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 Post subject: MMOPLAY Lineage II Server (BETA STAGE) low rate h5
PostPosted: Sat Jun 16, 2012 1:28 am 
Vagabond

Joined: Sat Jun 16, 2012 1:15 am
Posts: 3
A short introduction of MMOPLAY Project
MMOPlay servers are running on SL2-Project sources. Project was born in 2007, and was based on merged l2jfree and l2jofficial sources. Since then, till late 2011, project was evolving completely independently of all other L2j forks. The first break through happened near the end of 2010, when we started to enter experimental areas of Lineage II game play, firstly by designing and implementing physics and collision support into Lineage II world.

After that, we've experimented with many more other aspects of modifying stagnated Lineage II game play, by concentrating on huge improvements with the computer-controlled part of the world. Here is short list of few of many experiments we've did:

npc character statistics confusion: there was no more two identical "mobs", even within same "race" (spawn zone) - each individual had different stats and strength

npc character statistics evolution, based on performed actions and experiences - like normal players, mobs that were often winning fights, were becoming stronger.

npc character strategical resource usage planning (after we've implemented possibility for mobs to scavenge and gather items they find, we've added AI routines for them to strategically plan how to best utilize found resources - for example to wear found armor, to use bow not sword, against running away, faster opponent etc)

npc character collective planning: once certain individual mobs were evolving and becoming stronger and smarter, we've implemented collective thinking into AI, that resulted in strong leader-mobs gathering weaker ones, into groups, bands, packs, "clans" - eventually small armies were emerging.

then we've went little further and added more diverse fraction system, that was also changing, individually for a certain individual mob, or a collective: when tricking one kind of mobs against other - by us, they were developing more and more hatred against each other, which ended in few funny massive mob vs mob wars. and when adding, to two fighting collectives - 2, 3 or 5 more, that could be neutral, or more in favour of one of the groups, skirmishes between them were more and more amusing.

final step on which we've ended, was adding new modular-AI implementation. mobs were no longer controlled by 15-20 generic types of "AI", but were developing own types of behaviors, by combining any number of around 50 behavior base elements.

soon after, experiments showed that we've managed to achieve even more unpredictability in non-player-controlled individuals and collectives. some were fighting over valuable resources, forming alliances with other types, some were just wandering off, some collectives started even migrating into completely different areas, away from fog of war...

Project was closed in the end of 2011, and after short break - we would want to start it again, and this time move even further, and implement this chaotic and unpredictable element, to be confronted with vast numbers of real opponents - players.

How all the above looks like in practice? Watch those videos, that was montaged out of few replays, recorded during mentioned events:

* Before you read our features we would like to inform you that MMOPLAY is currently on Open beta stage.*

Open Beta information:
MMOPLAY team thought that players must decide about server Rates and for that reason we chose not to announce our rates officially as they can change on official opening depending on players vote!
Open beta is about Testing our features, tell us what you want to add and improve the game to the best, To sum up players will decide the final settings/Rates/NPCs of the MMOPLAY Server!

MMOPLAY Special Features

We will place you our links full detailed written on our Homepage so you can easyli read them with full details screenshots and videos in website!

1. Dynamic AI Model
2. Vector Engine
3. Psychics
4. Play Panel & In Game Tools (Full details and screenshots on link)
5. Fair Play & Anti Cheating Protection
6. Events & Contests
7. Dynamic Rates - More than Vitality System
8. Full H5 Features

General Information:

Dedicated Machine: We own the Dedicated machine that's why you should not afraid of Server closing for money reasons!


Official Homepage - mmoplay . eu
Official Community - forum.mmoplay . eu



So - are you ready to try something new? No more boring farming. No more repetitive tasks over and over. And a huge difficulty level raise, not by overpowering mobs with surreal stats, but by allowing them to act and evolve in very similar way, as players do: by forming clans, alliances, overtaking castles, fighting for resources or for the control of the territory.

If you decide to try a new approach - we can provide you that. However - if you decide to stay with normal, old Lineage II game play - fine by us too.


What MMOPlay is, that none other project ever was, is that it's final form will be a result of what community of players will want us to do and how to shape it. Stay with us, share your ideas and experiences. Don't hesitate to criticize or question.

Current stage of reopened SL2-Project is building new and stable, bug less environment, as new platform for project evolution. We're building it from scratch - using as a base, L2J-Server project H5 stable sources - and applying often huge a-beep-ts of code from our Epilogue experiment to improve quality of new base.

Thats why, we will need a lot of help from players community, especially in testing, if we wish to finish completing this base for the final project.

Project - currently - is nearly fully complete High Five (if compared to "retail").

Join us and let's have some fun!


Server is to be low rate, chronicles h5. Will poll for daulbox, rates, events etc.


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