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Private Server Manifesto

Discussion on Private Server Manifesto within the Conquer Online 2 forum part of the MMORPGs category.

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Old 05/22/2009, 02:04   #46
 
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Love your idea's Kastoli
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Old 05/22/2009, 02:13   #47
 
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Well, if we're going to go with the server I release(which I may release source code to, I don't know yet...) then it would be the newest patch, harbouring ideas the community agrees upon.
Suggestions define pretty much how the server is made and what is done to it.
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Old 05/22/2009, 06:21   #48
 
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Quote:
Originally Posted by andyd123 View Post
Well, if we're going to go with the server I release(which I may release source code to, I don't know yet...) then it would be the newest patch, harbouring ideas the community agrees upon.
Suggestions define pretty much how the server is made and what is done to it.
I love the mystic-merchant option. It puts players on equal footing. I want gold drops to be low with this idea so that the climb to full +12 is difficult and awe-inspiring, but there may be a pitfall of gold-farming.

Kastoli's idea is one great option. But there are others that people like that we should know about too:
-Pure PvP server
-Co 1.0 server (I believe CID is working on his version of this)
-Latest patch server (Like QO 3.0, including ninjas)

These types appeal to some players too.

I've toyed with creative PvP ideas.

1) Team vs team combat, identically geared 5-man teams duking it out in pk arena. Last team standing wins.
2) Some type of capture-the-flag tourney. (Instead of a flag, it can be a garment.)
3) "Protect-the-king" type of tournament where your own team's "king" character must be protected while you go after the enemy team's king. Last king standing wins.

Are custom maps possible? We could have a GW map with 4 castles and 4 guilds fighting each other.

On easy levelling:
-The easier it is to level, the less rewarding it is to be high level. The joy of reaching 120 is lost when you play 1000x exp and reach 130 in 5 minutes. Make levels difficult to achieve, make them rewarding. Remember, CO 2.0 pre-lottery was very difficult but still fun.

-Key point to remember is that people need a strong "overall" motivation to grind towards (full +9 2-soc, 130, 2nd rb, etc) while they play the game. If they reach it too fast, they lose interest and leave the server. So make the "overall goal" difficult to achieve, make the path long, so people will play for a long time.

It doesn't mean people will suffer and have a boring game unless they reach this stage, it means that they will have a purpose and a meaning instead of aimlessness and purposelessness.
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Old 05/22/2009, 08:46   #49
 
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Quote:
Originally Posted by kinshi88 View Post
Love your idea's Kastoli
Thanks lol.

Quote:
Originally Posted by andyd123 View Post
Well, if we're going to go with the server I release(which I may release source code to, I don't know yet...) then it would be the newest patch, harbouring ideas the community agrees upon.
Suggestions define pretty much how the server is made and what is done to it.
Well yeah, if you can't get people to play the server you want to create its never going to succede; Even latest patch PServers wold be fun, because there is no "pay to own" aspect.
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Old 05/22/2009, 13:13   #50
 
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I say we go older patch rather than newer. Only problem for very old versions is the lack of documented server packets, and without a proxy it'll be hard to figure them out.
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Old 05/22/2009, 14:44   #51
 
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My ideas, as some have heard, are for a different Co, as in new classes, totally new and different items, things that allow a char to develop in a non-linear way. I also want to incorporate passive activites, like a more detailed crafting sytem. I have some other ideas but i am waiting to see what team develops.

I would have to disagree with a few comments about the economy. I would agree that mystic merchant's removal "uncapped" the price of Db's and mets, but as someone who marketed almost exclusively, and formed a marketing guild, i would say that didn't drive the value of silver down, it merely introduced free market capitalism to the game. By that i mean, like if i posted a shop full of metscrolls, at 500k, and they sold within minutes, well, the next list was 600k etc etc. This process was the same for most marketers. You raise the value until things stopped selling, then you backed off a bit until they started to move again. You can argue that it ruined the game, but i would beg to differ, since my competition would buy me out and raise the prices on the rug next to me. These things will naturally occur, and if you have marketing in game, you will inevitably encounter this. But aside from that, the value of silver was reduced by the amount of it in circulation. As the server aged, and more ppl played, more silver was introduced into the economy. The more silver in circulation the less value it had. This was the true move behind nobility. It was not just to give you potency, it was to remove silver from the servers, which was necessary. Inflation is the inflating of the money supply, and with botters running around 24/7, you had a real force of inflation, just from that alone. that's why i wonder why ppl rush to implement nobility immediately when their server is made. It should be held off until you see the effects of inflation taking hold, then brought in to reduce it, since the money literally isn't translated into anything except battlepower (potency). If you do institute nobility from the start, you should have a backup plan to help remove the silver, if and when that need arises.

Making an NPC to sell any given item would "cap" that commodity, and reduce the influence of capitalism. But in time you would find that ppl could afford them more and more easily, and soon your server would look like a PVP server, where everyone had sup 2 soc gears. So bringing back mystic merchant for dbs and mets would control them, but may not have the effect you desire in the long run. It's a personal preference thing.

IMO the lotto killed the economy, and exaggerated the value of DB's from 8kk to 65kk in less than a few months.
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Old 05/22/2009, 16:54   #52
 
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Quote:
Originally Posted by tao4229 View Post
Server doesn't have to run on 4335, just make it so there is no CPs.
my opinion is to first make a "classic" server, patch 4335, and after that implent good suggestions. in my opinion drops shouldn't be to high, like early CO 2.0, or lil higher, and exp rates should not be changed. (and i would like to see a map with 125/127 mobs) rest we could see later right? first we must get something to work on. and imo that would be early CO 2.0, before lottery OR second rb.
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Old 05/22/2009, 21:06   #53
 
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Quote:
Originally Posted by Zatoichi View Post
My ideas, as some have heard, are for a different Co, as in new classes, totally new and different items, things that allow a char to develop in a non-linear way. I also want to incorporate passive activites, like a more detailed crafting sytem. I have some other ideas but i am waiting to see what team develops.

I would have to disagree with a few comments about the economy. I would agree that mystic merchant's removal "uncapped" the price of Db's and mets, but as someone who marketed almost exclusively, and formed a marketing guild, i would say that didn't drive the value of silver down, it merely introduced free market capitalism to the game. By that i mean, like if i posted a shop full of metscrolls, at 500k, and they sold within minutes, well, the next list was 600k etc etc. This process was the same for most marketers. You raise the value until things stopped selling, then you backed off a bit until they started to move again. You can argue that it ruined the game, but i would beg to differ, since my competition would buy me out and raise the prices on the rug next to me. These things will naturally occur, and if you have marketing in game, you will inevitably encounter this. But aside from that, the value of silver was reduced by the amount of it in circulation. As the server aged, and more ppl played, more silver was introduced into the economy. The more silver in circulation the less value it had. This was the true move behind nobility. It was not just to give you potency, it was to remove silver from the servers, which was necessary. Inflation is the inflating of the money supply, and with botters running around 24/7, you had a real force of inflation, just from that alone. that's why i wonder why ppl rush to implement nobility immediately when their server is made. It should be held off until you see the effects of inflation taking hold, then brought in to reduce it, since the money literally isn't translated into anything except battlepower (potency). If you do institute nobility from the start, you should have a backup plan to help remove the silver, if and when that need arises.

Making an NPC to sell any given item would "cap" that commodity, and reduce the influence of capitalism. But in time you would find that ppl could afford them more and more easily, and soon your server would look like a PVP server, where everyone had sup 2 soc gears. So bringing back mystic merchant for dbs and mets would control them, but may not have the effect you desire in the long run. It's a personal preference thing.

IMO the lotto killed the economy, and exaggerated the value of DB's from 8kk to 65kk in less than a few months.
In other games this was certainly the case, with free-market style of gameplay.

One thing that struck me when you mentioned crafting and non-linear progression- at one point do we decide to just create a brand new game instead of modifying CO?
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Old 05/22/2009, 22:56   #54
 
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Quote:
Originally Posted by Zatoichi View Post
My ideas, as some have heard, are for a different Co, as in new classes, totally new and different items, things that allow a char to develop in a non-linear way. I also want to incorporate passive activites, like a more detailed crafting sytem. I have some other ideas but i am waiting to see what team develops.

I would have to disagree with a few comments about the economy. I would agree that mystic merchant's removal "uncapped" the price of Db's and mets, but as someone who marketed almost exclusively, and formed a marketing guild, i would say that didn't drive the value of silver down, it merely introduced free market capitalism to the game. By that i mean, like if i posted a shop full of metscrolls, at 500k, and they sold within minutes, well, the next list was 600k etc etc. This process was the same for most marketers. You raise the value until things stopped selling, then you backed off a bit until they started to move again. You can argue that it ruined the game, but i would beg to differ, since my competition would buy me out and raise the prices on the rug next to me. These things will naturally occur, and if you have marketing in game, you will inevitably encounter this. But aside from that, the value of silver was reduced by the amount of it in circulation. As the server aged, and more ppl played, more silver was introduced into the economy. The more silver in circulation the less value it had. This was the true move behind nobility. It was not just to give you potency, it was to remove silver from the servers, which was necessary. Inflation is the inflating of the money supply, and with botters running around 24/7, you had a real force of inflation, just from that alone. that's why i wonder why ppl rush to implement nobility immediately when their server is made. It should be held off until you see the effects of inflation taking hold, then brought in to reduce it, since the money literally isn't translated into anything except battlepower (potency). If you do institute nobility from the start, you should have a backup plan to help remove the silver, if and when that need arises.

Making an NPC to sell any given item would "cap" that commodity, and reduce the influence of capitalism. But in time you would find that ppl could afford them more and more easily, and soon your server would look like a PVP server, where everyone had sup 2 soc gears. So bringing back mystic merchant for dbs and mets would control them, but may not have the effect you desire in the long run. It's a personal preference thing.

IMO the lotto killed the economy, and exaggerated the value of DB's from 8kk to 65kk in less than a few months.
It wasn't DBs went from 8 million silvers to 65 million in a few months, it was right after the maintenance and patch 4336 went live (or the "CP patch"). The devaluation literally changed overnight.

Yes, it'd seem like silvers would be less overtime, but because this is a game, a bunch of people gain silvers and then quit...leaving it all behind on their accounts, never to be available in the market place. Yes, some people give their accounts away or give all the items and silvers away...but a lot of people just quit or get banned leaving it all behind, unlike in real life, where if someone "quits", his/her belongings are usually given away...or put back into circulation.

Considering being on Sapphire since the beginning (August 2004), I can say that when MysticMerchant was removed in 2007, the server didn't have people running around where it looked like everyone had the best gear. The best gear was around +5 or +6 (yes, lottery affected that soon after)

I will add, I much enjoyed the newer version of her...especially when that proxy for unlimited exp ball experience was released here on epvp (even if it did have like 3 trojans in it ). <3
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Old 05/22/2009, 23:20   #55
 
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I'm thinking that more people play private servers than real Co. =] That's a good sign.
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Old 05/23/2009, 03:00   #56
 
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Originally Posted by NubCake~ View Post
I'm thinking that more people play private servers than real Co. =] That's a good sign.
You'de be surprised. There are alot of private servers, but there are also ALOT of TQ servers.

But as previously stated, we really need to start with somthing even if it is really basic and work from there.
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Old 05/23/2009, 07:22   #57
 
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Yep. We need a few really good servers instead of several ****** servers.
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Old 05/23/2009, 09:43   #58
 
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so are we/some1 completing staff for this already?
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Old 05/23/2009, 12:55   #59
 
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I don't think so, its more an expression of interest atm. If there is enough interest from parties that can contribute then the staff has made itself.
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Old 05/23/2009, 14:49   #60
 
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true true, but belive me it would be hard for this to happen.
btw try some free-webspace and try to make some domain so every 1 who want to help will participate in there.
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