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twostars

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  1. Sad
    twostars got a reaction from casey35 in BUG   
    Don't bug abuse and you won't have your NP wiped for it.
    The 'bug' in question was fixed.
    Closed.
  2. Like
    twostars got a reaction from LordSlice in Occasionally the cast animation slows   
    This has been fixed.
  3. Thanks
    twostars got a reaction from MERET in Tips to avoid being scammed | Dolandirilmaktan kacinmak icin ipuclari   
    Don't share your account.
    This is the single most common reason people are scammed. People have been scammed by their childhood friends, so do not ever think you will be the exception.
    If there's evidence of account sharing on your account, there's nothing we can do about any item loss that may occur.
    When transferring items to another character, ask a Game Master to help you do so.
    You can find a list of our Game Masters here (note: just the "Game Masters", nobody else).
    You can send them a PM and they'll be sure to help you out when they can.
    Pay attention to what's being traded/sold via merchant and their prices.
    Occasionally people will attempt to trick you with prices or similar items.
    Never assume the item is what you think it is, hover over it and make sure.
    When dealing with any sort of trade, discuss it in-game before the trade occurs.
    Stating the terms of your trade upfront helps us to see what's going on, and restore your items if you do still happen to get scammed.
    If you're just communicating out of the game (via Discord, etc.), we have no idea what the terms of your trade will be.
    So be safe and state it in-game so we can help you out if you do experience a problem with the trade.
    When trading characters, always trade them via [Cypher Rings].
    Never trade your account. Instead, seal your character and trade it in-game like any other item (following the above tips) to ensure a smooth and safe trade.
     
  4. Haha
    twostars got a reaction from red123 in Human Archer Bug?   
    I'd say your username is fairly apt at explaining your problem.
  5. Like
    twostars got a reaction from BroOk in Bug drain mana weapons?!   
    Apparently this stat is just completely ignored officially, despite it being implemented in the original version of the server.
    Later servers remove it entirely, but the stat's still set for the items.
    It's been disabled in the last restart.
  6. Thanks
    twostars got a reaction from ThOms in CSW doors bug.   
    This has been fixed as of the last restart (it never affected the entire gate, just a small part of it, but I finally got around to fixing it).
  7. Like
    twostars got a reaction from BroOk in What Happend With ApexKO???   
    Wait what year is it, people are still complaining about stun/slow rates. Huh.
    Rates are more or less official, but with diminishing returns. Which means that despite you getting upset when you do get stunned/slowed, it's highly unlikely for it to happen in shorter windows (i.e. being chain stunned/slowed isn't really a thing).
    And if it is, then you absolutely need to get more gear with lightning/ice resistance. 99% of the time when people complain, I check out what they were using and their resistances are next to non-existent. Sorry, but that's what they're for...
    Without actually giving me a character name or anything tangible to go on other than your opinion, I can't really look into your specific case regarding those, so if you want me to actually look into it, you'll need to give me a little more to go on. I can go check out what exactly happened at that time, what you were stunned by, what your resistances were, etc.
    Regarding the small "slide", unfortunately it's necessary for now until we can reimplement the client entirely. It's just the way the game's designed.
    Removing it involves introducing more updates, which in turn causes more data to be sent <-> received and the client simply cannot cope with a high number of players/monsters in an area and will lag out.
    As it is, we're using a middle-ground which is still a lot better than official but still performs well with higher PK activity.
    Finally, all of our changes are made for a reason. Reverting everything back to how it was 2 years ago is silly, even moreso that you think that nobody would have a problem with this, when a lot of our changes were made with player feedback in mind in the first place.
  8. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (17/03/2019)   
    Changelog
    Players will no longer receive additional clan CONT bonuses when selling back to the [NP merchant]. Additionally, these sales will no longer count towards your total NP gained for achievements. Fixed some of the PK chest items expiring when they shouldn't (e.g. Duration Items, Offline merchant emblem voucher).
  9. Like
    twostars got a reaction from GrandAndGlorious in Patch (09/03/2019)   
    The HP difference is a result of KRKO changing the passive from giving extra HP, to bumping up your stamina (i.e. the Kurian resource) to 250, up from 200.
  10. Like
    twostars got a reaction from GrandAndGlorious in Patch (09/03/2019)   
    If you have yet to see any explanation until now, you clearly haven't read a single thing we've said, have you?
    Kurians were updated to behave as they do in the current official version of the game, as has been requested for a long time. That's what changed.
    You guys wanted it, this is how it is. It's not JUST the 250 stamina that changes; the costs, requirements and how abilities function were tweaked too.
    Yes, I'm sure it would be nice to just get a base stamina pool increase, but I think we can all agree there's more to balancing than that.
    We've tweaked a few things for this Friday's patch, but in general this is how the class officially behaves now, and we have no intention of changing it.
    From what I've seen, complaints thus far come down to:
    1. Survivability, which is silly; explore your kit more and I'm sure you can figure out how to make it work for you.
    2. Not having OP DoTs anymore. Because that was fun, engaging and balanced gameplay, obviously. I'm not surprised they changed it officially. Yes, this means gear changes, but you guys have been wanting the new Kurian implementation for the longest time, so... this is it.
    Before abandoning it because it isn't the same, perhaps experiment and explore. So far we haven't observed anyone really using it to its full potential yet, just complaining that they think it's worthless now because *it's different*.
    But as with my other posts, I'm sure my explanation doesn't count because it's not what you want to hear, right?
    As with literally every other change we make, ever, it's not the end of the world that people make it out to be and you'll either get over it eventually or you'll leave.
    Either way is fine by us: if you don't like the changes, you don't have to stay. But this is how it behaves in the current official implementation, so... until they change it, this is how it is here as well.
  11. Sad
    twostars got a reaction from red123 in Oreads problem   
    Sorry, but no changes will be made here. It was always intended to be a limited, short term source for obtaining an otherwise store-only item.
    It was never intended to be stockpiled like this.
    Thanks for your understanding.
  12. Like
    twostars got a reaction from GrandAndGlorious in Patch (09/03/2019)   
    Look at it as a reason to explore your kit beyond what you're used to using, and just maybe you'll find better ways of playing your class than before. Just a friendly suggestion.
  13. Like
    twostars got a reaction from KedenesTTank in Lag? Disconnections??   
    Hey guys,
    Once again, been a while since our last major status update. Since, we've updated the client, implemented the Castellan dungeon and rewritten the King system. I'm not going to reiterate what I've said there, but the remainder for the most part still needs to be done. More on that in a bit.
    We're also now trialling our new Turkish GM Eos as we've been lacking a staff member who can support our Turkish playerbase. Please give him a warm welcome.
    But the lag though~
    Firstly though, I want to talk about the lag and disconnections that have started happening recently. This has been an issue for some for a while longer, but was made noticeable when we started being more strict about how much players were allowed to lag before we kick them (otherwise we end up with issues such as players appearing to be cheating because they're lagging behind).
    This lag has been a recurring issue we've experienced with our provider, HyperFilter. Each time they've gone away and eventually dealt with it (after back and forthing with them trying to stress that it is indeed an issue). It's something we're aware of and we're always dealing with, although it may not seem like it.
    At this point, we think they're rather overrated and terrible value for money, so we've decided to switch providers.
    This switch also means upgrading hardware, because it's been 4 years since we started with HyperFilter -- 4 years technology wise is a huge gap. At this point, the newer hardware is cheaper than what we're currently paying for our much older hardware (RIP. We should really consider upgrading more regularly).
    Additionally, their DDoS mitigation scales much better than HyperFilter's ever did, meaning in future, if need be we have the option at our disposal.
    Location wise, it will still be hosted in Amsterdam. Regular latency should be much the same; HyperFilter's own latency issues aside, players all over the world in general haven't been too severely impacted by its location (obviously there are exceptions, but in general it's been a great choice).
    In addition to this, we're excited to try out a beta service our new provider offers which attempts to reduce latency for game services in a manner similar to how services like WTFast work (just from their end). We're very hopeful this will further help players with latency issues, although we have no other real info on this right now (we're still looking into getting it hooked up to give it a try).
    We've been setting these up all week, and will most likely be fully switching things over on Monday. As there's a lot of data to migrate we'll probably have a 12 hour downtime, though the exact time will still be figured out.
    Alongside the move, we're looking at addressing some other longstanding issues players have experienced.
    We'll be dropping CloudFlare. As great as CloudFlare is at caching content, players have consistently had issues connecting to certain nodes causing page timeouts that we can't do anything about. If you've PM'd me about this -- this is why I (probably) haven't responded. Once we drop CloudFlare, these timeouts should disappear and the site should be consistently usable again.
    Unfortunately this also means screwing with our SSL certificate; we'll have a new one, so browsers may briefly have issues with this change. Fingers crossed for the best though.
    We've also updated caching. This has caused some odd issues with the website, particularly with identifying recent emails.
    On a similar note, we're no longer serving our own emails; this is now being offloaded to SendGrid. For those that don't receive their emails or take a while to receive them, this should help out a lot. This change has already been made to the forums, so emails should be working much better here right now.
    Finally, we've made some general backend updates to the website, and the webserver happens to have a lot more resources to work with now. This speeds things up noticeably. The general functionality & design of the website remains the same.
    When we switch things over to the new provider, these changes should all be pretty noticeable.
    Regarding the game itself, we've also decided to update the compiler considerably. This wouldn't normally be worth mentioning if we didn't rely on several language features that have been changed/improved.
    One specific example is our random number generation. There's been a lot of concerns with this (particularly in regards to it giving recurring results), but it's very hard to find fault in RNG; rate tests have given us reasonably accurate results, so my general response to this is always "RNG is RNG". I also want to trial a different approach for this; this will probably be done before we migrate, just to see if there's any noticeable difference in recurring results.
    Additionally, in the compiler we were using, it's been reported that it does not know how to optimise 'lambdas' well. As our code relies a lot on lambdas (really, a lot), we should see a lot of our code that's run a lot (e.g. sending data to players in nearby regions) get sped up. Exciting for us, anyway.
    Fingers crossed for these performance improvements come Monday!
    That's great and all... but I heard there was going to be a new expansion? And where's my UTC??
    Yes. There's a new expansion in the works, and UTC is part of it. It really isn't too far away.
    Actually, we hoped to release the expansion at the same time as the move, but since I insisted on updating software (and updating/fixing everything that uses it) and generally improving the infrastructure, the migration ate up a lot more time than we anticipated. Whoops.
    I don't have a date for it, but considering we originally hoped it'd be released this weekend, it shouldn't be too far away.
    So once that's released, what's next?
    We still want to continue making progress with our client source project. The plan is to get back to focusing on that after the UTC expansion is sorted, as that is our long-term goal.
    Additionally, as in the last major status update, we still want to contract a developer/designer for a new website. As-is, the website is clunky and doesn't offer everything we'd like it to. It also doesn't make a great first impression, and unfortunately that's rather important in attracting new players (aesthetics was never our strong suit D:).
    Until next time!
  14. Like
    twostars got a reaction from carlosgermany1111 in Disable OTP   
    It's been disabled. Thanks for your patience.
  15. Like
    twostars got a reaction from ROAR in usko open new server we need news here   
    If you truly think that ApexKO will die because USKO is releasing more servers, I don't know what to say.
    I don't know if you realise this, but we've been around since 2015 (at least, officially released -- prior to that we were around in late 2014). We're still here.
    I mean, I realise that PK activity is low at certain times of the day, and that likely we'll see more of a hit as players push the initial rush of the launch, but that's nothing new and happens all the time with private and official servers alike.
    The hype passes, then things go back to normal, rinse and repeat.
    So I understand and appreciate your concern, but it's unnecessary. We will still be here regardless of what happens, you do not have to worry about us dying any time soon.
    As far as updates go, we're hoping we'll start seeing the start of these in the beginning of February, but don't take that as a definite ETA. It'll be done when it's done.
    Regardless, releasing these right away specifically *while* players are distracted with the launch of official servers is counter-intuitive, so it won't be done immediately. But it's not too far away
  16. Like
    twostars got a reaction from Dragon in usko open new server we need news here   
    If you truly think that ApexKO will die because USKO is releasing more servers, I don't know what to say.
    I don't know if you realise this, but we've been around since 2015 (at least, officially released -- prior to that we were around in late 2014). We're still here.
    I mean, I realise that PK activity is low at certain times of the day, and that likely we'll see more of a hit as players push the initial rush of the launch, but that's nothing new and happens all the time with private and official servers alike.
    The hype passes, then things go back to normal, rinse and repeat.
    So I understand and appreciate your concern, but it's unnecessary. We will still be here regardless of what happens, you do not have to worry about us dying any time soon.
    As far as updates go, we're hoping we'll start seeing the start of these in the beginning of February, but don't take that as a definite ETA. It'll be done when it's done.
    Regardless, releasing these right away specifically *while* players are distracted with the launch of official servers is counter-intuitive, so it won't be done immediately. But it's not too far away
  17. Like
    twostars got a reaction from BroOk in Make Ultima strong again   
    A certain server started running their Christmas event a week ago. So I mean, I don't think it's too much of a stretch for it to be running right now.
  18. Like
    twostars got a reaction from BroOk in Killing Felankor for royal clan bug?   
    Who tried to loot it? Also, when you say it was empty, did it tell you that or did it open up and visually show as if it were empty?
    Edit:
    I've just given TukeFin the Royal Emblem that dropped.
  19. Sad
    twostars got a reaction from BroOk in Aesteris & twostars, Let's do the math together?   
    Tell me: what did anyone lose?
    The answer: nothing.
    Play and you keep your rank. Nothing effectively changed except these people who could previously go AFK for weeks and still be on top have to play now to hold their rank. And they still have their headstart, because all numbers are scaled.
    Call me crazy, but that doesn't seem like such a big deal.
  20. Thanks
    twostars got a reaction from BroOk in About Clan Grades & Cape [You shouldn't had reduced them]   
    Not true. PK activity's been noticeably increasing.
    Going to close this thread. The point's been made.
  21. Like
    twostars got a reaction from IIIAmJohnWick in Patch notes (31/12/2018)   
    Changelog
    [Hotfix] Dark Knight Crossbows once again always trigger their root on a successful proc. Previously the official behaviour was to stun (i.e. complete loss of control with no counter), so we temporarily mitigated it by not guaranteeing the stun. As the official behaviour (and thus, ours) changed to simply root (i.e. partial loss of control with counters), there's no need for this nerf to still exist - so it will now once again always root on proc. [Hotfix] Enabled HP scaling on the Christmas event Snowmen & its Star boss. This should mean they take longer to kill which allows other players to get a chance to get credited. We're aware that players are using Smoke screen to try to prevent players from tagging things to credit, which this should help mitigate. Remember, you can easily get credit by attacking or healing a player who's tagged it. Consumable items (e.g. Undying scroll, etc.) will now correctly be repurchased with the charges they had on deletion. The Undying scroll used for the Christmas event no longer targets party members. Clan Nation Transfers have been disabled for, at least, the foreseeable future. We're currently looking into an alternative way of dealing with PK balance, but for right now the clan transfers are heavily abused for the Christmas event so it'll be disabled until we implement a better solution. Please note that you can still use the individual Nation Transfer feature, available via the Power-Up Store.
  22. Confused
    twostars got a reaction from BroOk in About Clan Grades & Cape [You shouldn't had reduced them]   
    I mean there's obviously more to it than that, but I was just making the point that it's not as simple as you make it out to be.
    Besides, your suggestion ultimately accomplishes the same thing - clans lose their progress because they can no longer afford the costs. This is counter-intuitive to what we want.
    Ultimately, reducing the requirements makes a lot more sense for a PK server, honestly. It fits nicely with where we want to head with more PK elements.
    As Aesteris said in his posts, there are other things coming which will fill in that gap & make this make more sense.
    PS: You also don't need to @mention us. Notifications are disabled for that kind've thing, otherwise it's abused with it posted in every thread.
    No. That's the point of the rescaling.
  23. Like
    twostars got a reaction from BroOk in Patch notes (31/12/2018)   
    Changelog
    [Hotfix] Dark Knight Crossbows once again always trigger their root on a successful proc. Previously the official behaviour was to stun (i.e. complete loss of control with no counter), so we temporarily mitigated it by not guaranteeing the stun. As the official behaviour (and thus, ours) changed to simply root (i.e. partial loss of control with counters), there's no need for this nerf to still exist - so it will now once again always root on proc. [Hotfix] Enabled HP scaling on the Christmas event Snowmen & its Star boss. This should mean they take longer to kill which allows other players to get a chance to get credited. We're aware that players are using Smoke screen to try to prevent players from tagging things to credit, which this should help mitigate. Remember, you can easily get credit by attacking or healing a player who's tagged it. Consumable items (e.g. Undying scroll, etc.) will now correctly be repurchased with the charges they had on deletion. The Undying scroll used for the Christmas event no longer targets party members. Clan Nation Transfers have been disabled for, at least, the foreseeable future. We're currently looking into an alternative way of dealing with PK balance, but for right now the clan transfers are heavily abused for the Christmas event so it'll be disabled until we implement a better solution. Please note that you can still use the individual Nation Transfer feature, available via the Power-Up Store.
  24. Like
    twostars got a reaction from Dragon in shiny boss   
    I tweaked scaling a little bit more, so we'll see how it goes next run.
  25. Thanks
    twostars got a reaction from neXusLeen in Patch notes (31/12/2018)   
    Changelog
    [Hotfix] Dark Knight Crossbows once again always trigger their root on a successful proc. Previously the official behaviour was to stun (i.e. complete loss of control with no counter), so we temporarily mitigated it by not guaranteeing the stun. As the official behaviour (and thus, ours) changed to simply root (i.e. partial loss of control with counters), there's no need for this nerf to still exist - so it will now once again always root on proc. [Hotfix] Enabled HP scaling on the Christmas event Snowmen & its Star boss. This should mean they take longer to kill which allows other players to get a chance to get credited. We're aware that players are using Smoke screen to try to prevent players from tagging things to credit, which this should help mitigate. Remember, you can easily get credit by attacking or healing a player who's tagged it. Consumable items (e.g. Undying scroll, etc.) will now correctly be repurchased with the charges they had on deletion. The Undying scroll used for the Christmas event no longer targets party members. Clan Nation Transfers have been disabled for, at least, the foreseeable future. We're currently looking into an alternative way of dealing with PK balance, but for right now the clan transfers are heavily abused for the Christmas event so it'll be disabled until we implement a better solution. Please note that you can still use the individual Nation Transfer feature, available via the Power-Up Store.
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