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English Game Master
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  1. Like
    Sierra reacted to twostars in YougotPwnedByMyAss Range+Skill Tbl   
    You guys know that you're claiming stuff that was fixed over a year ago right? I mean you linked to the video, you can see the date for yourselves...
    He lives near the server. His ping is next to nonexistent.
    You guys don't. Your ping is high.
    He has the advantage there in regards to skill casts. You don't; you have to wait for the lag (yay).
    You see him slightly further away because your client isn't fully caught up. There's the delay between movement updates.
    That's the "range hacking" you see in the video... lag.
    If TBL editing is as easy as you claim, I welcome you to go attempt it yourself (on a different character though, because I won't unban anyone caught by it).
    That's right. I'm telling you to go nuts abusing range & cooldown limits if you want to.
    That's how confident I am that about these claims (but mostly the server).

    Closing this thread.
  2. Like
    Sierra got a reaction from Marshmallow in ByRagnar SCAMER LPP RAUM +11   
    As ImmortalOne said, we don’t support any kind of account sharing.
    I advice you to use your own account, keep the password and seal code private and preferably enable OTP on it. That’s how we can guarantee your items will stay yours.
  3. Thanks
    Sierra got a reaction from IIIAmJohnWick in FIX WARRIOR DMG WHAT IS GOING ON HERE ???????   
    Since it's spawn is randomly located every hour i guess you had a very bad luck finding it and someone else beat you five times. :|
  4. Like
    Sierra got a reaction from YouGotPwndByMyAss in VIP Vault Key   
    According to this MERET is right, read on the bottom of the page.
    ”If you have items remaining in the vault after the key expires, they will be returned to your inventory.”
  5. Like
    Sierra got a reaction from YouGotPwndByMyAss in VIP Vault Key   
    According to this MERET is right, read on the bottom of the page.
    ”If you have items remaining in the vault after the key expires, they will be returned to your inventory.”
  6. Like
    Sierra got a reaction from NerfArchersPls in RACIST   
    That's basically nothing. Ignore him and you're fine.
  7. Like
    Sierra reacted to MERET in [Rehber] Under The Castle (UTC)   

    UTC zindanına nasıl girilir?
    Luferson ve El Morad Castle bölgesinde bulunan [Twilight Observer] NPC’den girilir.
    Etkinlik saatleri ne zaman?
    Etkinlik saatlerini sağ üst köşede bulunan kum saati (⌛) sembolüne tıklayarak öğrenebilirsiniz Cuma günü; saat: 15.00 ve 21.00 Cumartesi günü; saat: 06.00 Etkinlik 4 saat boyunca devam eder. Ek bilgiler
    UTC 4 ayrı zindandan oluşur.
    Her bir zindanı geçtikten sonra partideyseniz envanterinize 2 adet Troppy box, partide değilseniz 1 adet Troppy box düşecektir. Eğer zindan içinde ölür ve “Press Ok” tuşuna tıklarsanız karakteriniz UTC başlangıç bölgesine geri döner. Tüm zırhlarınız ve silahlarınız yanar. Bu yüzden eşyalarınızı tamir etmeniz gerekmektedir. Bu duruma düşmemek ve karakterin öldüğü yerden tekrar canlanması için envanterinizde Life Crystal eşyası bulundurmalısınız. Life Crystal Maradon bölgesinde bulunan [Mysterious] Narki NPC’den Low, Middle, High ve Unique eşyalar kırdırarak elde edebilirsiniz. Zindaki yaratıklardan çeşitli materyaller düşmektedir. Maradon bölgesinde bulunan [Disciple of Hepa] Shozin NPC’den UTC silahların veya zırhların nasıl yapılacağı anlatılıyor. Check Manufacturing recipe – OPEN – Sayfa 2’ye geçin. Under the Castle başlığı altında silahların nasıl yapılacağı gösterilmektedir. Ek olarak Trophy eşyalarını nasıl elde edeceğiniz Trophy başlığın altında gösterilmektedir.

  8. Like
    Sierra got a reaction from GuruLegend in Welcome GM Eos!   
    Welcome to the team!
  9. Like
    Sierra got a reaction from GuruLegend in Welcome GM Eos!   
    Welcome to the team!
  10. Like
    Sierra got a reaction from ItzMad in HANGOVER & ItzMad Swearing..   
    You should use '/chatblock' ingame to ignore these users.
  11. Like
    Sierra got a reaction from ItzMad in HANGOVER & ItzMad Swearing..   
    You should use '/chatblock' ingame to ignore these users.
  12. Like
    Sierra got a reaction from ItzMad in HANGOVER & ItzMad Swearing..   
    You should use '/chatblock' ingame to ignore these users.
  13. Like
    Sierra got a reaction from YouGotPwndByMyAss in ItzGameMAFIA ban?   
    Banned for cheating.
  14. Like
    Sierra reacted to MERET in ALL NİGHT LAG DC PROBLEM   
    İnternet servis sağlayıcınız İnternet'te sorun olmadığını söylüyorsa bir ihtimal modemde sorun olabilir. Modemi değiştirip tekrar denemekte fayda var. Launcher.exe ve KnightOnline.exe uygulamasını windows defender güvenlik duvarı üzerinden izin verebilirsin. Cihazınızı koruyan herhangi bir virüs programı için ApexKO klasörünü ve içindeki exe uzantılarını dışlamalara ekleyebilirsiniz. Not: Durumda bir değişiklik olmazsa oyunu kaldırıp tarama verilerinizi silip disk temizleme yapın. Daha sonra virüs programınızı ve güvenlik duvarınızı geçici bir süreliğine devre dışı bırakıp oyunu tekrar yükleyin. Oyunu yükledikten sonra 2. ve 3. maddeyi tekrar uygulayıp virüs programınızı güncel hale getirebilirsiniz. Bu sorunun sizden mi yoksa oyundan mı kaynaklı olduğunu gösterebilir. Halen bir değişiklik olmazsa yönetici ekibinden birisi muhakkak size yardımcı olacaktır. 
  15. Like
    Sierra reacted to BulletClub in OPEN NEW SERVER   
  16. Like
    Sierra reacted to twostars in Eden&HANGOVER vs Elior&YouGotPwndByMyAssJewishDariusKairi REWARD: 15K KC   
    I'm all for friendly banter, but this is taking it way too far.
    Invading people's privacy and abusing their family members is so far over the line that I never thought this would be something I'd ever have to deal with in a private server environment.
    Enjoy your ban. Hopefully by the time it eventually expires you'll have had some personal reflection and, hopefully, will consider - at the very least - apologising to them.
    Really. It's just a game, guys. Chill the hell out.
  17. Like
    Sierra reacted to BulletClub in WHAT IS THIS ??????   
    He said he was going to descent to kill you. but you died before he could descent.
    they already explain that the chinese look far away on your screen but in reality. they are close. it's ping. if you are closer to the server you experience less lag
    also they are spamming acid pots. which you can do also. gm said a long time ago that the acid pot bug was fixed. but it's definitely not fixed
  18. Like
    Sierra reacted to IIIAmJohnWick in What is my AP?   
    A lot of people have pm' d me requesting what my attack power is on my assassin. Here it is, with (dex set).

  19. Sad
    Sierra got a reaction from krat0s in Your Payment method is painfull for non english names   
    Did you try using 'O' instead of 'Ö'? Normally that should work. o.o
  20. Like
    Sierra reacted to twostars in Our server   
    Unlike other servers, we've put a lot of work into our server -- several years worth, in fact. Actually, I can safely say that we're the reason that most people are even using source code to develop servers now, rather than messing with the official binaries.
    This is why I'd like to go into some detail about our server, since it's not something that's usually talked about outside of bug reports and such.
    A brief history
    Our server was initially created as a result of our attempts to push open source development in the Knight Online community, in 2012~2013.
    The project's intent was to update the official C++ source files (for ~1.06x) to a usable state for community learning purposes.
    Although the project ultimately went closed source due to lack of community attention, in the years since then we've made leaps and bounds with the project, rewriting most systems from the ground up to behave in a more logical and optimised fashion, doing our best to respect both DRY (Don't Repeat Yourself) and KISS (Keep It Simple, Stupid) principles, as well as updating to support the latest version of Knight Online (2.1xx at the time of writing).
    It has been a monumental undertaking, but in doing so, we've learned a lot about how the official server works (and even more about how it doesn't), and have always striven to improve upon it (as well as our own implementation).
    While we do deviate in some regards (with good intentions), accuracy is very important to us.
    We have spent a great deal of time reversing official server and client binaries, as well as testing behaviour on official and scouring through its packet logs.
    As-is, we're confident that in most respects that have any importance (e.g. damage calculations, rates, etc.) our implementations behave the same as (or very, very close to) official's.
    Cheat detection
    While official and 99% of private servers rely on client checks to detect cheating, we do not believe in playing this easily-bypassable game of cat and mouse. As such, our server is very proactive in its detection of cheat methods to lock them down permanently, i.e. with no means of bypass.
    From ensuring we deal with client input in a safe manner to things like verifying every step of the skill casting process, or enforcing tight server-side collision and movement speed checks, we always strive to ensure that players have no vector for abuse. Obviously this is always a work-in-progress and isn't perfect or complete (what is?), and we're introducing new logic to prevent more general cheating behaviour as it pops up, but we're proud of how far we've come - and that we've come so far compared to official (and other private servers) in this regard.
    Aesteris and I have both put years into developing this server (and I'm sure there's many more to come), and at this point I'm confident in saying our server performs - in most respects - better than official. On this note, we've found that many official bugs are caused by design flaws or simply their tendency to copy & paste their logic (and miss things).
    During implementation, we are always ever-present of performance concerns, be it in regards to how much time/resources a player request can consume (or anything in general), how costly a database hit will be, or even how much data is being (unnecessarily) sent to players -- performance matters to us, because it matters to players. A server falling under its own weight isn't worth playing.
    Zone instances are one interesting example of this. Officially and in 99% of private servers, "instances" are implemented such that when dealing with anyone in an instance, it still has to deal with all players in that zone (i.e. all instances of that zone). So instead of the 16 people we want to deal with in our Border Defense War instance, we deal with the 200 players across all of them.
    Here, we implement this system fairly logically: each instance is a self-contained unit attached to a zone. When dealing with players (or NPCs/monsters for that matter) in these instances, we only ever deal with the 16 actually in it.
    Similarly, officially we've noticed they tend to scan the entire server when looking for players to affect with skills nearby. As always, this extends to private servers as well, though most will have this (slightly) optimised from when this was open source. Here, of course, we only ever look for those actually near the player.
    This extends even to our database implementation. Beyond optimising the database design to avoid unnecessary or overly intensive lookups, we've also moved away from Microsoft SQL Server as - while it's a decent product - in several situations, it doesn't fit our performance needs (we also mostly moved away from Windows in general, which was another reason for dropping it).
    While not all are, many of our performance improvements are entirely noticeable by players. For example: unlike official or other private servers, there is close to no delay in logging in and selecting your character (the only delay is your own connection latency; officially and on other private servers, these backend requests take quite some time themselves). Additionally, we optimise our outgoing traffic to avoid congestion on the player side -- which saves you (and us) bandwidth, and means the client isn't bogged down as much processing the traffic.
    Events (and timing)
    Although fairly common with most of our systems, I feel that our event system (in no small part because of our timed event system) should be pointed out in particular as it is a colossal improvement over the way official implements events (as well as other private servers).
    Officially (and again, other private servers -- these go hand in hand), events are scheduled based on specific time checks. That is, if an event is scheduled at 01/02/2017 12:30PM, their game timer will check (every 6 seconds) if the current time matches. That is, it'll check if the day is 1, month is 2, year is 2017, hour is 12 and minutes are 30. Every 6 seconds.
    This means that issues with clock changes can easily upset it, not to mention issues with restarts not realising it has yet to run even though the time has passed (because it isn't exactly that time!).
    Here, we have a scheduler for timed events. Times scheduled in the past will run immediately, while times in the future will run once that time has passed. As always, we're ever-present of performance concerns, and scheduling in this manner can be very sensitive performance-wise, but in its present state our scheduling system performs wonderfully.
    Virtually everything timing-related in our server runs via this system in 1 of 2 ways (again, for performance reasons): in a "precise" mode, where we require a higher granularity (e.g. skill timings), or in a general mode for everything else that matters a lot less (e.g. event scheduling).
    From scheduling to running parts of the events, timing is very important with events.
    As I've mentioned previously, our implementations aim to behave logically. We also aim to keep features as self-contained as possible, unlike official, where you have random logic strewn about that exists that doesn't have an obvious use until you determine it's for, say, a specific case in an event.
    Obviously, when your codebase is littered with random things like this, it's very difficult to maintain, and very prone to bugs. We're all familiar with the bugginess of Knight Online; official servers, particularly. This is why.
    In contrast, we keep all of our event logic with the rest of that event's logic. And I don't mean just keeping it in the same source files.
    I mean, as a common example, if we need to handle the death of a player or monster in this event, we implement a specialized zone instance class for this event's instance, and override its OnDeath() event. Meaning, it's only ever handled in this event by design and no other logic needs to be aware of it.
    As previously said: we aim to implement things logically, in an attempt to keep things readily maintainable and avoid bugs.
    Custom behaviour
    While accuracy is important to us, so is an improved player experience.
    For starters, we're perfectly comfortable with taking features and reworking them into something that can be of use. For example: our in-game Class Transfer feature. This feature doesn't exist officially; it uses the official Nation Transfer feature to accomplish this, as the UI provides the ability to change their desired features -- which is the only time a player needs to make a decision (beyond their desired class, which we accomplish by prompting for that in the NPC -- easy!).
    Another example of this is taking their event system and reimplementing the Forgotten Temple and Juraid Mountain events to work with it, so players can now simply use the sign-up feature to access this event, rather than finding and talking to their respective NPCs. This means a much nicer user experience and increased participation to the events.
    And how about our clan banks? Their inn UI was easily repurposed for this custom feature that again, does not exist officially.
    And to finish this off...
    It's very easy to see this as "another server", but you need to realise that everything implemented in the game -- everything! -- has been written by us, at this point, from scratch. At the beginning of this project (which if memory serves was aiming to get it up and running with 1.8xx), we didn't have things like merchanting, we didn't have upgrades, let alone any type of event (even old events like Forgotten Temple or Bifrost). For a while I personally didn't really think we'd end up getting it anywhere, but continued to work on it in my spare time regardless.
    Now we have a fully-featured, highly optimised server implementing almost everything official has to offer.
    We've come a very, very long way in this time. We have more work to do (as always), but I hope this at least gives a small glimpse into what's actually involved behind-the-scenes in actual server development and why we're different to other servers.
  21. Like
    Sierra reacted to Aesteris in The Castellan Expansion   
    Hey everyone,
    Following up on twostars' great blog post from last Friday, here is the official announcement of our next "expansion", and yes the new Bifrost gems will also contain part of the materials needed to craft the new armors displayed on the first picture!

  22. Like
    Sierra got a reaction from YouGotPwndByMyAss in ItzGameMAFIA ban?   
    Banned for cheating.
  23. Thanks
    Sierra got a reaction from Built4CZ in Change drop list   
    You're always welcome to make suggestions, but we're not obligated to obey them or answer within any timeframe.
  24. Thanks
    Sierra got a reaction from Built4CZ in Change drop list   
    You're always welcome to make suggestions, but we're not obligated to obey them or answer within any timeframe.
  25. Haha
    Sierra got a reaction from BulletClub in TheMORUQ in wall multiple times.   
    As stated before, these kind of bugs happen in certain locations when players climb objects. Well known and old KO-bug.