WhiteFang

~Admin
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Everything posted by WhiteFang

  1. WhiteFang

    Time Based Drops

    Well, the potions to extend time on them should be hard to obtain so "unlimited corrupted/limited" items are avoided... That's a matter of balancing it out properly.
  2. WhiteFang

    Time Based Drops

    T-Pain, sounds interesting... but how about keeping the base idea to drop corrupted/limited items, but then mix it up a bit with your idea and have a corrupted and limited extending potion to increase the duration of the item, like a 1h limited potion adds +1h to an item of choice... So once you get a good corrupted or limited item, you can keep extending it by making or finding the potions... Perhaps can add the potions to be made through alchemy using body parts of monsters to create them... and add them to the drop tables, slightly less rare than merien/xelima/zems from mobs.
  3. WhiteFang

    Spectate On Tournament

    Added in the teleport back to realm now. The visual button etc to leave and additional info for players, such as scores and number of spectators will come later on when the basic tests of tournaments are done and the major bugs are resolved.
  4. This bug was resolved, on re-registration you get the option to choose team name if team names can be chosen according to settings.
  5. WhiteFang

    Time Based Drops

    Perhaps yeah... What would be a good start according to you? How many hours corrupt after hunting for 1h? How many after 2h? Etc... Got some formula or idea on what you think would be acceptable?
  6. WhiteFang

    Spectate On Tournament

    What is it that you don't understand in beta? The tournament fees and rewards are adjustable by gms who make them... And at this point there is only one tournament to test the system and find all bugs. Get informed before you make stupid comments. It's obvious that a tournament that costs 50k to enter should have a 50 mil reward first place. But at this point tournaments are in beta.
  7. WhiteFang

    Week #4 Scavenger Hunt!

    There is a fixed summon event every wednesday, look in the calendar for more info. Other summon events are scheduled at random by GMs. Wasting time on hunting... Read my suggestion please: http://www.helbreathnemesis.com/forum/index.php?showtopic=34850
  8. WhiteFang

    Heads Up #2: Pvp Tournament Beta

    Why would you giggle, you think the beta is funny, a joke? :D Or giggle of excitement? Btw, I didn't really mention it, but I will probably do the first beta tests during this weekend... (Jan 24/25/26)
  9. WhiteFang

    Week #4 Scavenger Hunt!

    Each GM has the responsibility to handle and finish their events. If every GM starts to interfear on each other GMs event, then it becomes a mess and nobody knows who received which rewards. This again shows that structured system that replace certain GM tasks are really required as GM time is very limited in the first place. I rather have the GM team focus on assisting in brainstorming what to create in helbreath and get involved on features and point out flaws, possible issues etc rather than have them sit in-game make an event for 3 hours, or post them on the forums and requiring weeks to complete them. I think it is much more challenging for GMs to get involved on what's the next big thing and have their say to it. Systems such as summon event system, tournaments and scavenger hunting provide a solid structured system which a GM can still have fun setting it all up and enjoying it themselves by participating and not having to worry on handing out prizes, enforcing rules, etc etc...
  10. WhiteFang

    Week #4 Scavenger Hunt!

    The prizes were made shortly after I stopped fooling around, but it is not my event, thus not my obligation or responsibility to hand them out.
  11. To prepare everyone for one of our biggest feature that is about to arrive I'd like to take some time to sit down and bring a series of Heads Up topics regarding this feature. In the first heads up I'd like to talk about the global outline of the pvp tournament system and how the system is globally structured. A number of terms will be introduced and re-used in later heads up topics, but if you have questions regarding any of them, feel free to ask! Please note that any information given in the Heads Up topics are subject to change at any given moment, the content of these topics won't be always kept up-to-date but an attempt to do so will be made. Tournament Global Outline: 1. Registration 2. Event Start 3. Round Start 4. Teams can adjust time of their fight (Optional) 5. Fight Initializes 6. Fight Starts 7. Fight Ends 8. Repeat from 5. until one team is victorious 9. Round Ends 10. Repeat from 3. until the round is deemed the end round 11. Event Ends 1. Registration - Registration can be set by entering a start and end date. (Setting for start and end date) - Registration opening and closing can be announced. (Setting to enable/disable) - Registration can be limited Towns or Guilds (Setting to No-Limit/Side/Guild; Sub-Setting for Side (Elvine, Aresden, Neutral); Sub-Settinh for Guild (Input GUILD ID)) - Registration can have fees assigned and registration fees can go (partially) to the prizes. 1.1 Registration Fees - Optional, not all tournaments have fees. - 4 Types of fees: Item, EKs, Contribution Points, Majestic - Fee Type Item can be added multiple times - Fees are payed upon registration and will be displayed before the registration is final - Fees will be refunded if the registration is withdrawn before the registration period ends. 1.2 Registration Items - Optional, not all tournaments require items to be registered - Players individually register equipable items, unregistered items CANNOT be used throughout the tournament - Registered items can be updated as long as the registration period isn't ended. - Every item can only be used once (Setting to enable/disable) - Registered items can be viewed by other players (Setting to enable/disable) 2. Event Start - The event start indicates the opening of the event. 3. Round Start - Teams are matched up depending on the Round Type: Fixed Brackets (= first round random, sequential afterwards - standard tournament breakdown), Random Brackets (= randomize teams every round - breaksdown like a standard tournament except that you don't know who your opponent will be in the next round), League (= Play against another team every round until every possible team combination is played) - From this point on teams can access the round information and see who they're up against. 4. Adjust Fight Time - Teams can adjust their fight time (if this is allowed according to the event settings) - Any team can change their fight time within the allowed fight window (set by GM in event settings, can be for example a 72 hour window in which the teams must pick a suitable time to fight against eachother). - Only team leaders can adjust the fight time. - Team leaders can agree on a certain fight time. Once all team leaders have agreed, the fight time is locked and cannot be changed. 5. Fight Initializes - Once the fight time minus teleportation time (set by GM in event settings) is reached, the fight time automatically locks itself and the game server will virtualize the given map if it hasn't been assigned an existing map. - Map restrictions are applied to the fight map along with the additional restriction of disabling PvP. - Each team member participating in this given fight that is currently online on any given game server will be offered a teleportation to their fight (or atleast be teleported to the map where the event NPC lives). - From this point on each team member which participates in the fight can teleport to the fight map from the NPC without any limitations (so they can recall if they forgot items etc...) - From this point on spectators can join the fight map (in observer mode) - Team Leaders can "ready up" their team, if all teams ready up with more than 1 minute to the fight time, the fight time is adjusted to be 1 minute from the moment the last team clicked ready up. (Can be used by teams to speed up the start of sequential fights - e.g. if TP time is 30 minutes, then in a sequential fight all people are already present, it's stupid to have to wait for the teleport time to be over to start the fight if everyone is present (aka ready)) 6. Fight Starts - A countdown is made to announce the fight starting (countdown starts at fight time minus 1 minute), once the countdown is done and the fight time has arrived the PvP disabled restriction will be lifted and announced to all people in the map indicating that the fight has started. - Once the fight time is reached the fight starts. This means nobody can teleport to the map using offered teleportation or the NPC teleportation. - People can continue joining the fight in spectator mode (observer mode) 7. Fight Ends - The fight ends and PvP is disabled again at the point when a single team with one or more team members remains alive within the fight map. - At the ending of the fight (depending on the setting set by the GM for the event) either the score is added (in case of score or score difference fights) or a position is assigned (in case of last man standing) 8. Repeat from 5 - Based on event settings (set by the GM) a repeat is done starting again from point 5 except that the map is not re-initiated. - The fight time is set and locked to the current time + teleportation time + fight delay (set by GM in event settings). - Teleportation is allowed again (as in theory the fight didn't start yet due to the adjustment of fight time). - This keeps repeating until at one point 1 team is victorious (depending again on the event settings). 9. Rounds Ends - Once all fights are played and each have a single team being victorious the round is ended. 10. Repeat from 3 - If the round that just ended is not considered the end round (depending on the event settings), the game generates a new round starting all over again from point 3 but using the info (e.g. victorious teams) of the round that just ended (and/or prior rounds). 11. Event Ends - If the round that just ended and is considered the end round (depending on the event settings), the event ends and the winner is announced. - From this point on wards prizes can be collected from the event NPC. To anticipate possible questions I will attempt to make a Q & A section below with possible relevant questions that could occur from reading through this topic. Questions not covered here will be added to this section as well. Q: How to become team leader? A: A player can choose to Register or Join a team. When Registering a team, a new team is created and you're assigned as the Team Leader. Joining a team will not grant you team leader. A team leader can decide to pass on the leader position to any other team member that has joined his team, by doing so the current team leader loses his rank and abilities tied to it and the member who was selected by the team leader will gain the rank and its abilities. Q: What if someone joins my team and I don't want to team with them? A: The leader of a team can kick anyone from their team as long as the registration period didn't end. Q: What if I join the wrong team? A: Players can withdraw from a team as long as the registration period didn't end. Q: What about last-second-joiners who join my team when I'm offline? A: Unfortunate for your team, ideally you'd compose a complete team and go together to register, the leader registers and the others join. This way you avoid registering a team which is then filled by random people. Q: I am 1 second late for my fight, am I screwed? A: Essentially yes you are. In normal circumstances there will be sufficient teleportation time available. As your fight map is available at fight time minus teleport time, you should have sufficient time to teleport to your fight. Q: Spectator mode (observer mode), what is this? A: Spectator mode uses an existing GM feature called observer mode. This spectator mode removes all dialogs on your screen and changes your mouse cursor. It allows your to freely move anywhere on the map without your character being present. Essentially you are not even present in the map at all. Q: Can spectators interact with the fighters? A: No, spectators can in no way interact or talk to fights. As dialogs are disabled, a spectator cannot do anything. All spectator chatting is always local chat (white), so they cannot reveal any sensitive information. Also spectators see the fights as enemies and therefore cannot see any of their conditions (amp/pfm/pfa/etc...). Passing pots, items etc cannot be done by spectators as they don't have dialogs and the server forbids such actions (as the server knows you're spectating). Q: What is "score" and "score diff"? A: This part isn't covered in this heads up and will be covered later. I won't cover it fully detailed in this answer, but briefly I can say that score is a certain amount of points you need to obtain to win that specific fight and score diff is the difference between your score and any other opponents score (e.g. In tennis to win a set, you need a score of 6 to win and a diff of 2 points, so you can't win with a score of 5 vs 6, you'd need to play once more and win to get 5 vs 7 as your need a difference of 2 points and a minimum of 6 points to win). Q: What is Last Man Standing? A: Will be covered in detail on a next heads up topic, but briefly I can say Last Man Standing (LMS) is a type of tournaments to play (Other types include Capture the Flag (CTF) and Hold the Point (HTP)). Mainly LMS is standard pvp fighting, last player to survive wins. This type also determines how scoring is done, for LMS you score a point if your team is the last surviving team and for CTF you'd score a point if you return the flag to your base while your flag is present in your base while for other types like HTP or possibly even more types scoring can be different. Q: What is an "ending round"? A: An ending round is the final round of the tournament. Depending on the round type (mainly Brackets or League for now) the ending is determined differently. In brackets the ending round is the round in which only 1 fight is played, while for league the ending round is the round in which all possible combinations of fights are fought (e.g. XvX with 8 teams, the ending round is round 7 as you have 7 opposing teams. e.g. XvXvX with 9 teams, the ending round is 28 (if my math is correct xD). The more XvXvX... there is, the more rounds are required to play all possible combinations). Q: What's the difference between XvX and XvXvX A: XvX there are 2 teams in a single fight, each team can then on its own have a given number of members. So a 5v5 would be 2 teams fighting with each team having 5 members, thus 10 people in a single fight. Where XvXvX is 3 teams in a single fight, then again you can apply the same as above, in a 5v5v5 you'd get 3 teams of 5 members, thus 15 people in a single fight. More "vX" are added as more teams are in the same fight. It sounds fairly strange and new as this is a kind of fights never played before in Helbreath, in XvXvX a different strategy is required as you're opposing 2 teams, which on their own oppose eachother... Logically you can see that you could make a deal with either team to eliminate the third team, but then in the end you'd still have to face the team you made the deal with... Anything is kind of possible and things can also flip from one side to the other if the deal is broken by one of the team members... As you can see, these new kind of fight sizes allow new and interesting pvping aspects ;) Q: Virtualize the map? can you explain this? A: Virtual maps is a feature that has been in Nemesis for a long time now but never has been used accordingly. It was originally invented with the purpose to serve Guild Halls and PvP Tournaments. Essentially all tournament maps will be virtual maps, that are maps of which only configuration is known by the game server. Once a GM or server requests to visit such map, its settings are loaded and the map is created. For example Arena is a virtual map, it doesn't exist, only its configs are known. Once a tournament starts, multiple fights need to be played in an identical environment. The server will then use the Arena map configs and create a number of Arenas (virtualize them) and internally name them arena1, arena2, arena3, etc... for as many as there are required. Each Arena is then assigned a specific fight in case of tournaments so the server knows which fight belongs to which map and visa versa. For the players these arena1, 2, 3 will all look identical, act identical and be identical, they'll all carry the name "Arena". Therefore, for a player there is no way to determine in which arena number they are (only GMs can actually see/know this). This technique of virtual maps allows us to host for example multiple 1v1 fights which will be equal and fair for everyone as all fights take place in an identical environment, yet one 1v1 match doesn't affect or interact with another 1v1 as technically they take place in different maps, yet for the player this appears to be an identical map.
  12. WhiteFang

    Why?

    I've always been listening to people, but listening doesn't mean that if you tell me something is not working out that I change it 2 seconds later... More than a month ago we listened exactly to the players and did what they asked... invulnerability was "removed" as the you, the players, claimed it would bring back a gazillion people within 2 seconds... It didn't... I know returning takes time... but now that we're more than a month in... nothing changed... So I am getting to the conclusion that the players were completely wrong here... the community tried to prove the admins wrong, that the knowledge of the admins was not enough, that the players know better than the admins (who run this game for more than a decade now)... but it appears the players are wrong once again... Anyway, PvP tournaments are getting into a decent shape now, and they allow for a huge multitude of different events, a huge variety of possibilities in many different directions of pvp'ing. This huge amount of possibilities take a lot of time to code, because it must be flexible to allow so much options, but once it's completed it can be easily expanded with new tournament types such as capture the flag or point-holding tournaments. Anyway, you'll see more about this in-game soon as I'm close to beta testing the system.
  13. WhiteFang

    Why?

    Probably not only you who dislikes my attitude... Likely because a lot of people walk on the thin line of the rules, not just nemesis rules, but also coding rules... Crossing to the wrong side will likely cause me to say and do things which you don't like. If I'm wrong here, then feel free tell me what's your issue on my attitude :D
  14. WhiteFang

    Ayuda Plox

    You should get the auto updater from our website and place or install it next to your existing helgame. Then run the auto updater and it'll download the latest Nemesis files and launch the client for you to log in.
  15. WhiteFang

    Senju

    a GM who is related to any side is not a good legal witness, nor do GMs have the ability to transfer account ownerships (only admins can do that). The only legal system will be the pvp tournament system, but rather items will be staked instead of accounts.
  16. WhiteFang

    Support In Game

    cuz its bored play alone , auto summon event is allways when sleep or when i working same as helds and sade a few gms doing mini events will be nice too which time (server time) is good for summon events for you then?
  17. WhiteFang

    Support In Game

    I need to make prizes, and I'm busy for university until jan 17... You can ask gms questions by the ticket system... why do you need a GM figure in the game anyway?
  18. WhiteFang

    Why?

    The first issue is hard to address, we could fake the player count, but that wouldn't be fair in the first place... and you'd notice quickly by the amount of people you encounter anyway. The second one however is "fix-able" with an adjustment to the civilian system. What I suggest as a change to this is as following: Once you join a town you can choose to be combatant or civilian, where combatants have no limitations and civilians are limited as next: - They CAN hunt/go to ANY map (as long as they got the map-level-requirement) - They cannot be killed by enemy players or their summons - They cannot attack enemy players - They see enemy players as Heroes of their own town. (the enemy player looks like a Hero from their own town, kinda disguise to prevent civilian status from being used to spy where enemies are and reveal who they are etc.) - They suffer from loot-degression -> Longer civilians = less chance for drops (primary and secondary) -> hours increase as people are ACTIVELY online as civilian and decrease as they're ACTIVELY online as combatants with a bottom limit of 0 hours civilian time. ACTIVELY online means not being inside any town maps (ares/elv, farm or the buildings related to them like shop, wh, bs, ch, etc...). - They gain assistance of Heroes of their own town, randomly a hero of their own town will come and aid them in battle. (this is to disguise the heroes and are actually enemies and eliminates the ability for the usage of civilian mode to spy). - Price to switch is 1 million gold - New players get -100 hours Civilian mode, once they become combatant it resets to 0 hours.
  19. WhiteFang

    [Fixed] Aresden Down

    fixed
  20. WhiteFang

    Pvp Story

    Yeah I agree, I'm trying to get them done ASAP. With the flexibility I'm building it, this system can be transformed and used for any kind of pvp related purposes, be it for tournament held by the staff or for continuous fixed fight setups for a ranking/rating or for player's fun to make stakes with items to be lost or gained when winning the match... many possibilities, many ideas... :) Thats something i still think how you gonna make a equal pvp on items / skills / coneccion ? Item wise there will be an extension in the tournament system which can be enabled or disabled, where if it's enabled people need to register the items they're going to use in the tournament. Tied into that we can add additional restrictions to this such as the allowing or disallowing of using the same item for multiple players. That allows for a fair system where players will know exactly which items their opponents have registered to play with, and due to the Umpire enforcing laws in the Battle Realm it means that players cannot use items they didn't register in the first place. The disallowing of registering the same item twice is to prevent item passing in huge tournaments like guild vs guild tournaments where one guild's team could pass on a power-item (mainly rares like SB, GBH, etc) to their 2nd guild team or friends from another guild. Item registration would even restrict item passing to other players of the same team, or again this could be allowed/disallowed through settings, but that all depends on who makes the tournament and what purpose it has. Obviously all this kind of settings of what is allowed, not allowed etc etc will be available to the players (through in-game dialogs) before they register for the tournament so people can decide to participate or not given those tournament rules. Besides that item registration system there is our basic map enforcements in which we can allow and disallow certain "sets" of items such as "rares" or "statted" items etc... Skill related, that's up to you mainly... if we're talking about stake-tournaments where a 1v1 takes place, skill is kind of neglected as both sides agree to fight thinking they can beat the other guy in a 1v1... But if we look towards ranked tournaments, skill is defined by your ranking/rating. Higher rating means better skills... In such tournament setup you will possibly not encounter lower ranked (rated/skilled) players but face people of your own rank/rating/skill. If it comes to casual pvp tournaments made by GMs, skill is again neglected as it is not tied to any ranking/rating system in such case. If you're lucky you end up vs an easy enemy, if unlucky you'll have a hard time winning. It's random matchup at the beginning with brackets after the initial round has been played (so in theory you can calculate who you can be up against based on your fight position within the list of fights etc...) - This bracket part will also (in the future) be displayed on the nemesis website, so it is more e-sport like (e.g. League of Legends tournaments also have this bracket structure shown for their big finals showing which team is up against which other team... kind want to get the same setup for nemesis ;)) If you were talking about usage of skills, this can be restricted by map restrictions, we can disable Taming and Pretend Corpse, which'll probably be done in most of the tournaments, except special tournament types where mobs also play part in the fight, in such case we'll see taming enabled. It's very unlikely that PC would be enabled in any kind of tournament as they're meant to be fast-paced and progressive over a short period of time (except in the case of huge tournament like 5v5 guild tournaments, these are very slow progressing over weeks of playing) Connection related, in the battle realm there is a recall-on-connect in action. This means that there is a specific amount of time to reconnect before you are recalled from the battle/fight. Currently the battle realm has a 20 seconds recall-on-connect, which means if you reconnect to the game within 20 seconds since the actual disconnect occurred SERVER SIDE! you will stay where you are. If you reconnect on the 21st or later second, you'll be automatically recalled and marked as "dead" for your current fight. (If not reconnecting at all, the Umpire will judge you as "dead" after 25 seconds, this is to prevent people DC'ing on purpose and stalling the fight). Please note that the 20 seconds reconnect time will be evaluated carefully as this was a time determined before the auto-updater arrived. People with a client crash still need to be able to reconnect in time for their fight. So it is likely this time will be increased to about ~3 to 5 minutes with the Umpire's judging time also increased to the set reconnect time + 5 seconds.
  21. WhiteFang

    Pvp Story

    And that's why we need pvp tournaments, to make both sides obey to agreed rules and stop either side from crying.
  22. WhiteFang

    Updates On Server

    We're not closing, I'm in the middle of courseworks rights now... I'm over the top of my head covered with AI and direct X... After courseworks are done (jan 17) I'll be back to the pvp tournaments.
  23. WhiteFang

    Lag Lag Lag

    Well, our old hosting company is located in dallas, but does not offer 32 GB of ram for the same price...
  24. WhiteFang

    Lag Lag Lag

    Service messages is saying: "Internap is having problems with some of its upstream providers today in NYC that are leading to packet loss and/or high latencies to certain destinations. They are investigating these and trying to resolve them. These problems are not due to a DDoS against us or Internap." Nothing more I can do than pass on the message... We're looking into moving again, but finding a stable host with the same specs for the same price is really hard. A dedicated machine with 32 GB of ram is expensive... Also, for laggless, try using a new york proxy, as our server is in new york.
  25. WhiteFang

    Hb Trivia Event

    I did HB storyline trivias in the past... nobody knew the answers because nobody knows the helbreath storyline in the first place lol :p questions like: - What's the name of the event when the gods used their ultimate powers to seal away the Abaddon? - Where is the Heldenian Castle located? - Why is the Abaddon resurrected without body? - Which sacred item (used to resurrect the Abaddon) disappeared during the 6th age/era? - What happend with the Gold of the nations at the end of the 6th age/era? - Aresien is the god of ... ? - Eldeniel is the god of ... ? - Who originally discovered the Heldenian Castle? - Where did the ceramony to resurrect the Abaddon take place? - Why are Twins emit smoke? - What's the eternal war between the two nations called? - In the 2nd age/era the nations locked away two of the strongest monsters of that time, which monsters and where did they get locked away? - What's another name for the Heldenian Castle? - What are Ancient Slates used for (according to the story)?