Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Tue Sep 29, 2009 11:06 pm
Banned User
Joined: Jul 2008 Posts: 1158 Location: IRL
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1. That one is so awesome... I think I still remember the first time I saw it, and I wished that iSRO also would be like that when the 70 cap was released
2. That one is too epic to not mention. Simply amazing.
3. Yes, HydraliskX did many great videos, despite being a botter, he was a legend at the time.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Wed Sep 30, 2009 6:11 pm
Active Member
Joined: Jan 2009 Posts: 974 Location: Bavaria
Why don't you guys like euros? Probably because you never had the chance of partying in iSRO. If we could play kSRO or jSRO where all the ppl play fair, you probably wouldnt think so. But still, the private server is a good idea and i support you, even though i support esro more
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Wed Sep 30, 2009 7:40 pm
Loyal Member
Joined: Feb 2007 Posts: 1821 Location: CMA
curvekiller wrote:
Why don't you guys like euros? Probably because you never had the chance of partying in iSRO. If we could play kSRO or jSRO where all the ppl play fair, you probably wouldnt think so. But still, the private server is a good idea and i support you, even though i support esro more
I don't like euros because that's not the silkroad I fell in love with. 70 cap and 89 w/70 skills is what I fell in love with and is my favorite sro. No stupid outside buffs, no damn invisible people. Just you and your friends vs whoever else. Mano a mano
_________________ Playing on Devias SRO - Ashikiheyun if you want a guild PM me here or in-game.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Wed Sep 30, 2009 7:52 pm
Active Member
Joined: Jan 2009 Posts: 974 Location: Bavaria
Well, that's what i said. The things that disturb you don't exist on ksro/jsro. There are no (almost) no people that sneak upon you with a meteor from invisible or stuff like that. And I think they stopped outside buffing in ksro now...
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Wed Sep 30, 2009 8:31 pm
Frequent Member
Joined: Jan 2008 Posts: 1196 Location: AioN
Forgot to say, that instead of getting skills at 80, they could get some skills at 70, for example blizzard earth quake and stuff. But again, he'll have to re-code if he after few years of playing will find this cap borring. Well, you have my point. Right now there are 2 SRO's that i would like to try and they aren't released yet.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Thu Oct 01, 2009 1:08 am
Frequent Member
Joined: Apr 2009 Posts: 1105 Location:
I like euros and have had the chance to party with euros. It's pretty fun. I like Chinese skills more though. imo they look cool. Euros get tons of buff,s but none of the str classes get a lot of attacks with one wep. 2h sword gets what 7? Chinese get like 30. I like euros and think they are a great addition to the game if 1. No outside buffers and 2. No cheap noobs with invis and stealth. #2 isn't too bad, but it gets annoying after a while. I personally would like to have a game with only Chinese at the 70 cap though. It looks so much more fun than a lot of the new 100 cap job war vids. The 100 cap vids look pretty awesome, but I think overall the 70 cap ones are better.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Fri Oct 09, 2009 4:37 pm
Active Member
Joined: Aug 2007 Posts: 706 Location: USA
Problem I have with Euros is not of the characters or their gameplay themselves.
It's just not Silkroad. It's a separate gameplay, separate game. If they wanted to add Euros late in the game as they did, they should have added the Euros within the same gameply structure as the Chinese.
For example, in WoW, the Alliance players have to deal with the same limitations as any Horde player. Their gameplay is limited in the same manner. The strategy used among both factions the same. It's because they are playing the same game.
Next example: While Warhammer Online does not provide the same classes for each faction as WoW, they all suffer the same limitations as other factions. No faction truly has an advantage over the other. The gameplay and cooperative online PvP is the same among all factions, to ensure balance and frankly, all players feel they are playing the same game.
Aion Online: Yes ditto.
Notice a pattern? If you want one group with no pot delay with weak damage vs another faction with insane damage, and pot delay then that's farked up. You let one faction with multiple types of invisibility, while the other faction constantly has to rely on the fire tree spell or pills, that's farked up also. The balance between Euros and Chinese is completely lame. It's almost as if you have two different games, with different strategies and players in one area. And it's a joke.
So for SRO, instead of having actual factions, they allow Euro and Chinese to collaborate. That is even more of a mess before. So anytime a group of Chinese faces a mixed group of Chinese and Euros, then the group of Chinese will lose. The game requires in PvP that each side has a certain number of chinese and Euro. You can't just have fun and go and feel satisfied with the PvP knowing it was balanced and lost because of poor play, miscommunication or whatever else. See my point? What if your friends had spent years on their chinese, and they don't have the time for build euros. And they are frankly private, they play together. But in the PvP, they will always be limited and weakened because none of them didn't have the time to level a Euro. That kind of imbalance is awful. In any other game, the players would be outraged and the developers would immediately rectify that kind of absurd imbalance. Players should be able to just enjoy the game without having to worry about severe limitations, the only limitation should be themselves.
You think if a group of friends rolled Alliance in WoW and everytime they PvP against Horde, they know they are going to whipped because their faction had weak damage, that no amount of pot spam would defend against be happy? Just because they chose to not play Horde? Especially if the Horde Faction was added 2.5 years after the game was played with Alliance only..
Well that's Silkroad. And you wonder why after the Euros came out, majority of original players quit... The legit players... who did not have the time to grind up another Euro, also when they don't even like Euros...
Silkroad screwed up huge with the implementation of Euros.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Fri Oct 09, 2009 10:02 pm
Loyal Member
Joined: Feb 2007 Posts: 1821 Location: CMA
Wello27 wrote:
Problem I have with Euros is not of the characters or their gameplay themselves.
It's just not Silkroad. It's a separate gameplay, separate game. If they wanted to add Euros late in the game as they did, they should have added the Euros within the same gameply structure as the Chinese.
For example, in WoW, the Alliance players have to deal with the same limitations as any Horde player. Their gameplay is limited in the same manner. The strategy used among both factions the same. It's because they are playing the same game.
Next example: While Warhammer Online does not provide the same classes for each faction as WoW, they all suffer the same limitations as other factions. No faction truly has an advantage over the other. The gameplay and cooperative online PvP is the same among all factions, to ensure balance and frankly, all players feel they are playing the same game.
Aion Online: Yes ditto.
Notice a pattern? If you want one group with no pot delay with weak damage vs another faction with insane damage, and pot delay then that's farked up. You let one faction with multiple types of invisibility, while the other faction constantly has to rely on the fire tree spell or pills, that's farked up also. The balance between Euros and Chinese is completely lame. It's almost as if you have two different games, with different strategies and players in one area. And it's a joke.
So for SRO, instead of having actual factions, they allow Euro and Chinese to collaborate. That is even more of a mess before. So anytime a group of Chinese faces a mixed group of Chinese and Euros, then the group of Chinese will lose. The game requires in PvP that each side has a certain number of chinese and Euro. You can't just have fun and go and feel satisfied with the PvP knowing it was balanced and lost because of poor play, miscommunication or whatever else. See my point? What if your friends had spent years on their chinese, and they don't have the time for build euros. And they are frankly private, they play together. But in the PvP, they will always be limited and weakened because none of them didn't have the time to level a Euro. That kind of imbalance is awful. In any other game, the players would be outraged and the developers would immediately rectify that kind of absurd imbalance. Players should be able to just enjoy the game without having to worry about severe limitations, the only limitation should be themselves.
You think if a group of friends rolled Alliance in WoW and everytime they PvP against Horde, they know they are going to whipped because their faction had weak damage, that no amount of pot spam would defend against be happy? Just because they chose to not play Horde? Especially if the Horde Faction was added 2.5 years after the game was played with Alliance only..
Well that's Silkroad. And you wonder why after the Euros came out, majority of original players quit... The legit players... who did not have the time to grind up another Euro, also when they don't even like Euros...
Silkroad screwed up huge with the implementation of Euros.
I completely agree 100% Thing is, they have no reason to change it, euros usually lvl faster and are cooler looking to most people, Joymax was appealing to their customer base.
_________________ Playing on Devias SRO - Ashikiheyun if you want a guild PM me here or in-game.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Sat Oct 10, 2009 7:59 am
Regular Member
Joined: Jan 2008 Posts: 246 Location: Heesch
HejsaN wrote:
Ok, derail the topic a little, but is this project dead?
Ha! No. It justs take a bit more time then everyone of you thinks, since I got some SQL errors I'd have to fix them. Also I need to wait on a mate to-do all the web-related stuff.
Ok, derail the topic a little, but is this project dead?
Ha! No. It justs take a bit more time then everyone of you thinks, since I got some SQL errors I'd have to fix them. Also I need to wait on a mate to-do all the web-related stuff.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Sun Oct 11, 2009 12:10 am
Regular Member
Joined: Sep 2008 Posts: 257 Location:
Ok good work so far, i just have a few suggestions and questions.
First are you using multithreading for the server? It wont be able to hold many people without making use of threads. Nice that your using Java, sure its not as good as C++ but its actually better than C# for this kind of stuff. (or so i have been led to believe on other sites xD)
How are you going to pull this off? Are you going to keep all maps in just not spawning mobs there? Then just limiting levels to 70? If you are doing this will you let 8d items continue to be in the game? The NPCs will be still selling 1-9d and people would be able to buy lvl 64 stuff, and yachals and stuff would still probably drop 2nd tier stuff.
Bots are the big problem, under no circumstance would you want ANY bots in this server. How do you plan on combatting bots?
Additonally there is two java simple private servers with the basics in them, i think there based on sremu (atleast one was) and they are for JSRO. JSRO and CSRO arent too different packet-wise but the versions these are based on would be different so just look at the code. Unfortunately i cant find the 2nd = (, but here is the link for one of them http://www.geocities.com/zorlinta/Files/JSroEmuV008.zip (not my work, or upload)
Anyway try and get on with doing actual stuff in the server now, not tests. If you have to try and look at stuff from other servers (dsremu, vb6 sremu, jsroemu, lyzerks C# - use reflector, C++ sremu, Oceancycle). Also if you ever post screenshots, try not to use 10d items keep it to 70 cap items
Noobs_Slayer wrote:
How process is going? No info for weeks already
A server isnt something that you can just whip up, the first parts are quite easy to do but from then on its a bit more difficult. I suspect william hasnt been looking at other source codes for inspiration either.
If you need any help William ill be willing to help you, just not so much with coding. (i havent really used java before, id be able to work with it but not going to be able to code a whole lot)
_________________
CeLL wrote:
don't know how to bargain, <---second of all, this isnt some bazaar where I can haggle for an ability pet with a dead chicken and some herbs.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Sun Oct 11, 2009 8:38 am
Regular Member
Joined: Sep 2008 Posts: 257 Location:
Its not just about combatting them, its about prevention aswell. You dont want botters in a server at all, if you ban them manually plenty will stay around unbanned and others will just keep coming back.
_________________
CeLL wrote:
don't know how to bargain, <---second of all, this isnt some bazaar where I can haggle for an ability pet with a dead chicken and some herbs.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Sun Oct 11, 2009 9:15 am
Regular Member
Joined: Jan 2008 Posts: 246 Location: Heesch
xxbrentonxx wrote:
Ok good work so far, i just have a few suggestions and questions.
First are you using multithreading for the server? It wont be able to hold many people without making use of threads. Nice that your using Java, sure its not as good as C++ but its actually better than C# for this kind of stuff. (or so i have been led to believe on other sites xD)
How are you going to pull this off? Are you going to keep all maps in just not spawning mobs there? Then just limiting levels to 70? If you are doing this will you let 8d items continue to be in the game? The NPCs will be still selling 1-9d and people would be able to buy lvl 64 stuff, and yachals and stuff would still probably drop 2nd tier stuff.
Bots are the big problem, under no circumstance would you want ANY bots in this server. How do you plan on combatting bots?
Additonally there is two java simple private servers with the basics in them, i think there based on sremu (atleast one was) and they are for JSRO. JSRO and CSRO arent too different packet-wise but the versions these are based on would be different so just look at the code. Unfortunately i cant find the 2nd = (, but here is the link for one of them http://www.geocities.com/zorlinta/Files/JSroEmuV008.zip (not my work, or upload)
Anyway try and get on with doing actual stuff in the server now, not tests. If you have to try and look at stuff from other servers (dsremu, vb6 sremu, jsroemu, lyzerks C# - use reflector, C++ sremu, Oceancycle). Also if you ever post screenshots, try not to use 10d items keep it to 70 cap items
Noobs_Slayer wrote:
How process is going? No info for weeks already
A server isnt something that you can just whip up, the first parts are quite easy to do but from then on its a bit more difficult. I suspect william hasnt been looking at other source codes for inspiration either.
If you need any help William ill be willing to help you, just not so much with coding. (i havent really used java before, id be able to work with it but not going to be able to code a whole lot)
Thanks for making such a big post. And yes I'm multithreading it, still got to see how, atleast not thread per client. And if C++ is better is just about how it's coded.
I've looked at other emulators but they're very worse coded, and still don't have any good structure. What about the 8D+ items/drops, that isn't really true, since drop are serverside so I can manapulate them myself .
I'm happy to contact you on MSN since you seem to know about what you're doing. Please pm your msn-address to me if you like. And about the bots, it's secret, I can't tell otherwise they're going to make bots to prevent that.
Post subject: Re: JaveQ: New Silkroad private server is born! <INGAME NOW!!>
Posted: Sun Oct 11, 2009 9:28 am
Regular Member
Joined: Sep 2008 Posts: 257 Location:
William.D wrote:
Thanks for making such a big post. And yes I'm multithreading it, still got to see how, atleast not thread per client. And if C++ is better is just about how it's coded.
I've looked at other emulators but they're very worse coded, and still don't have any good structure. What about the 8D+ items/drops, that isn't really true, since drop are serverside so I can manapulate them myself .
I'm happy to contact you on MSN since you seem to know about what you're doing. Please pm your msn-address to me if you like. And about the bots, it's secret, I can't tell otherwise they're going to make bots to prevent that.
Ok cool ill send you my email address. I got some good (practical) ideas that could be implemented into a 70 cap server. Also im sure you knew this, but in the pk2 files there is a full item list, mob list and all spawn locations.
_________________
CeLL wrote:
don't know how to bargain, <---second of all, this isnt some bazaar where I can haggle for an ability pet with a dead chicken and some herbs.
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