[Redux Interserver Network] The Best Low Rate Classic Conquer Experience

12/23/2015 09:37 fudgeebar#106
server down
12/23/2015 14:21 pro4never#107
Quote:
Originally Posted by fudgeebar View Post
server down
Triumph is online now. Seems as though there was a fatal windows error that forced the server down.

Quote:
Originally Posted by Xio. View Post
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So far so good. Let's see how the server is... extracting takes 3 min... fml.


Edit:

Bug:
  • When you level thunder and then hit "Learn basic Spells" at the Promo NPC, your Skill level gets reset to Elementary. That sucks :(
  • If your inventory is full, you don't get the squama reward.
  • Monster hunter Quest not finishing properly. (See screenshot)
  • You can't level medidation in TG
  • City War event timer seems to block the server thread. The countdown does appear in a batch, ping spikes and server becomes unresponsive for ~3 seconds
  • Fire Circle skill won't activate if you walk while casting. It should though. Only running/jumping should abort casting

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Negative:
  • I don't like that it has CPS and the shopping mall. I'm not a fan of the new maps either but I don't mind those. Playing is really fun, already 80... way too fast for me honestly but meh.
  • Fire Meteor is a AoE attack?? Surely helps leveling even faster... kinda like it but would rather not have it. Especially since it hits 100% and never misses.
  • Unique starting items that level with your level automatically made my warehouses filled with meteor's lool.
  • In-game player economy appears to be using cps heavily. I can't even get an exp pot for gold :(
  • Bugs like the reset in level when you re-learn spells are really frustrating

Positive:
  • Quite complete from what I can tell so far & quite bug free. You can play without issues.
  • Decent drop rates, found 2 elite items during my leveling from 1-80 as tao, many +1's
  • Monster Hunter quest helps leveling faster when it works
  • Santa's stolen presents drop occasionally giving you further exp when you deliver them
  • Quest items like rat fangs drop, quests associated with work.


Thanks for the very detailed review.


Elementary skills: Well... not sure how no one reported that. I'll do some tests and make sure it's fixed for next patch.

Edit: Strange... the code specifically only teaches if you don't already have the skill. Will debug it for next patch regardless.

Edit 2: I tested... it's not overriding my cure/thunder skills. Is it a specific other skill it's happened on? I'll do a quick read through of the (messy) promotion npcs just to be sure its not using a different set of checks elsewhere but it's definitely not overriding cure/thunder from the promo npc.

Squama: Squamas can no longer be picked up if full inventory (that way you dont waste them and can make room in inventory first. Hurrah!

Monster hunter: If you right click the jar itself does it delete it or give you any message? Was there anything in particular that happens before the quest bugs out for you?

I'd suggest deleting the quest, relogging, checking if you can delete it again. I've seen VERY rare cases where someone ends up with two quests causing none of them to be able to be completed. Deleting and relogging seems to fix the issue. If you can give a bit more info on what's being done right before it happens I'm sure we can get that all patched up for you.

City War/Spike: What is it you mean by countdown? Do you mean announcing the start of city war or announcing the end of the event?

Meditation in Tg: Skills like meditation/spirit healing could never be leveled in tg. They needed to actually restore hp/mana to level up. Leveling in TG would be a bug, not how it is now.

Walking + Fire Circle: Known. The way the combat engine is written in this source is very strict about canceling combat on movement. It'd require a lot of hackish code to allow it so we kinda just removed it.



------Concerns/Complaints------

CPs: Yah most ppl use CPs. It's an unfortunate but just kinda how things go. Gold really has very few uses on our server. We may expand on them but most ppl just seem really un-inclined to use gold for anything.

Mall: You don't like it, that's cool and I kinda agree. Worth pointing out (more to other readers than yourself) that there's NO gear in mall. No + stones, no equipment, no tools to socket, etcetc. It's all priced way, way above market value so pretty much the only thing that ever gets bought from mall is our mega arrow packs, heaven bless and maybe some garments. Everything else is way cheaper to buy from players (and it's specifically designed that way)

Fire Meteor: We changed how fire meteor works as a way to help re-balance the classes. Tornado is still stronger/more reliable in 1v1 situations but fire meteor is now a skillshot alternative for group events. This makes fires MUCH stronger at things like controlling tight areas (eg: gates at guild war). It also creates a completely different style of gameplay for fires who wish to play that way as it's a ground targeted skillshot. I can totally respect not liking it but that's the reasoning behind why we changed it (it's a situationally strong/fun skill instead of just something no one uses)

Leveling Speed: During December all self leveling is actually much faster. This is to combine with our significantly boosted advertising and holiday events to help pull new players into the server. It's worth noting that reborns and 2nd reborns have reduced exp gain so you'll prob find they are closer to scratching that leveling itch of yours :)


After working on something this long it's pretty hard to take a step back and view it as a new player would so thanks a ton for your feedback. Hopefully some of my replies will help clear things up.


<edit>

I didn't see any feedback on events. Have you signed up for any yet? It's worth mentioning that the majority (around 75 percent) of our events are not based on gear so anyone can join them to earn extra exp and rewards based on performance.

During weekdays they start 2x hour at XX:15 and XX:45.
12/23/2015 17:26 Spirited#108
Quote:
Originally Posted by pro4never View Post
Triumph is online now. Seems as though there was a fatal windows error that forced the server down.
Gotta love Windows...
12/23/2015 22:39 pro4never#109
A new set of updates is live!

Nothing major in this patch but I wanted to just give a small bit of context towards what I'm working on with the next few patches.

#1: Variety.

We have a ton of different events but if you're a active player they can start to feel old pretty quickly. One of the things we're looking to do in the next few patches is to create slight variations on events you already like.

The first event we're doing this for is team deathmatch. A lot of people like our team deathmatch event but it has a tendency to scare away new players (being one of our few gear based events).

We wanted to keep that level of competition while opening it up to even more people so we've added an identical event called TeamDeathMatch-Skill (yes, creative I know!)

We'll be doing some similar overhauls to other popular events such as a 4 team infection tournament and freeze war and a few other events. We just want our players to feel like they aren't just doing the same event over and over.


#2: Stability

I've never tried to hide the fragility of the source we're running right now. I'm sure many of you know I'm working (still) on a much improved source but that doesn't help you NOW. As a result I'm slowly integrating some of the newer improved approaches to this aging bucket of bolts. This is designed to help improve the responsiveness of the server under heavy loads.

Examples include caching database results that tend to not change, re-writing algorithms to be more efficient and overhauling some systems to make more damn sense.

As a player you probably wont see much change but it's still something worth mentioning because if you see something that starts to behave oddly, REPORT IT... I've seen many ppl who tend to think anything that changes is intended. It's very easy when re-writing a system to log in, test it, think it looks good and push out the update. This can lead to many unforeseen issues and the faster we're made aware the faster it can be resolved.

#3: Holidayzzzzzzz

This set of update includes the rewards for those who are helping out santa. You can log in on december 25th and talk to him to receive your rewards!


#4: Player support

When a new player logs into the servers any online mod/gms will be notified. This is based on if your computer has ever accessed our network again. Using a high lvl character on a new pc will NOT trigger it so you hopefully wont be spammed by us.
12/24/2015 03:26 Xio.#110
Quote:
Originally Posted by pro4never View Post

Elementary skills: Well... not sure how no one reported that. I'll do some tests and make sure it's fixed for next patch.

Edit: Strange... the code specifically only teaches if you don't already have the skill. Will debug it for next patch regardless.

Edit 2: I tested... it's not overriding my cure/thunder skills. Is it a specific other skill it's happened on? I'll do a quick read through of the (messy) promotion npcs just to be sure its not using a different set of checks elsewhere but it's definitely not overriding cure/thunder from the promo npc.

It happened on Thunder. I had it on Level 4 and it went back to Elementary. Cure was level 1 and went back down to Elementary as well.

Squama: Squamas can no longer be picked up if full inventory (that way you dont waste them and can make room in inventory first. Hurrah!
YAY :P

Monster hunter: If you right click the jar itself does it delete it or give you any message? Was there anything in particular that happens before the quest bugs out for you?

Didn't rightclick it at all, didn't think about that. It happened for Snakes in Ape Mountain and for Fire Rats in Phoenix Castle - repeatedly but not always. Gl debugging that hah :P

I'd suggest deleting the quest, relogging, checking if you can delete it again. I've seen VERY rare cases where someone ends up with two quests causing none of them to be able to be completed. Deleting and relogging seems to fix the issue. If you can give a bit more info on what's being done right before it happens I'm sure we can get that all patched up for you.

Will try that next time.

City War/Spike: What is it you mean by countdown? Do you mean announcing the start of city war or announcing the end of the event?

All announcements come in a batch at the same time. The server seems to be unresponsive for 3~ seconds before that.

Meditation in Tg: Skills like meditation/spirit healing could never be leveled in tg. They needed to actually restore hp/mana to level up. Leveling in TG would be a bug, not how it is now.

I remember leveling Meditation on TQ's back in 06 I remember quite vividly since I used to do that after school while playing my archer. Also, on vanilla conquer you'd still see the "damage" of medidation to be the full value of its level not 0 when you have full mana. That might have changed during the years but thats how I remember it from 06 and before. I see how your system makes it impossible to level it in TG since its basically Exp += Damage and in TG only spamms 0's

Walking + Fire Circle: Known. The way the combat engine is written in this source is very strict about canceling combat on movement. It'd require a lot of hackish code to allow it so we kinda just removed it.

Okay :)

------Concerns/Complaints------

CPs: Yah most ppl use CPs. It's an unfortunate but just kinda how things go. Gold really has very few uses on our server. We may expand on them but most ppl just seem really un-inclined to use gold for anything.

Sadly

Mall: You don't like it, that's cool and I kinda agree. Worth pointing out (more to other readers than yourself) that there's NO gear in mall. No + stones, no equipment, no tools to socket, etcetc. It's all priced way, way above market value so pretty much the only thing that ever gets bought from mall is our mega arrow packs, heaven bless and maybe some garments. Everything else is way cheaper to buy from players (and it's specifically designed that way)


Very true, it could be way worse so you did good :)

Fire Meteor: We changed how fire meteor works as a way to help re-balance the classes. Tornado is still stronger/more reliable in 1v1 situations but fire meteor is now a skillshot alternative for group events. This makes fires MUCH stronger at things like controlling tight areas (eg: gates at guild war). It also creates a completely different style of gameplay for fires who wish to play that way as it's a ground targeted skillshot. I can totally respect not liking it but that's the reasoning behind why we changed it (it's a situationally strong/fun skill instead of just something no one uses)


makes sense, tough skillshot? It's more like Boreas, AoE not line. Also makes Fire Ball totally useless since its slower and weaker. It only targets a single enemy. This skill made sense in vanilla since its hitchance was considerably higher than meteor's but on Apex it seems like a useless skill to level.

Leveling Speed: During December all self leveling is actually much faster. This is to combine with our significantly boosted advertising and holiday events to help pull new players into the server. It's worth noting that reborns and 2nd reborns have reduced exp gain so you'll prob find they are closer to scratching that leveling itch of yours :)


I see! Good to know, should have read that on the forums. I blame my ADHD.

After working on something this long it's pretty hard to take a step back and view it as a new player would so thanks a ton for your feedback. Hopefully some of my replies will help clear things up.


Don't mention it.

<edit>

I didn't see any feedback on events. Have you signed up for any yet? It's worth mentioning that the majority (around 75 percent) of our events are not based on gear so anyone can join them to earn extra exp and rewards based on performance.

Not yet, I wasn't aware that they are level independent, though one showed me a dialog and said it was skill based. Just decided to keep leveling for now.

During weekdays they start 2x hour at XX:15 and XX:45.
Answered in-quote for structure.
12/26/2015 11:07 Spirited#111
I had the same problem with the PC Captain, but I seemingly fixed the problem on my own after a certain cap.

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12/27/2015 00:11 Xio.#112
Quote:
Originally Posted by Spirited View Post
I had the same problem with the PC Captain, but I seemingly fixed the problem on my own after a certain cap.

.
Rightclick it, it will tell you the actual kill count. He doesn't take the different Mobs into account, eg Messengers, Aides or the higher level ones. The Bottle counts them, he doesnt.
12/27/2015 06:23 Spirited#113
Yeah, I run into some small detail bugs here and there as well. Nothing major or game-breaking though. There's been a workaround for everything so far. I'm still looking for a nice wand to use (unique or better), if you or anyone has one. It's also a shame that the market is all CPs. That's probably the largest put-off for me that I'm displeased with; otherwise, the warrior class plays well.
12/27/2015 11:42 Xio.#114
Quote:
Originally Posted by Spirited View Post
Yeah, I run into some small detail bugs here and there as well. Nothing major or game-breaking though. There's been a workaround for everything so far. I'm still looking for a nice wand to use (unique or better), if you or anyone has one. It's also a shame that the market is all CPs. That's probably the largest put-off for me that I'm displeased with; otherwise, the warrior class plays well.
Elite longhammer is all I can offer you
12/27/2015 16:25 pro4never#115
Quote:
Originally Posted by Spirited View Post
Yeah, I run into some small detail bugs here and there as well. Nothing major or game-breaking though. There's been a workaround for everything so far. I'm still looking for a nice wand to use (unique or better), if you or anyone has one. It's also a shame that the market is all CPs. That's probably the largest put-off for me that I'm displeased with; otherwise, the warrior class plays well.
Sadly the monster DB i wrote the server on had no species type field. The new source does so one of my projects in the next while is transferring over all that data so the monster jars will count all of a species properly.

It's one of those things that's annoying but not causing an issue so always falls to the bottom of my todo list :(


I'd recommend using the auto upgrade weapon until you can afford something 2 sock (uni 2s, elite 2s makes no diff as you wont be using it much in the long term) and then switch to that cause of the extra rainbows you can throw in it.

No reason to invest in a weapon you wont use in the long term anyways. It's a common mistake I see a lot of ppl make where they try to rush out full super or make a crazy weapon to level with. We've had plenty of ppl level to 130 using basic uni/elite +2 items and with the money they save on gear and mets they can start on their real gear.
12/28/2015 13:25 hepan#116
There are some minor bug i found so far..

1. While you are using NightDevil skill in Training ground it seems you do not get any extra speed, its just the same as you would use robot skill, it shouldn't be like that..

2. also there is a bug while leveling your skills in training ground, the effect skill doesn't change while it level up (If we take a rage skill for example, if its lvl 7 and you lvl it up to 8 while TGing, the effect will stay lvl 7 even its lvl 8 till you move or end the skill for a while...)
01/06/2016 15:57 pro4never#117
Quote:
Originally Posted by hepan View Post
There are some minor bug i found so far..

1. While you are using NightDevil skill in Training ground it seems you do not get any extra speed, its just the same as you would use robot skill, it shouldn't be like that..

2. also there is a bug while leveling your skills in training ground, the effect skill doesn't change while it level up (If we take a rage skill for example, if its lvl 7 and you lvl it up to 8 while TGing, the effect will stay lvl 7 even its lvl 8 till you move or end the skill for a while...)

1. That is simply how our attack system was designed. We do not use a "battle instance" like TQ does so it does not allow for things like expired buffs to still effect stats (technically speaking that was always a bug in TQs programming on real servers)

To make up for that drawback we've changed it so cyclone/superman in TG have the same chain rules as on monsters so you can chain it there indefinitely if you're killing stakes fast enough (1-2 shot)

2. Hmmm that's correct.. not sure why.


UPDATES!

Today's set of updates is going to include a few things to help out new players, some bug fixes and some more content for all!

#1: SOCCER/FOOTBALL/CALL IT WHAT YOU WANT

Soccer has been tested, it's fun, it's here. Gonna be launching our football event in todays patch by adding it to our normal event rotation.


#2: Event Tweaks

Fixing up a few issues people were having with event rotation ("XXX event runs too often, YYY event not enough") as well as some issues with 3-4 team freeze war causing issues.

Making monster hunter more streamlined. Finally putting in the species type so the jar counts wont be wrong (to be fair it always worked, was just confusing to some players). Adding some indicators to the jar to show you where to go so ppl can't get lost as easily (hey, some ppl haven't played in years. Worth giving them a nudge in the right direction I say)

#3: Newbie Gear

A lot of people REALLY like our auto leveling equipment but with the servers having been up for almost a year (!) having full unique items feels like a bit of a slap in the face. This update will give new players a bit more of a jump start into the server without impacting the economy too much.

All newbie gear will now be elite +2. These items CANNOT be sold, dropped, traded, composed, met or db upgraded or any other tricks you're planning to use on them to abuse the gear (and yes, we'll be watching).

The idea is that it lets people not fuss about their gear until they are level 100 and have really experienced what the server had to offer. The unique sets we were doing was more of a "here's some gear, now go work for gear you can actually use".

This will allow our stream of new players to be using up LESS +1s to try to get some basic crappy leveling gear and will free those items up to sell to other players who actually have the CP to spare.
01/08/2016 08:43 Xio.#118
Quote:
Originally Posted by pro4never View Post

#3: Newbie Gear
...
That made me very sad when I logged in today... The biggest challenge in conquer is to get decent gear, not to level. Now I'm full elite +2 which I wouldn't have been in weeks... Basically killed the fun I had completely.. I already thought the full unique set was too much.

Meh, I'm sure I'm an exception and you did this because the majority applauds it. I'll play another server now, please don't take that personally :)
01/08/2016 08:51 Spirited#119
I definitely appreciate it. Unique armor is alright, but with no quests to get better armor in the game yet, it's a bit hard to do well just starting off. It's nice to be a bit above the curve, and monsters still hit hard enough to where having armor just means you don't die as much when leveling. :p
01/08/2016 12:39 KraHen#120
Maybe "newbie gear" could consist of some armor that is effective only in PvE? E.G. it would be something like elite +3, but against players it would act as unique items. This would be good up to like, level 110 or something only, so you would still have incentive to gear up, but at 110 this becomes considerably less of a pain in the ass.