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twostars

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  1. Thanks
    twostars got a reaction from YouGotPwndByMyAss in player defeat player bug   
    I'm hopeful the next patch will fix this.
  2. Like
    twostars got a reaction from Rougean in Ultima Time Mayhem Crazyness (Drainer Issue)   
    The problem with disabling them entirely is that it then gives the skill no purpose, so I don't think this is an ideal solution to this problem.
    Rather, I'm considering doing something like enforcing what it says on the tooltip ('can only use once every 60 seconds') on a per-mob basis (i.e. one drain allowed on this monster from anyone every [for example] minute), rather than on a player basis, allowing the use of drains but greatly limiting their use. That still gives drains value (it is still a lot of HP they're chunking them for) but prevents players from going overboard with it.
    Not sure if we will do that, but it's an idea.
  3. Thanks
    twostars got a reaction from Built4CZ in NPT   
    Thanks for the report. I'll get right on banning us.
  4. Like
    twostars got a reaction from Built4CZ in player defeat player bug   
    The reason I asked was because I was curious if they were being inadvertently ignored with the ignore list, since it appears to happen 'randomly'. Having a name allows me to check that.
    Also, 'see nothing at all just moradon chat  or something  0 kills  even if u die or kill someone' -- what?
    What I know of this bug:
     - It doesn't occur all the time.
     - It's been observed in CZ.
     - NP is correctly awarded, hence all associated death behaviour is being run & the notice is being sent to the client.
     - It's not possible to simply 'lose' packets (and if this were to happen, you would simply disconnect because of the way packet encryption works), which means that the client has to be receiving the death notice but not showing it.
     - I cannot reproduce it at all, which means I'm missing some very important detail.
    Hence asking about the ignore list. Interaction with the ignore list is the only thing that really makes sense in this context.
  5. Thanks
    twostars got a reaction from red123 in Cube Skill and Dragon Guard damage   
    This will be fixed in the next restart. Thanks for your report.
  6. Like
    twostars got a reaction from TurkishEDMM in Patch notes (05/10/2018)   
    Changelog
    Fixed a rare bug that could cause NPCs/monsters to share their ID with another on spawn. Added optimisations for most of the common network traffic (movement, etc), with the aim of reducing latency. This may introduce a very minor delay to these, but it shouldn't be very noticeable and ultimately is still more responsive than official. Safe areas were added on the Nereid's Island war map (i.e. the boat war map) to prevent abuse. Fixed some bugs causing the login server to prevent the player from being able to login. [UPDATE] Fixed a few visual bugs with (other) player movement which caused them to appear to stutter and then speed to their actual destination. [UPDATE] Fixed a bug with R attacks in Chaos Dungeon that caused them to fail when using certain weapons. [UPDATE] Fixed a bug with speedhack detection occasionally wrongfully considering legitimate movement requests to be illegal. Also, we are aware of lag issues with our new host and we're looking at ways of addressing that. If it means shifting again, we will do so but only once we've exhausted our other options.
    We appreciate your patience with that matter.
  7. Like
    twostars got a reaction from Rougean in Well Needed Suggestions   
    People seem to think that getting some resistance gear means they should never be stunned/slowed. It reduces the rate, but there's always a chance.
    By design the rates are intended to be less effective the lower their skill's level is (i.e. 'solid' being as effective as it is -- but note: it's not in fact 100%. With no resistances, it was only ~35% for me when testing)., however I suspect with mgame's changes that's not playing into it as well as it used to, so it's something I will look at to be sure. Obviously, with more available attempts (coupled with mage parties) the chance for a skill to stun/slow you is increased, but again - resistances (ice resistance for slows, lightning resistance for stuns) do help out a lot more than people realise.
    Crippling the lower level skills that can stun/slow you should help rectify this (as it appears that this plays into it somewhat), but we'll add some logging in the next restart & eventually sift through the stun/slow data at the end of the week to be sure that's where people's complaints really lie.
    Complaining that resistances are broken (they're not) or the stun/slow rate is just 100% (again, it's not) doesn't help anyone. Instead, making special note of which circumstances lead to being slowed/stunned helps to actually pinpoint the root of the complaints (mage party involved? how much resistances did you actually have? any skills in particular or are we just talking about novas? etc).
    Naturally, as there's not really been any sufficient reports on it thus far, from our end it all seems fine (algorithms match official, data matches official, individual stun/slow rates match rates we've obtained from official testing), hence our lack of action regarding it. So instead, as said, we'll be collecting this data for ourselves to be sure.
    mgame really doesn't use any sort of internal cooldown or diminishing returns system for these things, so if the rates work on an individual basis (which they thus far appear to), it should be fine (at least, as compared to the official server).
    I have considered implementing some sort of diminishing returns on them though, but again that would be unofficial - rates should be behaving exactly the same on USKO as they do here, so I don't really see the reason for the complaints. How many of you actually play USKO? If it's working differently there, I'd very much like to see evidence of that, because it all matches up perfectly with ours.
  8. Like
    twostars got a reaction from Rougean in Can you put the normal server to let it not be lagged? it only affects Latinos you can not play   
    As stated in other threads, we will be shifting providers again shortly to try to alleviate these issues.
    Closing this thread.
  9. Like
    twostars got a reaction from Rougean in Well Needed Suggestions   
    People seem to think that getting some resistance gear means they should never be stunned/slowed. It reduces the rate, but there's always a chance.
    By design the rates are intended to be less effective the lower their skill's level is (i.e. 'solid' being as effective as it is -- but note: it's not in fact 100%. With no resistances, it was only ~35% for me when testing)., however I suspect with mgame's changes that's not playing into it as well as it used to, so it's something I will look at to be sure. Obviously, with more available attempts (coupled with mage parties) the chance for a skill to stun/slow you is increased, but again - resistances (ice resistance for slows, lightning resistance for stuns) do help out a lot more than people realise.
    Crippling the lower level skills that can stun/slow you should help rectify this (as it appears that this plays into it somewhat), but we'll add some logging in the next restart & eventually sift through the stun/slow data at the end of the week to be sure that's where people's complaints really lie.
    Complaining that resistances are broken (they're not) or the stun/slow rate is just 100% (again, it's not) doesn't help anyone. Instead, making special note of which circumstances lead to being slowed/stunned helps to actually pinpoint the root of the complaints (mage party involved? how much resistances did you actually have? any skills in particular or are we just talking about novas? etc).
    Naturally, as there's not really been any sufficient reports on it thus far, from our end it all seems fine (algorithms match official, data matches official, individual stun/slow rates match rates we've obtained from official testing), hence our lack of action regarding it. So instead, as said, we'll be collecting this data for ourselves to be sure.
    mgame really doesn't use any sort of internal cooldown or diminishing returns system for these things, so if the rates work on an individual basis (which they thus far appear to), it should be fine (at least, as compared to the official server).
    I have considered implementing some sort of diminishing returns on them though, but again that would be unofficial - rates should be behaving exactly the same on USKO as they do here, so I don't really see the reason for the complaints. How many of you actually play USKO? If it's working differently there, I'd very much like to see evidence of that, because it all matches up perfectly with ours.
  10. Like
    twostars got a reaction from Rougean in Well Needed Suggestions   
    People seem to think that getting some resistance gear means they should never be stunned/slowed. It reduces the rate, but there's always a chance.
    By design the rates are intended to be less effective the lower their skill's level is (i.e. 'solid' being as effective as it is -- but note: it's not in fact 100%. With no resistances, it was only ~35% for me when testing)., however I suspect with mgame's changes that's not playing into it as well as it used to, so it's something I will look at to be sure. Obviously, with more available attempts (coupled with mage parties) the chance for a skill to stun/slow you is increased, but again - resistances (ice resistance for slows, lightning resistance for stuns) do help out a lot more than people realise.
    Crippling the lower level skills that can stun/slow you should help rectify this (as it appears that this plays into it somewhat), but we'll add some logging in the next restart & eventually sift through the stun/slow data at the end of the week to be sure that's where people's complaints really lie.
    Complaining that resistances are broken (they're not) or the stun/slow rate is just 100% (again, it's not) doesn't help anyone. Instead, making special note of which circumstances lead to being slowed/stunned helps to actually pinpoint the root of the complaints (mage party involved? how much resistances did you actually have? any skills in particular or are we just talking about novas? etc).
    Naturally, as there's not really been any sufficient reports on it thus far, from our end it all seems fine (algorithms match official, data matches official, individual stun/slow rates match rates we've obtained from official testing), hence our lack of action regarding it. So instead, as said, we'll be collecting this data for ourselves to be sure.
    mgame really doesn't use any sort of internal cooldown or diminishing returns system for these things, so if the rates work on an individual basis (which they thus far appear to), it should be fine (at least, as compared to the official server).
    I have considered implementing some sort of diminishing returns on them though, but again that would be unofficial - rates should be behaving exactly the same on USKO as they do here, so I don't really see the reason for the complaints. How many of you actually play USKO? If it's working differently there, I'd very much like to see evidence of that, because it all matches up perfectly with ours.
  11. Like
    twostars got a reaction from TurkishEDMM in Patch notes (05/10/2018)   
    Changelog
    Fixed a rare bug that could cause NPCs/monsters to share their ID with another on spawn. Added optimisations for most of the common network traffic (movement, etc), with the aim of reducing latency. This may introduce a very minor delay to these, but it shouldn't be very noticeable and ultimately is still more responsive than official. Safe areas were added on the Nereid's Island war map (i.e. the boat war map) to prevent abuse. Fixed some bugs causing the login server to prevent the player from being able to login. [UPDATE] Fixed a few visual bugs with (other) player movement which caused them to appear to stutter and then speed to their actual destination. [UPDATE] Fixed a bug with R attacks in Chaos Dungeon that caused them to fail when using certain weapons. [UPDATE] Fixed a bug with speedhack detection occasionally wrongfully considering legitimate movement requests to be illegal. Also, we are aware of lag issues with our new host and we're looking at ways of addressing that. If it means shifting again, we will do so but only once we've exhausted our other options.
    We appreciate your patience with that matter.
  12. Thanks
    twostars got a reaction from LostQueTamo in Juraid Mountain stair bug   
    Lower your FPS limit.
  13. Like
    twostars got a reaction from IIIAmJohnWick in SERVER LAGGGGGG LAGGGGG   
    The traceroutes I've seen have all shown routing issues to our current provider, though not directly anything to do with them, randomly spiking from ~80ms to ~1,400ms. This means it's possible that other providers we go with could suffer the same issues.
    With recent patches we've improved behaviour in high traffic areas (not perfect, but it's definitely an improvement), which more or less leaves us with the extremely troubling routing issues. We're in the process of looking at other providers that (hopefully) shouldn't route through these problematic nodes.
    Personally I'm still hopeful they'll be fixed before we settle on something, but so far no such luck.
  14. Like
    twostars got a reaction from IIIAmJohnWick in SERVER LAGGGGGG LAGGGGG   
    The traceroutes I've seen have all shown routing issues to our current provider, though not directly anything to do with them, randomly spiking from ~80ms to ~1,400ms. This means it's possible that other providers we go with could suffer the same issues.
    With recent patches we've improved behaviour in high traffic areas (not perfect, but it's definitely an improvement), which more or less leaves us with the extremely troubling routing issues. We're in the process of looking at other providers that (hopefully) shouldn't route through these problematic nodes.
    Personally I'm still hopeful they'll be fixed before we settle on something, but so far no such luck.
  15. Like
    twostars got a reaction from IIIAmJohnWick in Lost my item and NO money   
    As KissOfNeo said, the amount was simply confusing: you received 2,100,000.
    You just need to be careful in future and always double-check the amounts that you're buying/selling for.
  16. Like
    twostars got a reaction from TurkishEDMM in Patch notes (05/10/2018)   
    Changelog
    Fixed a rare bug that could cause NPCs/monsters to share their ID with another on spawn. Added optimisations for most of the common network traffic (movement, etc), with the aim of reducing latency. This may introduce a very minor delay to these, but it shouldn't be very noticeable and ultimately is still more responsive than official. Safe areas were added on the Nereid's Island war map (i.e. the boat war map) to prevent abuse. Fixed some bugs causing the login server to prevent the player from being able to login. [UPDATE] Fixed a few visual bugs with (other) player movement which caused them to appear to stutter and then speed to their actual destination. [UPDATE] Fixed a bug with R attacks in Chaos Dungeon that caused them to fail when using certain weapons. [UPDATE] Fixed a bug with speedhack detection occasionally wrongfully considering legitimate movement requests to be illegal. Also, we are aware of lag issues with our new host and we're looking at ways of addressing that. If it means shifting again, we will do so but only once we've exhausted our other options.
    We appreciate your patience with that matter.
  17. Like
    twostars got a reaction from YouGotPwndByMyAss in INSANE lag after new update?   
    We'll be restarting to fix this soon. Just looking at a couple of different things first.
  18. Like
    twostars got a reaction from YouGotPwndByMyAss in INSANE lag after new update?   
    We'll be restarting to fix this soon. Just looking at a couple of different things first.
  19. Like
    twostars got a reaction from TurkishEDMM in Patch notes (05/10/2018)   
    Changelog
    Fixed a rare bug that could cause NPCs/monsters to share their ID with another on spawn. Added optimisations for most of the common network traffic (movement, etc), with the aim of reducing latency. This may introduce a very minor delay to these, but it shouldn't be very noticeable and ultimately is still more responsive than official. Safe areas were added on the Nereid's Island war map (i.e. the boat war map) to prevent abuse. Fixed some bugs causing the login server to prevent the player from being able to login. [UPDATE] Fixed a few visual bugs with (other) player movement which caused them to appear to stutter and then speed to their actual destination. [UPDATE] Fixed a bug with R attacks in Chaos Dungeon that caused them to fail when using certain weapons. [UPDATE] Fixed a bug with speedhack detection occasionally wrongfully considering legitimate movement requests to be illegal. Also, we are aware of lag issues with our new host and we're looking at ways of addressing that. If it means shifting again, we will do so but only once we've exhausted our other options.
    We appreciate your patience with that matter.
  20. Like
    twostars got a reaction from YouGotPwndByMyAss in INSANE lag after new update?   
    We'll be restarting to fix this soon. Just looking at a couple of different things first.
  21. Like
    twostars got a reaction from TurkishEDMM in Patch notes (05/10/2018)   
    Changelog
    Fixed a rare bug that could cause NPCs/monsters to share their ID with another on spawn. Added optimisations for most of the common network traffic (movement, etc), with the aim of reducing latency. This may introduce a very minor delay to these, but it shouldn't be very noticeable and ultimately is still more responsive than official. Safe areas were added on the Nereid's Island war map (i.e. the boat war map) to prevent abuse. Fixed some bugs causing the login server to prevent the player from being able to login. [UPDATE] Fixed a few visual bugs with (other) player movement which caused them to appear to stutter and then speed to their actual destination. [UPDATE] Fixed a bug with R attacks in Chaos Dungeon that caused them to fail when using certain weapons. [UPDATE] Fixed a bug with speedhack detection occasionally wrongfully considering legitimate movement requests to be illegal. Also, we are aware of lag issues with our new host and we're looking at ways of addressing that. If it means shifting again, we will do so but only once we've exhausted our other options.
    We appreciate your patience with that matter.
  22. Like
    twostars got a reaction from IIIAmJohnWick in lag issue   
    Because one's the game disconnecting from the server (i.e. not a crash for it to report) and the other is it crashing (on shutdown). It works fine.
    As for the lag issues, we're working on rectifying the lag in high traffic areas. We restarted it yesterday to help increase server performance in these cases (i.e. restore a [fixed] change from a patch or 2 ago we had to temporarily disable due to issues) and we're presently working on reducing impact on the client's end (and traffic in general).
  23. Like
    twostars got a reaction from Built4CZ in Let's make ApexKO Great Again!!   
    All we ever need is the ability to consistently reproduce bugs. We can resolve them fairly quickly once we can do that.
  24. Like
    twostars got a reaction from IIIAmJohnWick in Gaming Record Software   
    I use OBS. Bandicam is garbage.
  25. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (08/09/2018)   
    Changelog
    Fixed a crash that could sometimes occur when using melee abilities within the circle of objects (e.g. the crystal in Castle Siege War). Thanks to everyone who provided feedback and crash data. Also special thanks to Sick for helping to reasonably consistently reproduce it. [HOTFIX] The following items are once again upgradable:
    Ararat Belt
    Ararat Ring
    Ararat Pendant
    Gigantic Axe 2H (unlock, normal, reverse to (+14))
    Giantic Axe 1H to (+14) reverse
    Scorpion Shield to (+14) reverse
    Belt of Quickness
    Necklace of Quickness
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