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twostars

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Everything posted by twostars

  1. Help me

    The situation is very different. If there's clear evidence of a scam then we can take action, but in this case it isn't even close. You have to remember that when dealing with these cases, we have to be aware of the possibility that the reporter is the one attempting to scam the other player via abusing our willingness to provide restorations in scam cases. With all the different PCs accessing the "scammed" account, and the fact that the majority of them also had access to the account that the items went to... it could mean any number of things. Account sharing makes it next to impossible to determine what happened. And yes, I fully realise that in the past there's been a few cases I've handled that were a little less than clear-cut -- back then, I just put my faith in them and hoped I wasn't making a terrible decision. Unfortunately, they've almost always gone terribly, as the situation is almost never what it appears. Which is exactly why I cannot intervene (I have to learn from my mistakes, after all). We have plenty of things to prevent this situation from happening: 1. We have 2-factor authentication (OTP). This is free and easy to setup. When registering, it even directs you straight to setup. 2. Item sealing. Unlike official, this is free. 3. Account region control (although in this particular situation, it wouldn't have helped much). They chose to avoid using our security measures, shared their account, and ultimately paid the price. I say this a lot -- sadly, after the fact -- but account sharing almost always ends badly. It sucks. I don't enjoy not being able to help, but speaking from (unfortunately, a lot of) experience, unless the case is clear-cut, it's most likely going to just cause problems.
  2. Help me

    We cannot help when account sharing is involved. When there's 4-5 different PCs accessing your account (within the last month alone), and 3 of those are tied to the account your items went to, it's not straightforward enough to do anything about. I can't help you. This is why we actively discourage account sharing.
  3. Fire/ice/light armor 75 mage skill

    This is fixed in the next patch (mage armor proc'ing on mobs).
  4. Blue Box bug ?

    This should be fixed now.
  5. Changelog Fixed some bugs with respawn logic incorrectly updating the dead player on other players' screens. Fix a bug with respawns not repositioning the dead player correctly, so they'd potentially end up respawning in place without a resurrection. Optimise some stat updates for 30% health & 30% stamina passive logic. In most cases, the player was being unnecessarily updated when no such change occurred (especially for Kurians, who don't even have a 30% health passive). Fixed a long-standing official (at least with older versions, not sure if they fixed it later) bug with merchant stalls not being loaded in certain scenarios (e.g. initially /town'ing - it required a further movement request to load them in). These are now always loaded correctly. Server time adjusted to match schedule. Fixed an issue with some players being able to gain access to the Castellan Dungeon when not in the Delos holder's alliance.
  6. Clan bug!

    Is this still broken?
  7. Descent bug since Halloween Patch.

    This is live now. Please let me know if your issue persists. Thanks.
  8. Descent bug since Halloween Patch.

    This way's infinitely better though.
  9. Hey guys, Since the last status update we've been pretty busy! We've updated the client to be on par with USKO 2.171, we've rewritten the King system, we've added Castellan Capes and the Castellan Dungeon, we've fixed a plethora of general bugs (present in the official client and otherwise), implemented Darkness item proc/effect behaviour (most notably the Dark Knight Mace, which behaves uniquely in that it allows players to heal enemies to deal damage), improved speedhack detection, and much, much more. Firstly though, our Halloween event! As of today's patch, the Halloween event will be over. It's definitely been a fun week. For the most part, I'd say the Halloween event went pretty well. The start was rocky as there was a ton of new behaviour that was implemented for this event (Darkness weapon procs/effects, new exchange behaviour, etc), as well as some issues with our updated speedhack detection, but we worked through it pretty quickly. Darkness weapons were a bit of a game-changer with PvP, but for merely a week of use (give or take some minor carry-over after the event), it definitely mixed things up a bit. Things should go back to normal soon, as these event items expire. The Halloween event also, however, made a fundamental problem with Knight Online's behaviour very clear. With the increased spawns in and around the CZ bowl, players with lower-end PCs / connections were struggling with warping (e.g. Descent and other teleports, like mage Blinks). Which is where our major gameplay optimisations come in. Knight Online has many problems. It's not the most efficient game, by far. Stuttering and lag is just expected of it at this point, unless your PC is reasonably high-end and you have a very good connection to the server (i.e. low ping). This isn't really true for a lot of people who play the game though. Especially with private servers, having a decent ping to the server can be very hit or miss. So when the server isn't at all efficient about its communications with the player (which it isn't!), it can result in sending a considerable amount more data to the client and forcing it to perform a lot of unnecessary work, which results in stutters and lag while the client slowly processes its requests. This week, such an issue was highlighted pretty clearly. With the increased spawns in and around the CZ bowl, players were finding increased stutter and lag -- particularly when using warps like Descent. The reason for this is actually pretty silly, but I need to explain how things work first to properly understand it. In Knight Online, maps are divided up into regions. Something like: Players can only see the contents of adjacent regions, like so: In the above, player A can only see player B, player C, player D, and player E because they can see regions (1,1), (1,2), (1,3), (2,1), (2,2), (2,3), (3,1), (3,2), and (3,3). They cannot see our perfectly accurate depiction of a worm over in region (4,4), because it is not in an adjacent region. So when player A crosses into region (3,3)...: As you can see, they can no longer see player B, player C or player D. We can still see player E in (2,3), and we can also now see the worm over in (4,4). This should all be pretty straightforward. Realistically, you'd expect it to despawn players/NPCs/monsters from the regions we can no longer see (those greyed out in the above image), and insert those in the regions we can now see (the darker yellow regions in the above image). That is, simply make the minor changes to what we know. The problem with its official behaviour is that it doesn't do this at all. Instead, it officially despawns everything and re-requests everything in its adjacent regions. Obviously this is extremely inefficient. In the example above, we already knew where player E was. Unfortunately, because everything was reloaded, it had to remove them and we had to be made aware of them... again. In addition to the worm which we previously couldn't see. This behaviour is pretty bad, but it's worse still for warps and respawning. Both of these not only fully reload when you move to an adjacent region, but every single time. For example: if you Descent to someone right next to you (for the purposes of this example, in the same region), it will still request a full reload of all players (+ merchant stalls), NPCs and monsters for all adjacent regions. Every single time. So, we were able to optimise this pretty heavily. We now specifically tell the client only what it needs to know. For adjacent region changes, that means who we no longer can see, and who we can now see. In the example above, this means telling player A that we can no longer see player B, player C or player D, i.e. all players/monsters/NPCs from regions (1,1), (1,2), (1,3), (2,1), (3,1). We also tell player A that we can now see worm over in (4,4). Anyone else still in our adjacent regions, for example, player E over in (2,3) remains unchanged. We have no need to update them whatsoever, so they no longer get despawned. For same region changes (e.g. warps), this means we no longer tell it anything -- because it just doesn't need to know. Player A can already see everyone in the region they were at and adjacent regions. They didn't change regions; there's no reason to look for anyone new. Sadly, requesting all data is entirely official behaviour. This was never purely a problem with ApexKO, or purely the server -- to fix it, we even had to patch the client to let us make these changes. But why are they so major? This all seems pretty trivial. It's so major because it's a ton of data the client was always processing, to the point where it having to unload and reload spawns (particularly when there's a lot of them!) causes very noticeable lag/stutter. Again, this is particularly evident with warps like Descent and mage's Blink, especially in highly populated areas (e.g. CZ bowl, especially with our pumpkins from the Halloween event!), but also of course when it's forced to do so from simply moving into another region. This also inadvertently fixes some other things. For example, since things aren't being fully reloaded on same-region or adjacent-region warps, or when they move into adjacent regions, nor finally when players are resurrected, loot boxes will also no longer despawn in these cases. Since loot boxes aren't actually game objects, and only exist when you're nearby to see it drop, full reloads previously removed them. But since there's no reason to reload, they're not actually removed anymore, so you can still see and loot them. I'm sure there's other behaviour related to this which it will clean up, but for now this will have to do. These optimisations should greatly improve gameplay from what you'd expect from even an official server like USKO. Completely removing that lag/stutter from most typical behaviour should be very noticeable and make the game that much smoother. Thanks again to those who reported the stutter with Descent. These reports are what allowed for some pretty nice improvements to overall game behaviour! How's the client source project going? Truthfully, with all the work on ApexKO in regards to its Halloween event and stream of bug fixes for surrounding patches, I haven't been as busy with it as I'd like. That should change though as things begin to stabilise again. Changes we've made since the last status update include: Cleaning up mouse input behaviour, to behave consistently and cleanly (this also deals with UI focus issues, so you can now, for example, click the chat UI/scrollbar and use the mousewheel to scroll the chat bar, or click back out into the game and return mousewheel behaviour to zoom in/out pretty seamlessly). Implementing UI clickthrough behaviour, for things like the chat bar. Cleaned up UI event behaviour for consistency. There was often cases where this inconsistent behaviour lead to various bugs. Finished implementing all of the King system. Implemented the friends list. Reimplemented chat behaviour. Implemented PMs. Implemented the chat bar buttons. Implemented chat filters. Item names are used consistently/correctly where needed. There were often cases officially, typically in messages in the info box where the wrong item name is used (specifically the name of the item's base), rather than the item's actual name. Updated the trade UI to behave as per 1.298 (with the confirmations, etc). Updated the vendor UI to behave as per 1.298 (with the confirmations, etc). Updated loading behaviour to more closely match official (where the load % is tracked, rather than updated at intervals). Implemented support for stealth / visibility (e.g. Lupine) skills. Fixes alpha blending issues with text and models (these existed in the official 1.298 client, but were fixed in later official versions). Clan symbols on capes now only show if the clan is allowed to use them. Purchase prices are now correctly coloured by price (as with newer clients). Fixed various UI input bug issues. Fixed double-click logic to behave on a per-control level, rather than per-click (i.e. making 2 clicks on 2 different things shouldn't trigger a double-click on the 2nd, e.g. with lists -- clicking one list entry then another rapidly shouldn't fire a double click event). Updates login screen error behaviour to behave as per 1.298. Fixes some issues with rivers / ponds not rendering. ... and more. In regards to major updates that are left, we still need to implement transformation support (and hence siege weapons), the rental system (although less important), Power-Up Store/in-game browser, quest tracking, etc. Hopefully when things are more stable with ApexKO, I can start to knock some more of those major features off the list and push it ever closer to a more complete state. What's next? Honestly, we still have a lot of our previously mentioned future goals from our last update left. Most likely the next thing we tackle will be implementing UTC, but we'll see what happens. With that game feature (finally!!) in, a lot of our secondary priorities can be looked at (in addition to getting more work done with the client source where possible!). Until next time.
  10. Changelog The Halloween event is now over. All Darkness weapons have been removed, as has the exchange. The EXP seal button no longer crashes the client when pressed. Fixed a bug with Castle Siege War scheduling, which caused it to be scheduled twice consecutively during the daylight savings time change. The server will no longer break on daylight savings time changes. Implemented several major unofficial optimisations to drastically reduce in-game delays: Movement to adjacent regions will no longer fully reload all players, merchant stalls, NPCs and monsters. Instead, we only remove what's no longer visible and only show what's now visible. Warping (/town, mage Blink, Descent, teleport skills in general, etc.) and respawning is now optimised such that: When warping to the same region, no changes will be made (previously, in all cases, all players, merchant stalls, NPCs and monsters would be reloaded). When warping to an adjacent region, as with movement, we only remove what's no longer visible and only show what's now visible. Only when warping to a non-adjacent region (e.g. when /town'ing from far away) will a full reload of all players, merchant stalls, NPCs and monsters be used. Fixed a bug that caused players to warp back (to where they warped) immediately after warping while moving (e.g. with the mage Blink skill). Fixed a bug with name changes: players are now correctly removed and updated in the player list.
  11. Exp Seal icon

    Fixed in next patch. Thanks for your report.
  12. Descent bug since Halloween Patch.

    We're almost finished with this. We ended up optimising even more than originally intended; movement (and respawning) also behaved in a similar same way. When crossing into adjacent regions, rather than removing players/NPCs/monsters that were out of range, and showing those that are now in range... it also performed a full reload. Likewise for respawning. This means we've been able to speed things up quite a lot more than we set out to. It should be a lot smoother, especially in areas like the CZ bowl. Tests have been pretty positive so far, so right now we're mainly just looking into a potential (separate but similar) issue with warps (edit: which is now fixed) and fingers crossed, it should be good to go in the patch tomorrow.
  13. Descent bug since Halloween Patch.

    For now, yes. It MOST LIKELY won't be fixed until the Halloween event's over anyway. We need to test changes and if all is well, it'll be released the same day the Halloween event is over. EDIT: The issue is the same for teleports. All warp behaviour acts the same. Note that there's not a lot I can do about warps if they're from far away. They will still lag if your PC/connection can't handle it. What we're fixing is the need to reload all player/NPC data if we're warped either to the same area or to an area very close by. In these situations (which should pretty much always be the case for things like Descent) there should be no delay at all.
  14. Descent bug since Halloween Patch.

    So you're saying it's laggy in CZ, where there's a ton of monsters (especially pumpkins, now), but not in CSW where it's pretty much the same as it's always been. That reaffirms what I already suspected; your PC and/or connection is struggling because of the extra spawns (players and monsters). I'm in the process of patching in these optimisations at the moment which should fix this. Note that there's nothing special about this behaviour with ApexKO. It should be the same on USKO; worse even, because it's probably more populated. So perhaps that's where connection lag comes in.
  15. Descent bug since Halloween Patch.

    Unless you have a better theory, I already pointed out a probable connection: Who exactly is having this issue? Where are they from? What are their connections / PCs like? I'm not ruling out that the patch is involved (in fact I even stated that the extra spawns from the pumpkins etc are probably what's contributing to it), but I can only go by what I know / can find out for sure. And what I do know is more spawns (from Halloween patch) = more to reload = slower render times (in addition to the delay from actually having to download all this data). Which is evident for those with less capable PCs and/or slower connections to our server. Additionally, as above, I've acknowledged that this official behaviour (reloading everything) is also unnecessary for a great deal of the time, so we can look to flat out remove that in these situations.
  16. Descent bug since Halloween Patch.

    To be clear, it's difficult for me to see what you're pointing out with the video precisely. You're just referring to the delay after using Descent, right? If that's the case, I don't think it was introduced by the patch exactly; I think you're just lagging more connection-wise and/or rendering wise because there's more players + NPCs/monsters for it to load than usual (even just because of the extra pumpkins maybe). It's realistically no different to normal. Nothing changed relevant to warping/Descent that would affect that; it's the same as it is officially. Having said that, there are some unofficial optimisations we can make for when warps are nearby which should help alleviate this. Officially, when you're warped, it will reload all players + NPCs/monsters and all accompanying data (like merchants, etc). Reloading this sends a ton of data to the client (which may take a bit to receive if your connection is slow) it needs to process and forces the client to reload and re-render entities that it probably already knew about (which can be slow, especially for older PCs). When you're warping to the same region or an adjacent region (maps are broken up into regions), there's realistically no need for a full reload. It should behave the same as simply walking there, i.e. remove only those who left range and introduce those who are now in it. However, we're doing a full reload regardless. Right now this is required because the client is expecting this to happen, so it is removing all players + NPCs/monsters. So I'll be playing around with this to try and stop it from doing that, so we can handle it as-needed on the server's side; be it not needing to send any new data [same region], making minor changes when entering adjacent regions, or a full reload [further than adjacent regions]. I think that will help. I'm still unclear as to why this is an issue right now (as opposed to before), but my best guess - as above - is lag on your end. I'd be curious to know who exactly's experiencing this and what their PCs/connections are like, as well as where they're from. I'd wager those having issues have lower end PCs or terrible lag to our server. This particularly indicates terrible connection lag, and a different issue entirely. I'd need a character name to check it out though.
  17. A few bugs/issues

    So you were talking about Moradon achievements? That's normal then. There's no rewards for them, despite what it tells you. They were removed a while back due to abuse.
  18. A few bugs/issues

    For which achievements? We removed rewards from Moradon achievements but never actually updated those in the client, so they still show visually.
  19. Random disconnections

    We fixed a few issues with it as of the last restart. We will probably continue to fine-tune this to behave satisfactorily, but for now it seems a lot better.
  20. Implemented the Dark(Holy) Knight Mace "anti-heal" effect. This allows damaging enemies with healing spells for half their healing amount. Removed the stacking DoT proc from the Dark(Holy) Knight Mace. Weapon effects can now be proc'd by attacking or being hit by monsters. Monsters will no longer take AoE splash damage from weapon procs when they also hit a player. This is to avoid accidentally pulling monsters while attacking players. Fixed a couple of issues with speedhack detection. This should alleviate issues with disconnects.
  21. Changelog Fixed a bug with Draki's Chest exchanges. Players who abused this had appropriate items wiped and the initial reporter was rewarded. Fixed a bug that caused bows to potentially double-proc their skills. Area of Effect procs (e.g. "Splash") now correctly affect all targets around the appropriate player. Previously only the target was affected. Staff defensive procs now trigger correctly. Previously they could only proc if they were in the shield slot (which is obviously not possible). Added support for procs which recover Kurian/Porutu stamina. Fixed a bug causing certain weapon procs to potentially trigger another proc (and so on, and so forth). They will now only ever be able to proc once per hit. Fixed various issues with Dark(Holy) Knight weapon procs, causing them to not apply at all. Note: The mace's proc isn't implemented yet. This will require bigger changes that will take more time. This has been implemented as of the subsequent restart. Made some tweaks which should alleviate disconnection issues for excessively laggy players.
  22. Random disconnections

    The disconnections are caused by the reimplementation of our speedhack detection. We've been monitoring and tweaking as needed. I'd suggest disabling anything that could be causing that (be it third party tools or anything that can cause excessive lag; our lag tolerance is pretty high right now, but excessive lag can still cause you to DC), and if it persists, contact Aesteris with your character name so he can check you out. Thanks for your patience while we fine tune this
  23. A few bugs/issues

    Regarding the UI bug, it's unlikely this will ever be fully fixed (at least, not with the official client). However, as of patch 2.126 I've fixed some of the major causes which should mean it happens a lot, lot less. This we couldn't reproduce. There was an issue that we'd already patched with the DC shop not working, but assuming your client was actually up-to-date (i.e. you didn't skip any patches), it should be patched already. I'm assuming that's what happened, though.
  24. Experiencing a lot of lag via server

    Sorry for not responding sooner, but does this issue still occur after patch 2.126?
  25. Chaos event reward

    This should be fixed as of 2.126.
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