An answer to all the questions:

I know we get asked “when will the server open” a lot. I’m not going to give you guys a date, and I’ll explain why, however I will give you my rough expectation for the future:

We will release some sort of version that we will call an “Alpha” shortly after the following things are done:

  • Skill Overhaul: Definitely over the hill on this one, a lot of the hard work is done. This was a massive undertaking. Spending so long on such a huge internal overhaul with the skill change, all so that the end result is a firebolt does the same damage as it did previously, can make you feel like nothing is getting done. However, realistically the end result is we can quickly change, balance, or create new skills in a matter of seconds and that is a HUGE achievement. I can say in it’s current state we are actively testing various ability types that have been ported over to the new code, and that both the new and old systems exist side by side. That is very significant progress.
  • Boss spawn changes:  Shouldn’t be too hard, just not a priority at the moment. I want this change implemented so that new bosses will spawn as well. Several new areas are essentially ready except for monsters needing skills and bosses needing to spawn, so I’d like them done so they can be tested as well.
  • Crafting changes: This isn’t a hard task, should only take a solid weekend of work. A lot of new crafting exist in the database already. We just need to add all the new NPCs to our crafting district, code to allow crafting to pull from an SQL database instead of XML files, and properly like the crafting NPCS to what they can craft.
  • Website and forum: We will need this done for testers to provide feedback and discussion. We already have one essentially, it’s just not publicly available.

I can’t give a date for that Alpha because I don’t know how long the skill changes will take, as we’ve learned a lot of unexpected issues can arise. All I can say is we are making significant progress towards it and it isn’t like we are trying to fix/finish everything before we get there. This “Alpha” will not be what we want the final product to be. It’s primary purpose will be to allow testing and feedback for the skill overhaul, we want to make sure every skill in the game works and feels right and we know we can’t possibly do the kind of testing needed on our own. We will need players to play, fight, pvp, etc and give us feedback. There may also be bugs players encounter that we have not simply because we are not actively playing, and those will need to be documented and fixed. This is after all a new client that Legend and I have never actually played on.

From there, we will begin adding in what we consider to be key features. These are ideas we have fully flushed out and know we can implement, and we consider critical to be done before a perpetual live release. These include boss summon system for elites, karma changes, death matches, scheduled automated events/restarts, online candle/player systems, town invasions, PVP tower map, summon changes, etc. This is a period of time I am very excited about, as I think it will “feel” like we are making significantly faster progress since many of these won’t take very long on their own so the visible results are much more apparent. Whether we implement those while the server is “online and available” or we close down the “Alpha” for a period of time will likely depend on how much we feel running the server is distracting from development. I will say the likely hood of us keeping the server running during this time increases if we make the Alpha closed.

When we feel we have all our key features done we will definitely have a set period of time for a Beta. I imagine this will mostly involve significant balance changes as players provide feedback on everything. This is when we will be most receptive to changing how things work, how strong things are, how much stuff costs, how much money drops, how long leveling takes, etc. When we launch live, we will be significantly more resistant to changing these things for the sake of fairness.

There are a number of ideas we have placed as “future possibilities” that we may develop and include down the distant road, but those are post release at best.

Our end goal is to release a server that is very east to edit, balance, and add new content to. One that is extremely automated so that restarts are consistent and events can start and end automatically. One that players are able to accomplish the vast majority of their requests like candles, name changes, and character resets on their own through a web portal. In a perfect world, we can turn the final product on and as long as the server bills are paid the game will run forever. This is a big dream. We made a lot of mistakes in our past two server attempts and what we learned from those is you can’t release an unfinished product and expect to run it and develop for it at the same time.

If you are interested in playing Lineage now, there are several private servers currently operating. If you are looking for a “live-like” experience, then one of them is certainly a better choice for you than ours will be anyway. If you think this is some long, elaborate scam then will I guess maybe just don’t come read this blog? This project was ambitious when it started, and only became more so as it developed. Good things take time, we don’t do this for a living and do have other hobbies/responsibilities.  It will get done eventually. Whether you continue to follow us here through development or not you’ll still be welcome to join us when it’s done.

-Myth

 

P.S. On a completely unrelated topic, I am going on vacation to Japan August 1st through the 17th.  I won’t be around to respond to questions or comments during that time.

Ninja Edit from Legends: Work has gotten rough for me so I have been working long hours, we are in the process of moving our headquarters to a whole new city. Have patience!

Comments
have fun in japan. currently living there myself, there is so much to do
Looking so forward to trying out all the new things ^^
can i stab myself?
You will definitely be able to craft some new stabbing implements!
Now I want to craft something. Or stab someone. Can…
Yes to a large extent I will be documenting almost all of the changes on our server. I'm also making…
Cannot wait to stab someone.
gl fellas! Looking forward to it!
If you guys are changing the crafting around a bit, will you be documenting what's changed or where the crafting…
Definitely looking forward to trying this server out!

Summon and Pet Changes

Puddles brought up Summons in the comments of the previous post, I figured the reply deserved it’s own post. We have plans to change the summoning system as well as pets. I’ll talk about summons first, but want to note that these changes are not going to be implemented before we do some kind of alpha release. That said, we’ve done feasibility testing already and confirmed we can make most of these changes work without too much effort.

Elf Summons:

Two core changes are planned for Elf Summons. First, summon lesser elemental will be changed to “Summon Elemental”. It will change the strength and style of summon based on your level, essentially combining the lesser/greater elemental summons into one spell.

The first change opens up the ability to change the greater summon spell obtained at level 50. Our plan is to have this summon an actual greater elemental, but it will have a high cost, low duration, and long cooldown. Each element type will provide a different short buff, as well as casting a different attack spell at your enemies (or meleeing). Essentially something you use to get a big boost for damage in over 10-15 seconds every few minutes. How strong these are is going to require a lot of testing, and it’s possible this spell won’t work in PVP.

 

Mage Summons:

Our plan with mage summons is two fold, first we just want more summon options all the way up to level 80. Second, we are going to adjust how the game determines what you can summon. Level 68+ will be “boss tier” summons and will include a melee and ranged option at each. The ranged option will be significantly weaker than the melee one to compensate for the benefit of being ranged.

 

New summons currently planned are:

Level 68: Doppleganger Boss (Melee) and Seer (Ranged)

Level 72: Cougar (Melee) and Greater Minotaur (Ranged)

Level 76: Death Knight (Melee) and Ice Demon (Ranged)

Level 80: Dread King [Baranka] (Melee) and Dread Queen [Laia] (Ranged)

[Note, while these may share their model with actual bosses, they will not have the same stats or abilities]

 

So on to how summoning will work. First, we are going to combine your LEVEL with your CHARISMA value to determine what is essentially your summoning power. Each tier at level 68+ will require it’s level requirement + 40 in order to be able to summon them. This essentially means only mages who invested a good bit of charisma can summon “boss tier” monsters at level. However, very high level mages will still be able to access lower tier summons eventually with significantly reduced stat cost. Here is a breakdown:

 

To summon a Seer at level 68, you must have 40 charisma (with items on). To summon a Seer at level 80, you only need 28 charisma (with items on). With amazing rare items currently you can get about +14 CHA.

 

This means a player at level 80 only needs to invest 6 points to get a Seer, 10 points to get a Cougar, 14 points to get a Death Knight, or 18 points to get a Dread Knight, assuming they own all the best charisma items in the game. A level 80 player has probably gained 35 stat points (30 from levels, 5 from elixirs), so unlocking max summons requires ~50% investment of your overall stats.  My hope is that players use this sliding scale to increase the variety of builds used at high level, balancing Int, Con, Wis, and Cha to create a character that is strong, but can also summon their desired tier of monster.

That said, players that MAX their base charisma do get an extra perk. They will be the only ones able to summon more than one boss tier monster. At level 76, they can summon two level 68 tier summons. At level 80 they can summon three level 68 tier summons or two level 72 tier summons.  This is unique to players with BASE 35 Cha, you MUST max it to summon multiples regardless of your level/overall CHA. We are also toying with the idea of allowing certain charisma thresholds the ability to cast buffs on their summons. This will be dependent on if we can make it work, but essentially if you are a 35 base CHA mage you might get the ability to i2h and buff your summon.

 

Summons below level 50 will likely get some tweaks, especially beyond level 56.

 

We are not yet certain how summons will work in PVP. They may deal reduced damage vs players, or not be usable in PVP. This will largely depend on testing and community feedback during Beta.

 

Pets:

On our previous server we standardized all pets so that different appearances were only cosmetic. This will remain true here. All base level 5 pets will be adoptable for a small fee from an NPC. Pets will still evolve to high pets via fruit of evolution, but crafting one will likely be moved to our crafting district and the ingredients changed. Pet items will hopefully work in Alpha, but we will make sure they work before release.

Pets themselves will be changed to take a small static percentage of your earned XP. This is a change from how it worked previously, where pets HAD to hit the monster and only took the percentage of the damage they did. This will make leveling pets much easier, but also means bringing a storage pet has a cost. It also means high level pets are significantly more useful since they won’t steal large chunks of XP if they do a lot of damage.

We have not decided yet on how we feel about gold dragons. Consolidating all pets into a single top tier model isn’t something I am a fan of. I expect this is something we will tackle down the road. With the removal of the haunted house/pet arena/monster races/cooking contest you won’t be able to obtain fruit of the victor. We may add a new way to obtain it, or simply some way to obtain gold dragons on their own without evolving a pet. If we can get them working properly, I could see having dragon hatchlings/gold dragons be rare, hard to obtain pets that have better growth rates than standard ones.

 

Hope you found this post interesting. Again these are planned changes, but obviously subject to change/cuts/balancing.

-Myth

 

 

 

Comments
When they believe it is as good as they can make it
dude, when is this server opening?
We don't have a set cost in mind, other than it will have SOME sort of adena cost. This is…
This post is a cookie. I am cookie monster. Yum yum yum yum, COOKIE!…
What do I have to gain by doing this as a hoax? lol
Very simple. No big deal.
maybe have cost scale with lvl?
In regards to stats, how expensive do you think you will be making it to reset stats. Like if…
This server is the longest and most elaborate hoax Ive ever seen. Its been over two years this is hilarious…
It will take a bit of coding, but would work similar to how items with cooldowns do. When you cast…

I’m still workin!

I got pulled off from lineage work for about a week a half to work on a kitchen remodel. But I will be back on it very soon. I have made some really good progress and I foresee things rolling through a lot faster now that I am over this hurdle!

 

Just wanted to give you guys some news.

Comments
Answered with a new post.
So, summons. They are going to need some love, too. Old problems range from…
realistically, when will this server be available to play?
More news!
I doubt they will promise a test server before they announce it ...
Significant progress = test server soon?
That kitchen though.
Sounds good!

Another quick update

Major progress has been made on the skill overhaul. Legend is at the point where he is working on importing and implementing specific types of skills. Attack skills work, as do most status effect skills. Buffs and Debuffs are next but shouldn’t be too hard. There’s still more to go but the light is visible at the end of the tunnel.

In addition to the skill changes we’ve also worked on a few other things (gotta step away every once in a while for sanity sake). Importing of various XML files into database format has had some progress. This includes things like starting item kits and crafting recipes. Having these as SQL databases will make editing/adding to them much easier.

We overhauled one core aspect of the game, how monster melee damage is determined. The original code took the monster level, then added between 0 and it’s Str stat, to determine their damage. The highest Str could go was 127. This means the highest damage a monster could do with a melee swing was 99-226.

After discussing this fact, Legends and I decided we wanted the ability to create harder hitting monsters. We also felt that using level to determine base monster damage was a little awkward and restrictive. To this end, we added two new monster fields to the database called Min Dmg and Max Dmg. We took the existing formula and used them to populate those fields with values identical to what monster were doing previously. This means as it currently stands, everything hits exactly as hard as it did previously. Monster’s also had Int converted to SP, which will be used by the new skill system, but is functionally identical. Monsters no longer have core stats like Con/Str/Dex/Wis/Cha as none of these did anything.

This does mean however we will likely tweak existing bosses (and definitely elites), as well as some new monsters, to adjust their physical damage output. In the past, bosses really were only dangerous if they had high damage magic. Now, some bosses will be dangerous without the need for magic (like Baranka).

That’s all for now, more to come soon.

-Myth

Comments
Very nice.
Oh nono, I was just talking about using the Giant Worm AoE animation as the animation for any monster skill.…
That is the weirdest and most nonsensical explanation I have ever heard. So the client and server communicate via packets…
Giant Worm's issue is the cast time/delay on his spell is shorter than the animation. This means multiple casts occur…
Well, one nice thing about this skill overhaul is it will be significantly easier to change spell animations (or add…
Giant Worm AOE, there you go! Hah, we all know how much you love that one.
It would be nice in the game if monster skills had some kind of low impact visual for when they…
One GM, whom will remain nameless for various reasons, tried to explain the explosions of damage like this, "Its the…
Having seen the code, the only explanation for something like that occurring is the monster either has a spell with…
Something seems off about the math for melee damage as we have all experienced things such as Fire Archer of…

Status

I know you all haven’t heard from me in a bit. Wanted to give a quick update on where I am and what I am working on.

BUGS! Squash the bug. So we have been trouble shooting an issue with high XP values flipping to negatives. We have isolated the cause and are trying to find a solution. Lots of debugging being added. Hopefully figure it out this evening.

[Edit 6/8/2018]
We have found the bug! Bosses and mobs can now have extremely high HP and XP values. No more negative xp. This bug has thwarted us for months. I wrote an entirely new custom Debugger just to track the damn thing down. All credit goes to Mythic though, he was able to figure out the issue. I am not going to say what the issue was because the more info about bugs the more options for possible exploitation. But, it was a heck of a bug!

New Skill Code: Work continues, I feel I am making significant progress with it. Some of the more tedious bits are done with it, now i am working out the damage/buff/debuff logic based on the new tables. Will let everyone know as soon as its in game and actually fires a spell off.

Will follow up when something changes.

Comments
I live for these updates! Seriously, save me from WoW... I actually think WoW is great, but it's no Lineage.…
Put one foot in front of the other, and soon you'll be walking out the door. Baby…
Thanks for heads up and cant wait, great job guys.

New Item Slots

Today I want to talk a bit about the new item slots that are available in this client. In the picture below you can see there are two additional ring slots (so 4 total now) and four new item slots below those.

 

First we will talk about the ring slots, which we covered briefly in the past. In the core rules they unlock at high level milestones (76 and 81 I believe). We can potentially change when they unlock, but we can’t change the graphic used that shows the old unlock levels. I am considering making them unlock at 70 and 80, but I’d like to hear people’s thoughts on this topic. One thing I do want to make clear, you can never equip more than two of the same kind of ring, even if you have all the ring slots. This is a limitation they already had and I think it’s a good one so I don’t plan on changing it.

The four new item slots are a much more complicated. The existing items in the database had nonsensical names, and no clear way they were supposed to be obtained. Some did nothing, others were very powerful. There was no clear way to identify which ones went in which slot as a player. The game calls them ‘Talisman Left/Right” and “Relic Left/Right”. To address this, I decided it was best to start fresh and create new items, each with a naming scheme and general stat role. Here is what I have currently:

Relic (Right) -> Curio of (BLANK)
Relic (Left) -> Relic of (BLANK)
Talisman (Right) -> Artifact of (BLANK)
Talisman (Left) -> Rune of (BLANK)
Items of each type will have the word Curio/Relic/Artifact/Rune in the name 100% of the time, so that players can easily know what spot that item goes in.
Now here is a rundown of what we currently plan to have them do and some potential examples:
Curios = Health/Mana
                     Curio of Minor Health -> 25hp
                     Curio of Health -> 50hp
                     Curio of Major Health -> 100hp
                     Curio of Minor Mana -> 25mp
Relics = HPR/MPR
                     Relic of Regeneration -> 15hpr
                     Relic of Restoration -> 7mpr
                     Relic of Revitalization -> 15hpr 7mpr
Artifacts = Defensive Stats (MR/AC/DR)
                     Artifact of Resiliance -> 5ac
                     Artifact of Resistance -> 10mr
Runes = Utility Effects
                     Rune of Teleportation -> ROTC effect
                     Rune of Summoning -> ROSC effect
                     Rune of Polymorph -> ROPC effect
A couple things I want to make a note of here. First, these items and their stats, as well as the item slot focus, are all hypothetical at the moment. None of these items drop yet, they just exist for testing purposes. I designed them this way because I don’t want each slot to just become “Equip the one that gives +int”. That’s also why currently none of them give core stats. I would rather these be small to moderate bonuses for your character that are not essential for success. Lastly, the Rune slot is intended to make life easier for end game characters so they don’t need to swap rings constantly.
This leads me to my next question, how do people feel these should be obtained? The easiest answer is to have them drop as items, which is certainly a direction we could go. Some of these I think make sense as crafted items, like Relic of Revitalization being crafted by combining the other two relics or making a rune of teleportation by crafting it out of rings of teleportation. We could also make them quest rewards, so that every player can obtain them. And lastly, we could just do all of these things since we are not limited to just having one way of obtaining them. Maybe early ones are quest rewards, with a way to upgrade those via crafting using rare drops as materials.
Finally, we could just not implement these at all and leave those four inventory spots unequipped. I’m not a huge fan of this option, since it feels like it’s a waste of something this version of the client adds, but it’s definitely something we can consider.
Leave your comments below!
-Myth
Comments
Read the books for GoT, the book is always better :P
I want to play! this is like waiting for game of thrones :(
Yes well if you are part of a group sure, and if you are online when the rest of the…
If the changes to party exp go in and are unchanged, 82 isn't something that will be too difficult. Even…
While I do understand RP's point of making the last or the last 2 spots for items being 82 or…
I think 73/78 wouldn't be a bad idea as those are in between the 2 poly upgrades. What about leaving…
That's fair, maybe we will do something like 73/78, so they are both between grinds for new polys. One of…
I view the ring slots and new polies as separate things so you have something to look forward to while…
Nothing wrong with getting a new poly AND a new slot for a ring or such at the same level…
While I have fond memories of Classic Lineage, I'm also very aware of some key issues it could have improved…

Answer to the Question!

Hello! I gave people a few days to answer, here is the actual list. The number shown on the far right of the picture is the number of spawns the monster has. One of the issues people had in their guesses was they combined monsters that are actually separate entries, like DVC succubus vs TOI succubus. Dinin did include ants, which by a wide margin claim the #1 spot with 462 spawns. Cruel Snow tigers come in at #2 with 298, followed by Cursed Elmore Soldiers at 250. In general a lot of TOI monsters are on this list, especially ones that spawn across almost all of their set of 10 floors. Some surprising ones on this list, at least to me, are dream island killer bees/ball lightning. Those are a lot more dense than I would have guessed. A lot of low level monsters like Arachnevils, Spartois, Skeletons, and Zombies are all in the top 30, but I think they lose out because they just don’t spawn with the same density as many monsters in more dangerous/higher level areas so even though they occur in a lot of places there are not that many of them in each place. Deer still come in pretty high, although I will likely remove them for server load sake. I double checked and Sea Dancer is the one record on here that isn’t accurate. It only has one spawn, so I don’t know where it’s getting the 133 number. It’s a mystery we will have to look into.

Hope you found this interesting!

-Myth

Comments
Carrot Lord is definitely Boss Carrot from dragon ball. You wont convenience me otherwise. He needs an ability that polymorphs…
We figured out the answer to the Sea Dancer issue. There was a boss table entry for the underwater sea…
Myth, is it possible that the Sea Dancer on that list is the Sea Dancer from Heine Castle Dungeon 2f?…
Any monster that has a different drop list is technically a different monster in the eyes of the database. I…
Yay! I had the right number 1 on my list lol Oh and I did guess that likely TOI vs…

Quick Question!

What monsters have the most spawn points/count in the game? Including all locations that they can spawn. Give me your top 10 and an estimate for the actual spawn count for #1.

-Myth

Comments
Frogs over 9000! Chickens about, a lot. Rabbits, delicious, like... basket full.
That trashmob summons on the lasta third floor.
Alligators? Between Losus and dungeons. Maybe dwarves? lol
Oum Warrior (Lastavard): 137! Seems like it would be close because they spawn in so many areas.…
On top of my head I’d say number one is between skele or orc. Skele-TI, Gludio prison, the area…
Succubi! Dragon Valley Caves 5 & 6 and Several TOI floors. As for how many ??? Well idk. but allot…

Party XP Changes

This was a question we got on the previous post and I felt the answer deserved it’s own post. We’ve made a few changes to the way XP works that will greatly impact how players may choose to play. We want to encourage players to play the game together and felt the old system really discouraged that. I’ll start by explaining how the XP system used to work, then explain our changes and why we made each one.

 

First off, the game determines what percentage of an monster’s XP you or your party earned based off something called “Hate”. You earn hate by hitting a monster first, or by doing damage to it. When you think of “pulling” a monster off someone, it’s because you reached the top of it’s “hate” list. The game adds up all the hate earned by party members and their pets, then uses it to get a percentage of the monsters XP (if they party killed it alone it’s 100%). The game then calculated a “party level” by taking the square of each party member’s level. It then compares the square of each person to the sum total to get their “cut” of the XP. Here are some examples:

Two level 50’s party together. They kill a monster worth 100xp. Their party level is (50^2) + (50^2) = 5000. It compares each person’s level squared to that 5000 total. (50^2)/5000 = .5. So they both end up getting 100xp*.5 = 50xp. This becomes 58xp after bonuses are added below.

A level 10 parties with a level 99. They kill a monster worth 100xp. Their party level is (10^2) + (99^2) = 9901. The game compares each person’s level squared to the 9901 total. (10^2)/9901=.01 while (99^2)/9901=.99. As a result, the level 10 gets 100*.01=1XP while the level 99 gets 100*.99=99XP.

The code also checks to see if your party leader is a prince. If it is, you get a 6% xp bonus. You also get a 4% bonus per party member. Ultimately this results in max bonus of 36%, but even if you assume that party consists of 8 players who are identical levels and a royal, they are only earning 48.5% due to the group splitting penalty above [(50^2)/(50^2)*8=.125 then add .36]. You also take a penalty to XP based off the hate generated by your own pets, however you do not that that penalty from OTHER people’s pets who’s percentage of hate generated is simply added to the overall party hate pool used to calculate XP earned.

 

So here’s what we’ve changed:

  • Everyone earns the percent of XP the PARTY earned, regardless of level or number of members. There is no splitting of earned XP.
  • For every member in the party you earn 2.5% more XP. All party members MUST be at least level 50 or all bonuses are canceled out.
  • Having a prince/princess in the party adds an additional 5% and they do not need to be the party leader. Only one royal counts, doesn’t stack with multiple royals.
  • Summons no longer reduce your earned XP.
  • Pets no longer reduce your earned XP by a dynamic amount based on their damage. Instead pets will have a static penalty to only your XP (small). Additionally, pets will gain some XP simply by being present, not just what they earn via dealing damage. Pet levels are being rebalanced

First lets revisit that first example:

Two level 50’s party together (not royals).  They kill a monster worth 100xp. Their party level is irrelevant. They both earn 100xp + an additional 5% for being a group of two for a total of 105xp.

Here’s a best case scenario comparing the old system on an 8x XP server and the new one on our 4x XP server:

[old system] A party of 8 identical level players hunts (leader is a royal). They kill a strong monster worth 5000xp. They each earn 5000xp *8x rate*.125% penalty for level/party size + 32% for party size + 6% for having a royal leader for a total of 6900xp.

[new system] A party of 8 friends of various levels hunts (one is a royal). They kill a strong monster worth 5000xp. They each earn 5000xp *4x rate*+ 20% for party size + 5% for having a royal for a total of 25000xp.

Now, those numbers are very different, but it’s important to take them in the following context;

A solo player on an 8x server with the old rules killing a monster worth 5000xp earns 40000xp. He earns only 6900 when he does it with 7 friends. He gets 17.25% of what he could have earned alone, so they need to kill monsters just under 6x as fast in order to achieve what they could alone. This can be extremely difficult depending on the spawn rates of the area, strength of players, or difficulty of content.

A solo player on a 4x server with the new rules killing a monster worth 5000xp earns 20000xp. He earns 25000xp if he goes with a party of 8. He essentially gets his bonus 25% plus whatever increased kill rate they achieve. There is no scenario where hunting with a friend isn’t absolutely advantageous.

 

We want people to be encouraged to hunt together and try to take on more difficult hunting grounds. Many places like 81+ and 91+ toi offer difficult, high HP monsters that also give a LOT of XP now. These are places where 8 players hunting together can not only find exciting loot but also earn great XP. Each individual bonus is small enough that you shouldn’t feel like hunting is a waste of time on your own, but you should also feel like you see the benefit with each party member you add.

 

As always, things are subject to change. These bonus XP rates were based off the old system but will need testing to see how they feel. I’ll discuss the summon/pet changes in more detail in a later post, but I felt that specific info was relevant to the topic today. I hope you guys found this interesting and that everyone is doing well! Please ask any questions in the comments.

-Myth

Comments
How about Lineage Reborn? Or maybe “Evolution”
I don't care how exp is done as long as its the same for everyone. All I…
Just a quick aside to explain some of the thought process behind these changes. This started as a discussion between…
Just like the old system, the new one takes into account proximity. Being in a party and having someone in…
On an important note, the system need to be able to distinguish between members in the same map or in…
And to further balance between solo and group hunting, make high lvl mops worth significantly more XP. So that when…
Agree with the idea that XP split in group hunt shouldn’t be 100% between members + bonus. There…
I thought it was cool to have some areas you hav to hunt in groups, like to farm karma only.…
I personally like the changes and look forward to finally play with other people when i feel like it, for…
I mean .0075-.0080 instead of .075-.080 for a Fire Warrior, forgot that 2nd zero.