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david4244

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  2. Like
    david4244 got a reaction from blackaq in Revolution vs BroOk&TukeOwnz   
    So?
     
    Cmon, can't sleep w/o the results of the drama.
  3. Like
    david4244 got a reaction from blackaq in First castellan wep 7!   
    Sup whiteaq
  4. Like
    david4244 reacted to twostars in Our future client project...   
    This is by far our most exciting -- and promising! -- project, and one that I've been spending every possible moment on lately.
    Why is this project important?
    Firstly, before I get into anything, I should explain why the client source -- and this project -- is important.
    It's essentially useful for 2 things: being able to more easily fix things ourselves, and giving us the option to literally do anything. I can't stress this last part enough. With the server, we have some means of creativity; but anything we could implement has to find a way to have this deal with the client in a suitable manner.
    Having the client source removes this limitation entirely. Our server, our client. We can do whatever we want with it.
    We need a new UI? We can make one and add it in. Imagine the possibilities.
    Regarding fixing things, right now we rely on official updates from mgame; our update process revolves around using their code and adding in our patches (each time) to fix their issues (that they haven't yet fixed themselves).
    Each update we hope that they've actually fixed things that we've yet to fix for them (manually, with assembly, which is a considerably more daunting and time consuming task for us than it is for them with the client source). Changing a single line of code for them, may take us a few hours to do manually via assembly (having to track down where this logic is, etc).
    And now some history...
    If you're not aware, there exists a set of leaked (official) source files for ~1.06x (for the server AND client -- as well as their development tools) from way back in 2002~2003. This was before its first released version, and before anything was actually implemented properly, but it's still a tremendously invaluable resource as a lot of things still are handled similarly -- if not the same -- even now in 2.1xx.
    So way back during server development (~2013) I explored updating the client source. I updated it to support the various new file formats, and had it connecting to our server -- compiled for 1.298 -- since UI behaviour is a lot closer (less of a jump, means easier to get in and mess with things without having to update literally everything to get to that point). I implemented capes, symbols (rendering and importing them via the UI), premium stuff, PM windows (because again: this was back before PM windows even existed!), loot boxes, and a bunch more.
    Eventually I moved on to play with 2.0xx, but quickly lost interest for a few reasons: there was a ton more to do, we were very busy with server development still (so this felt like wasted time), and well, at the time I was doing it solo, so I felt like it was too much of a monumental undertaking to attempt at this point in time.
    Aaaaaand now skip to this year (2017)
    The server's in a very good place, to the point where major server development is few and far between now (usually just bug fixes at this stage), and the OpenKO project happened.
    If you're not familiar with the project, they set about messing with the client source as well in an attempt to update it while learning how things work. This piqued my interest, and I became involved with it for a bit. Many hands make light work, after all.
    However, my experiences with open-source KO development have taught me that it's... well, a terrible idea (blah blah working alone blah blah spoonfeeding people blah blah people complaining about things not being implemented while at the same time selling it for their own personal gain blah blah... you get the idea), so I took the opportunity to ask those who were actively contributing about doing so in a private repository.
    Surprisingly (or maybe not?) that went over quite well. I should add that the project isn't specifically for ApexKO; most are just doing it for their own learning purposes, but ultimately it's my goal to use this project here, in place of the official client.
    I should probably also mention that I still help out with the public project; it is still a great place to learn how things work, so I'm happy to help people out over there. My main development focus though, is with the private repo. With the private repo it's a lot more comforting knowing that people aren't going around selling it while harassing you to implement/fix things for them (I'm not even kidding; this happened.).
    Since, we've made leaps and bounds with the project.
    At the time of writing, we've:
    Implemented symbols (clan, PVP, party leader, chicken, etc) Implemented capes Added premium behaviour (texts and whatnot) Updated overhead info (e.g. line under clan leader's name), fixed ranges on names, etc. Reimplement TBL handling logic to support newer TBLs and handle them in a more intuitive way (without having to save to .tmp files after decrypting >_>). Implemented merchant stalls, UIs and all relevant logic for it (UIs are more intuitive to interact with, as well) Implemented loot boxes Implemented the upgrade system, so you can now compound accessories and upgrade items. The anvil will show the effect when you burn an item or upgrade it, etc. Implemented the new "presents" screen Implemented the new login screen Implemented the new nation selection screen (and fixed the old one) Updated the character creation screen. Implemented backwards compatibility for old UIs  Updated and fixed rendering of item tooltips Fixed wrapping issues with tooltips in general Implemented drag/drop behaviour from skill tree -> skill bar. Implemented updated hostility behaviour and unified it all. Implemented event tile support (for triggering things like zone notices) Implemented zone notices (for entry and area triggers) Implemented commands UI Implemented exit menu Started migrating logic to use a 3D engine (so we aren't tied to DirectX and Windows, and we can also optimise our rendering pipeline). Updated the party list UIs. Implemented debuff behaviour for HP bars (and for party lists). Implemented mousewheel event support Reimplemented networking logic (for stability, performance, easier to work with, etc). Reimplemented input logic to no longer rely on Windows edit controls (meaning we needed to implement all of the editbox behaviour ourselves, like handling moving the caret and keys/hotkeys like CTRL+C/CTRL+V, home/end, etc) Implemented most of the King system UIs (will probably be done by the end of the week, even) Implemented the skill cooldown effect overlay ... and much, much more. I actually probably shouldn't have been as specific, because I was really just listing changes (at random, really) I considered reasonably noteworthy -- but they're far from all.
    In closing...
    Long story short, the work we've put into this project so far has been monumental. So much so that it's looking likely that we'll have sufficient 1.298 support to push into future versions reasonably soon.
    The project is extremely exciting. Time consuming, for sure, but very exciting and offers us endless new options.
    Perhaps I might make status reports regarding this project here, if anyone's interested in seeing how things are coming along. 
  5. Thanks
    david4244 reacted to twostars in Status update! (22/09/2017)   
    Hey guys,
    As you may have noticed, we haven't had any player patches in a couple of weeks (though we have fixed a few things here and there on the server's side). The reason for this is that we've been working on considerably more time-consuming projects than usual.
    Updating the client
    Specifically, one such project is updating the client to be on par with the official USKO client. We've fallen behind a bit with the official USKO client; it's 2.167 now, while we're still at 2.128. The newer USKO client implements things like the new capes, better texture rendering (i.e. "HD textures"), the in-game ability to toggle wings off/on (rendering our own feature useless, but oh well :P), the addition of an inventory slot for tattoos, the addition of a HUD for displaying HP/mana/stamina, and much, much more.
    For a while we'd been keeping on top of updating the same week as USKO, however they updated their protection somewhat (months back) which caused our mostly-automated updated process to have to be updated as well. We'd spent a considerable amount of time (off and on) since then trying to track down what was still causing the new client to very subtly crash after a random period of time (which was usually 15min+), which -- as we've finally determined for sure -- was still parts of their protection, which we can confidently say has all been disabled now (we can't make use of their protection with our own, after all).
    So our patcher was updated, meaning we can deal with newer clients again in a much faster fashion. Which leaves dealing with all of the actual changes in ~40 official version updates (it's going to be a decent-sized client patch!).
    Firstly, the most noticeably breaking change was the addition of the new inventory slot. As this inventory slot is smack-bang in the middle of the inventory, we needed to implement a versioning system for inventories in order to transform and update them. We also needed to figure out what and where this slot is actually used; as far as we can tell, these aren't visible so other players never see them. We, of course, do though. This is contrary to any other cospre slot's behaviour, but what can you do.
    Secondly, Castellan capes! This behaviour is kind've odd in the sense that they documented it on their forums, yet everything else indicates their forum post is wrong (in parts). So it's unfortunate that as usual there's no consistent source for accuracy, but realistically it doesn't change too much.
    If you weren't aware, these capes are available -- for free -- by Delos holders (with a token they're given). For us mere mortals, they cost a considerable amount of both CONT and coins. They also last 30 days.
    Having an expiry time is where the logic gets interesting, because of two things: alliance capes (i.e. when to use them and when to not), and dealing with what happens after the cape expires (does your old cape get restored?).

    The way I implemented them has Castellan capes always override alliance capes. Further, after the 30 days is up, your old cape will be restored -- be it your own cape, or your alliance's. This may not be official, but I think it makes sense and isn't that huge a deal either way.
    Additionally, we've made some changes to how the client accesses the Power-Up Store. We're aware that some players tend to have random connectivity issues we can't do much about, so hopefully this should no longer be an issue (or at least, when it is an issue, it's something we can do something about).
    Finally, the new client still requires going through and tracking down anything actually broken because of unknown changes. We're still in the process of doing this, so it won't be released until this is done -- but we're close.
    Castellan dungeon
    We've also been working on implementing the Castellan dungeon. That is, the dungeon Delos holders can access via the old Abyss entry.
    This has taken some time to address because of accuracy concerns; it's been difficult to get into it on USKO.
    We intend to get this out with the next patch. More details will be provided when (or slightly before) that's released.
    Rewriting the King system
    Ah, the King system. The source of many complaints since the beginning of ApexKO.
    The underlying problem with this system was that when I initially implemented it... back in 2013, I think, I decided (in my infinite wisdom) to keep its logic as close to 1:1 with mgame's original logic, i.e. trying to reverse it and handle it perfectly identically with the same database and internal structures, etc.
    The issue with this, however, is that it's extremely vague and handles things in awkward ways. Even the scheduling/timing logic -- as much as it fits with their original system -- doesn't really mesh with ours. Unlike official, we have an actual timed event/scheduling system we use for our events (rather than asking every ~6 seconds, is it the day, hour and minute for this event? and have I started it already -- because it'll run multiple times in the span of that minute?). I'm still not sure what prompted me to implement it like this way back then, when pretty much everything else was implemented how I felt would be best.
    I'm sure that with time the individual issues with the system could've been addressed individually (we fixed many of them already), but honestly, the system was a confusing mess, so it frankly doesn't surprise me that it randomly broke all the time.
    So it's been long overdue for a rewrite (as much as the original system design's ingrained into my brain; was difficult to move away from it). I actually just mostly finished that up last night, though I want to start looking into implementing impeachment logic (has anyone ever actually seen it used? That's fairly impressive if so), as I happened to reverse most of the process while reimplementing elections (unlike last time, where I just ignored it because I considered it a feature that nobody ever used).
    Minor caveat with this though: we no longer update clan rankings before elections, so it's back to using the top 10 clans from the start of the day. The reason we had it do this was to ensure the top 10 clans were still valid, but between ensuring all clans are ranked now (not just top 100), and tweaking the top 10 clan logic to specifically handle the first 10 that are applicable, rather than the first 10, we really don't need this anymore. All it did was slow down the scheduling (waiting on the clan rankings to update), and cause clan rankings to update at weird times. So it's really not needed anymore.
    From my own personal testing it's looking pretty good, so we just need to test this more thoroughly before we can implement this live. And hopefully never have to deal with elections randomly not happening anymore.
    Future goals
    We have several future goals and projects we're working on in the interests of ApexKO.
    One of them is the website. The website is not in a great place right now from an aesthetic standpoint, which doesn't give the best of impressions to newcomers. Its tool functionality is also lacking. We're very much in need of a web designer and/or developer to assist with this (if you think you can help, or know someone who can, please feel free to hit me up!).
    While I'm capable of handling the backend side of things, the frontend/aesthetic side is not really my forté (as you can probably tell).

    I've actually set about updating this twice since; I really should just update our live website to the first. The first set about improving our design choices with the existing template and updating user functionality. The second was with a new template we purchased, however we had to scrap that since midway through development another server released using that template -- ouch.
    Then there's Under the Castle (UTC). Yes, we plan to implement this, but we don't have an ETA for it. What I can say though, is that it's next on our plate after releasing the new client and the Castellan dungeon.
    Another is a project I've been spending quite a lot of time on recently, which is updating the client source. How does this help ApexKO, though?
    Well, for now it doesn't, since the client source was 1.068 and is being updated for 1.298 (as it's less of a gap than jumping straight to, say, 2.1xx). However, in the long run, once it's updated sufficiently, we'll be able to use this instead of relying on USKO for updates and having to awkwardly patch their issues manually (or not at all, because at some point they're not worth the development effort required).
    We also won't be limited by their client's feature-set: we can improve on it. Add new UIs. Change behaviour, provide proper error messages, fix long-standing bugs with the Knight Online client, etc. Additionally, by being able to change systems to work in a more convenient manner, it will enable us to implement even better anticheat prevention than we have currently.
    I'd originally attempted this back in 2014 and 2015, but the project is very time consuming, especially solo. At the time we also had a ton of work to do with the server project, so it wasn't a good time for it.
    With renewed interest in client development via the OpenKO project, and the server being in a very good place right now, I decided to pick this project up again with a few people from this project so as to actually make some progress with it. And we have: we've implemented some of the major systems; the anvil (upgrading items, and compounding accessories), the merchant system, etc. Also things like loot boxes which weren't a thing in the original 1.068 client.
    We have a lot to do with it still (doesn't support transformations, siege weapons, King system, etc -- even the newer character selection screen from 1.298+), but it's definitely making progress. So I hope to be able to use this for ApexKO eventually.
    In closing...
    With that I should conclude this lengthy status update post. As you can see, we have a lot on our plate we're trying to finish up. Last week I did say we'd probably get this patch out today. However, for testing reasons we need a few more days on that front.
    But it'll be soon, I promise.
  6. Like
    david4244 got a reaction from MON5TER in Rogue drains (10% / 5%) in PVE drop fights should be relevant again.   
    It's rather a bug report than a suggestion, and also wanted to make a video about it  for any1 who don't believe it but got totally no time atm so will just write it down.
    Kinda long ago (guess approx since juraid deva last hit determining the winner was changed to more dealt dmg  [i know it was reverted back to last hit already long ago too], drain in pve was changed aswell and now it doesn't count (or only like 15-20% of the drain's dmg counts max) as dmg input for taking the loot.  Which i have no idea why had to be changed, since it was smth working the same way ever since KO was released, furthermore Sin's dps is hella sux w/o the drains as most of their skills is not failsafe, as well as no additional dmg (spike, thrust, etc) ---> hello 50 spike dmgs on felankor etc. Pretty sure many ppl didn't even notice it was changed but feel free to test it yourself.
     
    Once again:
     
    -Normally drains counted as much as physical dmgs (A boss having 1m HP --> you drain it with 10% drain --> it counted as 100.000 actual dmg) and helped tremendously for the sin's party to take the loot of the boss.
     
    -But few months ago it was changed and atm if you drain the very same 1m HP mob, even tho it still dmg it 100.000, but as far as the fight for the loot goes, it will only worth ~0----> 20.000 dmg max.
     
    -Conclusion:
    In the past (since the ancient KO times) if 3-4 Sin teamed up and timed their drain fine, they could steal bigger mob's drops. But now drain dmgs hardly counts in the fight for the drop, making sins almost irrevelent in most important PVE fights. Causing them to mostly lose etharoth / atros / other not 1-2 hit boss's drops against other classes as well as making boss (felankor, ultima, etc) fights less thrilling, since w/o drains making a diff, smaller parties have no chance of getting the drop, only the 8men fll warrior , archer , other parties taking every drop as it can be seen everyday.
     
    PS.: I could somewhat understand reducing drain's effect in loot fights for big bosses (Felankor, ultima) to avoid fll side sin drain ks parties (still wouldn't agree with it but could somehow live with it. But even then, not reducing it to such extent as it is currently, which is almost useless).
    But they should calculate with 100%'s of drain's dmg against smaller mobs like etharoth etc for sure.
     
    Sry for the typos, wrote it from phone.
     
     
  7. Like
    david4244 got a reaction from MON5TER in Rogue drains (10% / 5%) in PVE drop fights should be relevant again.   
    It's rather a bug report than a suggestion, and also wanted to make a video about it  for any1 who don't believe it but got totally no time atm so will just write it down.
    Kinda long ago (guess approx since juraid deva last hit determining the winner was changed to more dealt dmg  [i know it was reverted back to last hit already long ago too], drain in pve was changed aswell and now it doesn't count (or only like 15-20% of the drain's dmg counts max) as dmg input for taking the loot.  Which i have no idea why had to be changed, since it was smth working the same way ever since KO was released, furthermore Sin's dps is hella sux w/o the drains as most of their skills is not failsafe, as well as no additional dmg (spike, thrust, etc) ---> hello 50 spike dmgs on felankor etc. Pretty sure many ppl didn't even notice it was changed but feel free to test it yourself.
     
    Once again:
     
    -Normally drains counted as much as physical dmgs (A boss having 1m HP --> you drain it with 10% drain --> it counted as 100.000 actual dmg) and helped tremendously for the sin's party to take the loot of the boss.
     
    -But few months ago it was changed and atm if you drain the very same 1m HP mob, even tho it still dmg it 100.000, but as far as the fight for the loot goes, it will only worth ~0----> 20.000 dmg max.
     
    -Conclusion:
    In the past (since the ancient KO times) if 3-4 Sin teamed up and timed their drain fine, they could steal bigger mob's drops. But now drain dmgs hardly counts in the fight for the drop, making sins almost irrevelent in most important PVE fights. Causing them to mostly lose etharoth / atros / other not 1-2 hit boss's drops against other classes as well as making boss (felankor, ultima, etc) fights less thrilling, since w/o drains making a diff, smaller parties have no chance of getting the drop, only the 8men fll warrior , archer , other parties taking every drop as it can be seen everyday.
     
    PS.: I could somewhat understand reducing drain's effect in loot fights for big bosses (Felankor, ultima) to avoid fll side sin drain ks parties (still wouldn't agree with it but could somehow live with it. But even then, not reducing it to such extent as it is currently, which is almost useless).
    But they should calculate with 100%'s of drain's dmg against smaller mobs like etharoth etc for sure.
     
    Sry for the typos, wrote it from phone.
     
     
  8. Like
    david4244 got a reaction from YouGotPwndByMyAss in Clearly Bug abuse :( / SRBVendeTTa , TheCanButThe , lllKCTKent   
    I killed him in sin vs pretty much everytime we met so far i remember (it was a hard fight tho), so doubt he has any tbl or whatever u claim him to have, he is just good imo. As for the topic, vsed and pked with Thecanbutthe, doubt he'd cheat in any way from what i've seen from him so far. And such a report would be better with a video tbh, can easily be just the mage getting there somehow and tping the party or whatever. Just my 2 cents, don't personally know any1 on those pics.
  9. Like
    david4244 got a reaction from BulletClub in Assassin Critical + Vampiric Drain Hp Restore   
    Critical doesn't work on skills that is used on monsters / the training dummies (you can't CP spike 2x more on a talos or whatever). Only works and doubles skill dmgs (aside from minor and hp pots obviously) that is used on other people. So drain ppl in arena with cp on and you will see how you drain sometimes 2x more --> restoring 2x more hp aswell.
  10. Like
    david4244 got a reaction from ImmortalOne in Something new   
     
    Your sarcastic shits and 24/7 whining on forum are getting hella annoying, cut it and leave if you hate things that much. Whining like a  lil girl who is on her first period won't get you anywhere........
  11. Like
    david4244 got a reaction from ImmortalOne in Something new   
     
    Your sarcastic shits and 24/7 whining on forum are getting hella annoying, cut it and leave if you hate things that much. Whining like a  lil girl who is on her first period won't get you anywhere........
  12. Like
    david4244 got a reaction from Sirbangalot in Ultimate Priest Setup (Guide)   
    Option3:  *Brook*:      Fuck HP, 255 INT ftw.
  13. Like
    david4244 got a reaction from Sirbangalot in Ultimate Priest Setup (Guide)   
    Option3:  *Brook*:      Fuck HP, 255 INT ftw.
  14. Like
    david4244 got a reaction from TazmanianDevil in Hello Everyone!   
    Well imo it's indeed a really light farm server. You are basicly ready to rape in cz with the starting gear (especially as a warrior), since the starting stuffs  are high class weapon +11s, rosetta set +8 (which gives only 50 def less than a krowaz set +8), +2 accs and +1 iron set.    Sure a krowaz set 11 (which aint that much ppl have) and a +11 krowaz weapon (AP wise it isn't rly better) with +3 uniques is better but the gap is kinda small pk wise, if you are good enough you can easily rape ppl with the starter stuffs.
     
    Anyway, to answer the questions:
     
    1.: As i said at shoutbox too, mostly go to events. (BDW , and Chaos event winners getting tears of karivdis which worth around 160m)  Juraid drops gems / krowaz chests / monster stone. [Monster stone fodder mobs can be ignored, only go for the boss at the end of the map if you do Monster stones, it drops Old Rocs, rols, etc].  FT isn't as good as BDW / chaos / juraid but still get ya dragon scale (upgrade item that allows you to make +0 regular unique from 3x old unique with 100% chance) and 1-2 other stuffs too.
    Other than this, you can farm Hepa Weapon +7s from Booro at CZ, they drop really well. (a +11 hepa raptor has 212 AP, 7 more than the regular rappy 11)
    There is also a daily quests at CZ, which gives you 1 hour DC premium // 1 hour auto loot everyday. Takes like 6 mins to do both quest together, if you do it with all the 4 chars on your acc everyday, you can have 4 hours DC prem for free daily (and 1-1-1-1 hour auto loot. Sadly the auto loot isn't storeable).
    With DC prem + flashes you can farm blood seekers at CZ for BUS / bes etc. Can get ya some decent money. (You can do it with genie, which is free to use)
    Or make an archer (can do it with warrior or other class too but easiest with archer imo) go to bowl and kill cardinals / dark eyes / harungas. (Cardinal - dark eyes drops 1x gold coin [=1.000.000 coin] with 100% chance, harungas drops 2x gold coin each with 100% chance].  Can get you like 150-300m per hour depends on how much guy from the enemy nation wanna kill ya.  [Also Atrosses and Riotes drops silver bar with 100% chance so if you see them, kill them for free 10m coin too]
    (100 KC worth ~300m now  so you can buy KC ingame too and then buy Pathos, wings etc for yourself with it)
     
    2.: As mentioned above, easily. You are good to go with the starting gear + pathos / wing.   Ah and also as i mentioned before too get a Draki SSC / SSB   (SSS is the best, but those aren't that cheap yet) those are the top tier necklaces and you can get those for like 200-500m.
    3.:  Mentioned in "1".   Mostly bowl mobs, or blood seekers.
    4.:  See it above aswell, but if you win 1-2 events a day that's a good money source already.  Plus there are daily quests at CZ for apex / krowaz chests which can get you gg money too.    
    5.: Nope, nothing. They can have full cospre items (pathos + valkyrie + wings) for some ap / def (or hp) boost, but you can get those too if you farm some money, and buy KC ingame.
    6.:  Idk, not much else comes to my mind right now.  Go to events, farm some coin if you can at bowl or blood seekers, do some daily quests and you are good to go but if you have any other question feel free to ask.
     
     
     
     
     
     
  15. Like
    david4244 got a reaction from TazmanianDevil in Hello Everyone!   
    Well imo it's indeed a really light farm server. You are basicly ready to rape in cz with the starting gear (especially as a warrior), since the starting stuffs  are high class weapon +11s, rosetta set +8 (which gives only 50 def less than a krowaz set +8), +2 accs and +1 iron set.    Sure a krowaz set 11 (which aint that much ppl have) and a +11 krowaz weapon (AP wise it isn't rly better) with +3 uniques is better but the gap is kinda small pk wise, if you are good enough you can easily rape ppl with the starter stuffs.
     
    Anyway, to answer the questions:
     
    1.: As i said at shoutbox too, mostly go to events. (BDW , and Chaos event winners getting tears of karivdis which worth around 160m)  Juraid drops gems / krowaz chests / monster stone. [Monster stone fodder mobs can be ignored, only go for the boss at the end of the map if you do Monster stones, it drops Old Rocs, rols, etc].  FT isn't as good as BDW / chaos / juraid but still get ya dragon scale (upgrade item that allows you to make +0 regular unique from 3x old unique with 100% chance) and 1-2 other stuffs too.
    Other than this, you can farm Hepa Weapon +7s from Booro at CZ, they drop really well. (a +11 hepa raptor has 212 AP, 7 more than the regular rappy 11)
    There is also a daily quests at CZ, which gives you 1 hour DC premium // 1 hour auto loot everyday. Takes like 6 mins to do both quest together, if you do it with all the 4 chars on your acc everyday, you can have 4 hours DC prem for free daily (and 1-1-1-1 hour auto loot. Sadly the auto loot isn't storeable).
    With DC prem + flashes you can farm blood seekers at CZ for BUS / bes etc. Can get ya some decent money. (You can do it with genie, which is free to use)
    Or make an archer (can do it with warrior or other class too but easiest with archer imo) go to bowl and kill cardinals / dark eyes / harungas. (Cardinal - dark eyes drops 1x gold coin [=1.000.000 coin] with 100% chance, harungas drops 2x gold coin each with 100% chance].  Can get you like 150-300m per hour depends on how much guy from the enemy nation wanna kill ya.  [Also Atrosses and Riotes drops silver bar with 100% chance so if you see them, kill them for free 10m coin too]
    (100 KC worth ~300m now  so you can buy KC ingame too and then buy Pathos, wings etc for yourself with it)
     
    2.: As mentioned above, easily. You are good to go with the starting gear + pathos / wing.   Ah and also as i mentioned before too get a Draki SSC / SSB   (SSS is the best, but those aren't that cheap yet) those are the top tier necklaces and you can get those for like 200-500m.
    3.:  Mentioned in "1".   Mostly bowl mobs, or blood seekers.
    4.:  See it above aswell, but if you win 1-2 events a day that's a good money source already.  Plus there are daily quests at CZ for apex / krowaz chests which can get you gg money too.    
    5.: Nope, nothing. They can have full cospre items (pathos + valkyrie + wings) for some ap / def (or hp) boost, but you can get those too if you farm some money, and buy KC ingame.
    6.:  Idk, not much else comes to my mind right now.  Go to events, farm some coin if you can at bowl or blood seekers, do some daily quests and you are good to go but if you have any other question feel free to ask.
     
     
     
     
     
     
  16. Like
    david4244 got a reaction from MDMA in yokbrainkanka aka Bergundy test   
    Imo, it's just retarded to post a vs video with the skillbar covered. The only semi entartaining thing in a vs video is to check out the movie maker's combo speed and skill order and see if he is sux, decent or actually pretty good according to how much he fails / how does he time the CP and skills in general.
     
    (The only logical answer seems to be that it was covered to hide the macro usage, but well if that was the purpose, then maybe you shouldn't have asked on ko4life how to setup a minoring macro either. http://www.gamers4life.com/forums/f104/steelseries-macro-setup-356761/ )
     
    Anyway, next time just post a ksc (it would have better quality too ), it's pretty much the same as a video with skillbar covered. Tho if you'd repost this with skillbar showed , i'd gladly watch it, there is way too low apex movie anyway and they are sux too. Since not having time to play, atleast watching the drama and videos can be entertaining
  17. Like
    david4244 reacted to Aziz in KINGS Clan Pk Movie Vol1 .   
     
    lol'd
  18. Like
    david4244 got a reaction from blackaq in ApexKO illegal user's need banned or warning. (First chinese player's)   
     
    GG upgrade in the sig.
  19. Like
    david4244 got a reaction from blackaq in ApexKO illegal user's need banned or warning. (First chinese player's)   
     
    GG upgrade in the sig.
  20. Like
    david4244 reacted to Aesteris in Spam-filter   
    There's also <enter>
    The kind of people <enter>
    Who type fairly fast <enter>
    And prefer to communicate <enter>
    With a bunch of small messages <enter>
    Which becomes a problem <enter>
    With tighter spam-filter checks <enter>
    Not to mention the retarded <enter>
    Macro spamming <enter>
    Y'all like to do when you kill someone <enter>
    you don't like <enter>
    in CZ <enter>
    lol <enter>
     
    Furthermore, situational awareness for the filter of the all chat (e.g. multiple people spamming completely unrelated messages to drive out other people's chatting, or clutter your chat), or the filter being intelligent enough to determine what constitutes a "selling / buying" message accurately, accounting for botched messages and people trying to circumvent it one way or another, isn't something I even have a clue about how to approach to begin with....
  21. Like
    david4244 reacted to ZePPeLiN in He is swearing at God ..   
    ban black
  22. Like
    david4244 reacted to Manhattan in Old school MaxKO player lookin for anyone who used to play there   
    Unfortunately, no, I won't have any time soon... And yes, guides are outdated big time, most of them are useless which is why they need to have 50 active GMs to give support and answer to the most stupid of questions instead of having a neat website with clear guides, information and whatnot.
     
    You don't need much though, just join a clan and you'll do just fine, specially being a warrior.
     
    This guy is probably hiring:
     

  23. Like
    david4244 got a reaction from Namkeen in TukeOwnz S/B List   
    ApexKO's $ income from donations:
     
    -Every player donating for KC to get cospre items, or sell it ingame  =   Overall income's  40% .
     
    -Tuke donating for class change SC:   60%.
  24. Like
    david4244 reacted to BroOk in Yere vurma saçmalığı ve öneriler   
    prolly yes but still better healer then u :/
  25. Like
    david4244 got a reaction from HenkaN in TukiOwnz Very Strong   
    It's official Stronk Henkan >>>> Stronk Tuke
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