I'd like to announce the development of a new server (currently under a codename ProCS).
The server has been well under development for a few weeks now, so we have quite a big code-base / API implemented (nearly 10k lines of code)
A few quick facts (programming, and all that stuff normal players aren't interested in):
The server is coded in C#, using MsSQL, and likely MVC for the website. The server uses an event driven system, with NPCs/Scripts through a C# scripting interface.
The server will work with the latest version of CO (English, Spanish and Arabic clients).
We are aiming for a full implementation of CO, however will have many changes to adjust and balance game play, unlike TQ has done.
For example, take the controversial aspect of the game called "Battle Power". While we may have a few events that utilize this property, many events will not, making it much more fair to every player. We plan on revamping Conquer's aspect on player versus environment such that leveling is not primarily done through grinding, but rather done through a myriad of cooperative quests around the hour you can queue for. Players will work together to achieve various goals, and only those who contribute will receive the full rewards (a good example in Conquer right now to get an idea of what we're going for is Dis City). For the most part, these won't be tedious point-click-pathfind or kill-monster-loot-return-item quests as TQ has many of (which are very unpopular).
Ideally, we want to take the most enjoyable features in CO and bring them back (such as mining) and revamp those that aren't particularly enjoyed.
While we may be working on the newest patch, it doesn't mean that every class will be implemented, as what we currently have in mind is going back to traditional game play (Trojan, Warrior, Archer, Taoist) as well as introducing our own classes, skills, gems, and so on as we feel the game has primarily gone down hill since the launch of ninjas.
Here's some of our goals:
Fully implement PVP to CO specs
Low latency, during high-load and PVP areas
No annoying CO features (ex: Item Locks, lack of PVP in TC, etc)
Make use of the wide space and many maps CO offers, as well as adding plenty of our own.
Variety of game-play (designing these campaigns as I mentioned before, events, and so on; this will require a lot of feed back from the community)
Cooperative Campaign based leveling
Traditional Conquer hunting (the primary way of finding items)
Dynamic events around the world (rewarded individually, but may require more than one person to participate to complete the event)
Possible raid-type events (with teams of 20+ people)
Our development team consists of two primary coders (including myself), as well as several people working behind the scenes on various minor content.
Edit:
Our website is live and up: Visit [Only registered and activated users can see links. Click Here To Register...] for more information
The server has been well under development for a few weeks now, so we have quite a big code-base / API implemented (nearly 10k lines of code)
A few quick facts (programming, and all that stuff normal players aren't interested in):
The server is coded in C#, using MsSQL, and likely MVC for the website. The server uses an event driven system, with NPCs/Scripts through a C# scripting interface.
The server will work with the latest version of CO (English, Spanish and Arabic clients).
We are aiming for a full implementation of CO, however will have many changes to adjust and balance game play, unlike TQ has done.
For example, take the controversial aspect of the game called "Battle Power". While we may have a few events that utilize this property, many events will not, making it much more fair to every player. We plan on revamping Conquer's aspect on player versus environment such that leveling is not primarily done through grinding, but rather done through a myriad of cooperative quests around the hour you can queue for. Players will work together to achieve various goals, and only those who contribute will receive the full rewards (a good example in Conquer right now to get an idea of what we're going for is Dis City). For the most part, these won't be tedious point-click-pathfind or kill-monster-loot-return-item quests as TQ has many of (which are very unpopular).
Ideally, we want to take the most enjoyable features in CO and bring them back (such as mining) and revamp those that aren't particularly enjoyed.
While we may be working on the newest patch, it doesn't mean that every class will be implemented, as what we currently have in mind is going back to traditional game play (Trojan, Warrior, Archer, Taoist) as well as introducing our own classes, skills, gems, and so on as we feel the game has primarily gone down hill since the launch of ninjas.
Here's some of our goals:
Fully implement PVP to CO specs
Low latency, during high-load and PVP areas
No annoying CO features (ex: Item Locks, lack of PVP in TC, etc)
Make use of the wide space and many maps CO offers, as well as adding plenty of our own.
Variety of game-play (designing these campaigns as I mentioned before, events, and so on; this will require a lot of feed back from the community)
Cooperative Campaign based leveling
Traditional Conquer hunting (the primary way of finding items)
Dynamic events around the world (rewarded individually, but may require more than one person to participate to complete the event)
Possible raid-type events (with teams of 20+ people)
Our development team consists of two primary coders (including myself), as well as several people working behind the scenes on various minor content.
Edit:
Our website is live and up: Visit [Only registered and activated users can see links. Click Here To Register...] for more information