[2.6] Aeolian Server - Explained In Detail

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ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

i see, lucky u lol. ur 'spare' PC is better than 80% of the ppl on thsi forum lol

Well, it isn't a PC, like I said. It's just the server.
And, that's because I put a lot of work and effort into indie games, which occassionally pays off well.

I may sell it on for more RAM and a dual core, depends if I can get a good price for it, plus I don't think the server will need that much resources anyway. But, I'll see when the Aeolian does go public.
 
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forspinki

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Re: [2.3] Aeolian Server - Explained In Detail

sorry if ive missed it somewhere but have you accounced the exp rate it will be like 30x ect
 

Neptune

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Re: [2.3] Aeolian Server - Explained In Detail

Wouldn't people abuse that, ie. make 2 chars and take all the other chars exp.

in the servers is a place he can change so that only 1 ip can connect to it at a time, this might be easyer and better for you

the only probelm is this cud cause problems for ppl like me who have more than 1 person inthe house playing mir at a time :S
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

sorry if ive missed it somewhere but have you accounced the exp rate it will be like 30x ect

Because the DB is so different now, it wouldn't be accurate for me to give you a figure.
So, I'll just tell you like this:

Training levels: 1-5 (you're then de-leveled to start level)
Starting Levels: 28
High Level: 120


I mean it's hard to just say "it's x exp" because as I said, it wouldn't be accurate. It's the same with things like PK Points; instead of gaining 100 points per kill, you gain 1 point, though the time for this to expire has been changed. Also the gold curreny system has been changed; instead of going to a NPC and buying a magic for 600g, it'll be 120g.

Instead of a Woomataurus dropping 2,000g, it'll drop 400g.
Then, when a person actually tells you "I have a million gold" it is actually an accomplishment.

Instead of getting 2,500g for an ore, they'll get 750g. I know that compare this to the wooma example I gave you, and it doesn't seem proportional. This is merely because, in mines th soul purpose is to gain money. When you're defeating a Woomataurus, it's to gain experience, items and gold.
So it's only fair that mines are a bit more rewarding.
Aslong as I keep things moderately balanced, the server's economy should stablize itself.

Thanks for commenting :)


And thanks for the suggestion Neptune, I'll find away around it, don't worry :)
 
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Neptune

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Re: [2.3] Aeolian Server - Explained In Detail

the only thing i can think of with what u have said about the gold so far, ,is are u dropping the price of some of the older "euro" items as well as low price for ur items??
 

WasteMan

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Re: [2.3] Aeolian Server - Explained In Detail

This is a very promising server, just hope it goes up, which I think it will ;P

Anyways, its looking good and your doing alot of work, so keep it up, def. will play :D.

/Gelexx.
 

Bon

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Re: [2.3] Aeolian Server - Explained In Detail

Well, it isn't a PC, like I said. It's just the server.
And, that's because I put a lot of work and effort into indie games, which occassionally pays off well.

I may sell it on for more RAM and a dual core, depends if I can get a good price for it, plus I don't think the server will need that much resources anyway. But, I'll see when the Aeolian does go public.
well oldskool use to run on a 3.0ghz xeon 4x core, with 3.5gb ram. and it lagged a lot at 120+ users. and got run db error loads in m2 server (causin massive lag and lag outs)

we're now on this:

Intel Core 2 Quad : 2.66ghz *4
8GB Kingston DDR2 ram
Western Digital Raptor 10k harddisk 74gb
Cooljag 1U cooler
supermicro case
100mb line

and dont lag at all, and dotn get any more run db errors.

i guess it depends how big server gets, when we started and had like 30-50 users we was usin some crapy 1 core 2.2ghz pc with 1gb ram lol
 

Neptune

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Re: [2.3] Aeolian Server - Explained In Detail

i was thinking that for the pk system, if u didnt want it so only 1 person cud connect to the server, have it so u have to be a ceretain level up first like 40+ or have it so say lvls 40-45 can fight in 1 area then 45-50 in another etc
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

well oldskool use to run on a 3.0ghz xeon 4x core, with 3.5gb ram. and it lagged a lot at 120+ users. and got run db error loads in m2 server (causin massive lag and lag outs)

we're now on this:

Intel Core 2 Quad : 2.66ghz *4
8GB Kingston DDR2 ram
Western Digital Raptor 10k harddisk 74gb
Cooljag 1U cooler
supermicro case
100mb line

and dont lag at all, and dotn get any more run db errors.

i guess it depends how big server gets, when we started and had like 30-50 users we was usin some crapy 1 core 2.2ghz pc with 1gb ram lol

Thanks for the comparison bud, if the server does lag (if it ever does reach that amount of people) I'll porobably upgrade my current server and work to pay it off... eventually.

And please don't ask on an ETA, I'll announce the ETA on beta a week or two before release.

@ Neptune, the idea of the PvP Province was to balance out everything, it balances stats, levels and gives you the choice to change classes (all temporary), otherwise it'd be like the tournement rooms, thus a copy.
 
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Neptune

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Re: [2.3] Aeolian Server - Explained In Detail

@ Neptune, the idea of the PvP Province was to balance out everything, it balances stats, levels and gives you the choice to change classes (all temporary), otherwise it'd be like the tournement rooms, thus a copy.

theres not really a such things as a copy, its that your trying to balance server out, i waas just thinking of ideas to make it so that u cnt create 2 players and keep killing the second 1 as post above. supose ill leave u to it :P
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

Was just thinking about the PvP end of things. I like the idea of this alot but I think it could be improved on.

How about adding a rank table to show player kills & deaths?

Also how about PvP ranks? For example.. player X has 10 kills with a rank of Novice Killer where as player Y has 100 kills with a rank of Expert Killer

Again with the player rank system sort of. The better your Kill to Death ratio is, the more upgrades you could select as you enter the PvP map? Such as a stat or health boost ?

Just a few ideas.
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Was just thinking about the PvP end of things. I like the idea of this alot but I think it could be improved on.

How about adding a rank table to show player kills & deaths?

Also how about PvP ranks? For example.. player X has 10 kills with a rank of Novice Killer where as player Y has 100 kills with a rank of Expert Killer

Again with the player rank system sort of. The better your Kill to Death ratio is, the more upgrades you could select as you enter the PvP map? Such as a stat or health boost ?

Just a few ideas.

Something along the lines of that is already being implemented on ;)

Also small goals to reach such as reach 30 kills in 45mins (example) to recieve a better piece of kit/stat boost.

Things along the lines of that.

Thanks for the comment :)
 

Vagrant

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Re: [2.3] Aeolian Server - Explained In Detail

well oldskool use to run on a 3.0ghz xeon 4x core, with 3.5gb ram. and it lagged a lot at 120+ users. and got run db error loads in m2 server (causin massive lag and lag outs)

we're now on this:

Intel Core 2 Quad : 2.66ghz *4
8GB Kingston DDR2 ram
Western Digital Raptor 10k harddisk 74gb
Cooljag 1U cooler
supermicro case
100mb line

and dont lag at all, and dotn get any more run db errors.

i guess it depends how big server gets, when we started and had like 30-50 users we was usin some crapy 1 core 2.2ghz pc with 1gb ram lol

if im right (i think i am) if you are running windows xp your pc has 8GB of ram but wont go more than 3GB, my irl m8 bough 4GB RAM ddr2 kingston and xp only seen 3GB when he installed vista was no problem
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

if im right (i think i am) if you are running windows xp your pc has 8GB of ram but wont go more than 3GB, my irl m8 bough 4GB RAM ddr2 kingston and xp only seen 3GB when he installed vista was no problem

Well Windows XP 64-bit can handle 128GB of RAM, but it also depends on the architecture of the processor.

With a quad core processor 64-bit XP, I could handle 32GB of RAM.
 
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Bon

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Re: [2.3] Aeolian Server - Explained In Detail

its windows server 2003 x64 bit, it uses all 8gb of the ram
 

Omen_lom

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Re: [2.3] Aeolian Server - Explained In Detail

good luck with the server bud, looks ace so far. just got one question. What did you mean by not having loads of kits? cause ppl get bored if they have nothing to work for.
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

good luck with the server bud, looks ace so far. just got one question. What did you mean by not having loads of kits? cause ppl get bored if they have nothing to work for.

Well I've spent ages strategizing over this server. One problem with servers is that they release hundreds of kits, some of which they don't fit correctly and look dodgy in-game, and then they rely on people on LOMCN to release more files.

Take euro for example. What would be the point in having 30 different kits for level 40s? It confuses people, it damages the server's economy, takes a lot of time to balance out in drop rates and stats, and is just a lot of hassle for something which isn't beneficial.

This isn't to say there'll only be 2 or 3 kits per major steps in level (Euro: 22, 30, 38, 40, etc) There'll me many different types mof kit, with many different customization methods.
I mean what's the point in having for a warrior a high DC weapon, high DC boots, high DC pendants and a high DC armour with high DC gloves/braces and rings? Why not have high AMC and AC rings/braces/boots/armour/pendants/etc?

Aeolian is going to be needing a lot more strategy, compared to other servers and Euro.
 
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