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KimiHua

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About KimiHua

  • Birthday 09/09/1994

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  1. What makes a Metin2 server worth playing today? I’d like to hear from people who currently play Metin2, whether you prefer PvP, PvM, or hybrid servers. I’ve noticed that a large part of the current Metin2 server scene tends to follow a more PvP-oriented formula. But I’d like to understand why. Why has PvP become so dominant? - Is it because traditional PvM gameplay no longer keeps players engaged? - Do players have less time to play nowadays and therefore prefer faster progression? - Does PvP provide a clearer sense of competition and objectives? - Or is there simply a larger demand for player-versus-player content? What makes a PvP server truly well-balanced? In your opinion, what matters most? - Balanced equipment and bonuses? - Balanced classes? - Progression that doesn't require endless hours of farming? - PvP based more on player skill than equipment? - Restrictions on items, upgrades, and systems? - Or is some level of imbalance actually part of the fun? Do PvM servers still have a place in today's Metin2 scene? Can a server focused on progression, farming, bosses, maps, drops, equipment and long-term character development still keep players engaged? Or does traditional PvM need to be reinvented to compete with PvP servers? What attracts players more: innovation or nostalgia? Imagine a server with: Completely new systems New progression mechanics New maps and challenges Gameplay mechanics that differ from traditional Metin2 ...versus a server that keeps most of the classic Metin2 mechanics, but executes them extremely well. Which one would you choose, and why? And one final question: If you could design your ideal Metin2 server today, what would it look like? Feel free to talk about PvP, PvM, progression, time investment, systems, economy, difficulty, nostalgia, new mechanics, and even things you would remove from the game. I'm especially interested in hearing from people who actually play Metin2 today, rather than only people who played years ago.
  2. sourcebin/useritenface/PythonnNetworkStreamPacheGame.cpp bool CPythonNetworkStream::SendRefinePacket(BYTE byPos, BYTE byType, BYTE lLow, BYTE lMedium, BYTE lExtra, BYTE lTotal) change bool CPythonNetworkStream::SendRefinePacket(UINT byPos, BYTE byType, BYTE lLow, BYTE lMedium, BYTE lExtra, BYTE lTotal) userinterface/PythonNetworkStream.h bool SendRefinePacket(BYTE byPos, BYTE byType, BYTE bLow, BYTE bMedium, BYTE bExtra, BYTE bTotal); change bool SendRefinePacket(UINT byPos, BYTE byType, BYTE bLow, BYTE bMedium, BYTE bExtra, BYTE bTotal);
  3. PythonPlayerModule --- Search: PyObject * playerSendClickItemPacket(PyObject* poSelf, PyObject* poArgs) { ... } Add: PyObject * playerSendClickItemPacketDropList(PyObject* poSelf, PyObject* poArgs) { int ivid; if (!PyTuple_GetInteger(poArgs, 0, &ivid)) return Py_BuildException(); CPythonPlayer::Instance().SendClickItemPacketDropList(ivid); return Py_BuildNone(); } Search: { "SendClickItemPacket", playerSendClickItemPacket, METH_VARARGS }, Add: { "SendClickItemPacketDropList", playerSendClickItemPacketDropList, METH_VARARGS },
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