GB - any noah gain above this will be lost and will not be reimbursed. Each character will receive a free [Offline Merchant Emblem Voucher] (TEST) in their inventory. If your inventory is full, you can clear some space and relog and it should show up. This voucher can be exchanged at [Familiar Tamer] Kate in Moradon. To use it, you must first equip the emblem. While the [Offline Merchant Emblem] is equipped, you can /MERCHANT and setup your stall as usual. Then you can exit the game. Other players will continue to see and use your merchant stall in-game after you're logged out. You will only see the "offline merchant" symbol above your head until you're actually offline (and merchanting), so you know anybody with this symbol above their head is actually offline.
  2. Yeniceri Armor Cospre Bug.

    Should be fixed now. Please let me know if the issue persists. Thanks!
  3. Forum Account

    This is not a bug (re: the shoutbox. They can create threads/posts). This is intended. The restrictions there are very minimal, they shouldn't be a deterrence to anyone. Closing this.
  4. Bind/ Unbind İtem problem, false password.

    You need to click the link in the e-mail to confirm the update. Like so:
  5. accidentally deleted item

    It's restored now. You should find it in your mail when you next login.
  6. The server migration helped improve this for some people, but others still report issues with lag. In order to address this issue, we first need to understand what exactly you're experiencing as "lag" since it's not happening to everyone -- only a small portion of people, that we can tell. If you're still experiencing issues related to this, please reply to this thread describing exactly what it is you're experiencing. Attaching a video of this is also very helpful. Some things to consider: Is your client completely freezing? Is your character casting slower? Is there a delay in skill usage? Be descriptive. Thanks.
  7. web site rank bugged

    Fixed. Looks like rankings haven't been updating since the migration. Thanks for the report.
  8. Apex Points are not added to my account

    It looks like they've resent the notification. Can you confirm you got the Apex Points?
  9. Apex Points are not added to my account

    Okay, there was a problem with notifications that arose after the migration on Monday. Anything that wasn't immediately cleared didn't get updated. I've corrected this issue, and Gate2shop's notifications should be automatically resent soon (I'll see if I can force it, but I don't think I can). Will keep you posted.
  10. Apex Points are not added to my account

    I see both transactions on our side as 'pending' still. Aesteris will update you when he's available what Gate2shop's side says, if it hasn't cleared by then.
  11. YOU PM ME

    Are you banned from something? Assuming your character name is Rofen, your game account doesn't appear to be banned or muted, so I'm unclear on what the problem is. :/
  12. YOU PM ME

    If this is related to the damage bug, then bans were only temporary while we investigated the characters experiencing it. It's all sorted now and those temp bans were lifted.
  13. Clan Assistant Bug

    Should be fixed. Thanks for your patience.
  14. 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.
  15. Maintenance over

    Hey guys, Maintenance is finally over. We've migrated the servers over and tweaked most of what was mentioned in our blog post. As a general recap of changes, we: 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. Additionally, we have patch notes here. Unfortunately, there were a couple of things that didn't make it through the maintenance: Their beta WTFast-like service which would hopefully further reduce latency for players. We're still back and forthing with their staff about it, so we hope to trial it soon and see how it goes. When it's ready, we should be able to just enable that live & it would only require players to relog to test it. For now though, we're waiting on them to finish looking into some things for us. The experimental RNG tweaks. They'll be introduced in the next restart. Also, Gate2shop has apparently not updated our server information so we've had to implement a temporary workaround. As such, payments may not visibly update as fast as normal. Until Gate2shop do this, you may have to reload the store to see your Apex Points update. This should correct itself once they do. Aside from that, if you spot any issues (that was probably caused by the maintenance) with anything (website, game, store) please let us know immediately. Thanks for your patience.
  16. 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.
  17. 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!
  18. Ask mgame; it's their doing. "AFK" gets censored because of "fk". It's really lazy.
  19. OTP PROBLEM

    Closing as this was dealt with via PM.
  20. LOST OTP MOVILE !

    Closing as this was dealt with via PM.
  21. Account ID PASSWORD

    This has been dealt with.
  22. Update (12/11/2017): Deletions now cost 1bil coins (10GBs). This isn't reflected in the guide, but the NPC will prompt for this so be aware. As of patch 2.129, you are now able to delete your character once again (mgame removed the option with their UTC UIs). To do so, talk to the [Character Deletion] NPC in Moradon. They can be found standing next to the inn hostesses at 868,643 and 762,642. As the NPC tells you, you should first: 1. Remove the character from their clan and 2. Remove any items and coins that they may have. Note that if your character is the King, it cannot be deleted. Additionally, you are not allowed to delete banned characters. Once you've done that, you can press "Delete a character" to proceed. Select the character you wish to delete from the list and press "Confirm". Note that you cannot select the character you're currently logged in as. Input your seal password here. If you've forgotten it, you can have it resent to your e-mail address via the website. You will be given a [Cypher Ring], similar to the one given when sealing a character. Unlike the regular [Cypher Ring], it can be deleted but not traded. You'll also note that it has an expiration time on it (7 days from the time you received it); once this time expires, the character will be permanently deleted. If you delete this ring, you can still buy it back from [Grand Merchant Kaishan] in Moradon. You can do so until the expiry time listed on the ring at no cost. The character will only be permanently deleted once it expires. Note that unlike other items, the [Cypher Ring] will not be pushed out of the repurchase list as you delete / sell items. It will remain in the repurchase list until it expires. If you change your mind and wish to restore this character before the 7 days has elapsed, you can do so using the [Cypher Ring] via the character unsealing feature available at any inn hostess.
  23. ALL NİGHT LAG DC PROBLEM

    Can you provide character names for this so I can take a look? We're aware of a DC issue, which is something we hope to have fixed in the next patch, but the lag leading up to it is something new (unless it was simply not mentioned).
  24. Players going AFK in events are a huge issue right now. They tend to sabotage the events for everyone involved, and as such it's our highest priority to address this. There's a few ways we've considered going about this issue. I want to put forth some of the things we've discussed, and open up some discussion on how you guys feel about them. Some input / feedback on these would be great. As a knee-jerk response, our initial thought went straight to detecting and kicking (or not rewarding) those not participating. The downside with this, however, is that there's never going to be a perfect way to detect them -- and the events are still sabotaged for as long as people still continue to attempt it. It may deter people from doing it if they're gaining nothing from it, but as said, if it does happen, the events are still ruined. Regardless, Aesteris was working on something like that for the time being. Our next line of thought went straight to deterring people from doing it in the first place, which meant introducing some sort of requirements for events, or penalties for doing it (e.g. not being allowed back in an event for x time). Introducing requirements tends to prevent legitimate players from abusing it, and doesn't really solve the problem for those who *really* want to be lazy and abuse it. Penalties may also affect legitimate players. Following on from this, we considered how other games tend to it -- often, it's simply by allowing players to vote kick them out. Usually they're able to provide an accompanying reason, which we probably won't be able to implement neatly, but we *can* implement the vote kicking via simply attempting to kick a player from the event party. I'm very much in favour of this approach. This would get rid of the player (although it also has the potential for abuse), which leaves the problem of the event being ruined by lacking players. Other MMORPGs tend to have a group finder system which will actively look for people who've queued up and bring them into the in-progress instance. This would also help players who may have been rejected, or those who just missed the event signup period, by allowing them to participate in these events -- and the instance would no longer be 'ruined'. The problem comes with implementation. Players who have signed up and been rejected can easily be included in this queue, but everyone else will need to queue up somehow. These types of games have a proper system for it (i.e. a proper UI and such), which is likely something we won't be able to really implement. So the question is then how do we make this signup (to queue people up to in-progress instances) convenient for players? I don't think always having event signup UIs will really work, because there will probably be events that start up at similar times. On the other hand, having to go to an NPC to sign up may also be extremely inconvenient. We could also add a command to queue them up for events, but that might be too obscure and people may not know it exists. I'd very much appreciate any feedback (or further suggestions), and thanks very much for your patience while we're dealing with the issue.
  25. [Grand Merchant] Kaishan

    This has been restored. You should see this in your mail when you next log ingame. Thanks for your patience.
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