Building our own Tideborn Classes.

Page 1 of 2 12 LastLast
Results 1 to 25 of 36
  1. #1
    Account Upgraded | Title Enabled! xAtticusx is offline
    MemberRank
    May 2010 Join Date
    EnglandLocation
    388Posts

    Building our own Tideborn Classes.

    Hey guys,

    My head GM had, what I thought, was a brilliant and possibly do-able idea. ronny1982 has done a lot of work, and has managed to mod an archer to run like an assassin and such, so, why can't be just build our own Tideborn classes?

    We have almost everything we need. What do you think?


  2. #2
    New porn: share'N'leach ivanaivana is offline
    MemberRank
    Oct 2010 Join Date
    RussiaLocation
    323Posts

    Re: Building our own Tideborn Classes.

    I think @elementclient.exe@ @elementclient.exe@ @elementclient.exe@ @elementclient.exe@ @elementclient.exe@ @elementclient.exe@ @elementclient.exe@

  3. #3
    Account Upgraded | Title Enabled! xAtticusx is offline
    MemberRank
    May 2010 Join Date
    EnglandLocation
    388Posts

    Re: Building our own Tideborn Classes.

    ...please post something useful, or at least understandable. Thanks. >.>

  4. #4
    Account Upgraded | Title Enabled! michel100 is offline
    MemberRank
    Oct 2010 Join Date
    The NetherlandsLocation
    208Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by xAtticusx View Post
    Hey guys,

    My head GM had, what I thought, was a brilliant and possibly do-able idea. ronny1982 has done a lot of work, and has managed to mod an archer to run like an assassin and such, so, why can't be just build our own Tideborn classes?

    We have almost everything we need. What do you think?
    No. And I can explain why....If you look ad pwemu you can see that they cracked the 1.4.2 elementclient.exe That will enable the the tideborn class, but...the problem is the skills, etc... those are server side so probally inposible to get (I meen look ad the 79, 99 skills we still haven`t got those so why would it be posible to get these? sounds logic doesn`t it?). So it doesn`t sound like a good idee to me, but if you want the tideborn class whitout the skills and stuff like that then I would say go crack the newest elementclient.exe cause I think your idee will just do the same thing but in diffrent more difficult way.

  5. #5
    Apprentice KOS_void is offline
    MemberRank
    Jun 2009 Join Date
    Virtual City αLocation
    20Posts

    Re: Building our own Tideborn Classes.

    OK, so if we can't add tideborn skills to a new class, would it be possible to create a new class with existing skills? Such as a human barb? If so, this may still be doable (somewhat)...

  6. #6
    New porn: share'N'leach ivanaivana is offline
    MemberRank
    Oct 2010 Join Date
    RussiaLocation
    323Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by KOS_void View Post
    OK, so if we can't add tideborn skills to a new class, would it be possible to create a new class with existing skills? Such as a human barb? If so, this may still be doable (somewhat)...
    Just decompile elementslient.exe, gs, and than compile with your NEW CLASSES.

  7. #7
    Robb rbb138 is offline
    MemberRank
    Jan 2009 Join Date
    London, EnglandLocation
    1,241Posts

    Re: Building our own Tideborn Classes.

    you would be sacrificing an existing race, and you wouldnt be able to change the skills.

  8. #8
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: Building our own Tideborn Classes.

    yea tideborn aren't worth it anyway; after all, they are what totally trashed the 'official' game.

    Although if we had TB at least we could nerf 'em as to re-balance out the game. First thing I would take away would be assassin's force stealth; i'd just completely take it away damn bastards can fairly confidently pick a fight knowing (as long as they don't get one shot) that they can just force stealth back out to avoid death; fuck that, i'd remove it completely.

    Anywhoot I started sidetracking, overall I saw screw the TB, they are too over powered; although at the same time when/if we get them (or 'make' them) we can nerf 'em so... I guess in all reality it doesn't matter either way :) I will just say I'm in no hurry to attain the TB because I have more important things on my PW to do list!

  9. #9
    Robb rbb138 is offline
    MemberRank
    Jan 2009 Join Date
    London, EnglandLocation
    1,241Posts

    Re: Building our own Tideborn Classes.

    stealth should only work in non combat mode, like teleport stones.
    correct me if its already like this, i dont play offical.

  10. #10
    Nerd-IO Romulan is offline
    MemberRank
    Feb 2009 Join Date
    BelgiumLocation
    3,333Posts

    Re: Building our own Tideborn Classes.

    Possible to get tideborn models and animations running fine.
    Possible to get them selectable on creation character screen.
    Not possible to get tideborn skills.

    So definitly useless... Cuz a Sin without his skills is noobish and crapy.

    And for Robb, Sins have two stealth skills. The second one force stealth even under combat, gives one fury(spark) and have a cooldown of 90seconds. The first one have only a cooldown of 6seconds but can be only usable in normal state.
    Last edited by Romulan; 16-01-11 at 05:55 AM.

  11. #11
    Apprentice arhangel3d is offline
    MemberRank
    Jan 2010 Join Date
    22Posts

    Re: Building our own Tideborn Classes.

    If we can crack a new elementclient.exe we can achieve the effects of working styles of headgear, and genies. Even without skills, but still ...

  12. #12
    Account Upgraded | Title Enabled! michel100 is offline
    MemberRank
    Oct 2010 Join Date
    The NetherlandsLocation
    208Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by arhangel3d View Post
    If we can crack a new elementclient.exe we can achieve the effects of working styles of headgear, and genies. Even without skills, but still ...
    Yeah and also stuff like no more gfx fixing atleast I think thats in the elementclient.exe.....Well I think if we can crack the new elementclient and just block the tideborn class there will alot of goof stuff in it.

  13. #13
    Nerd-IO Romulan is offline
    MemberRank
    Feb 2009 Join Date
    BelgiumLocation
    3,333Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by michel100 View Post
    Yeah and also stuff like no more gfx fixing atleast I think thats in the elementclient.exe.....Well I think if we can crack the new elementclient and just block the tideborn class there will alot of goof stuff in it.
    No need to crack anything. Just make a new glink and new auth for our server. Or use a sort of proxy for the client to make it able to connect to the server.

    Or, use the world2 client 1.2.7, it will need to edit the auth only to make it working for us. And have most of the PWI features but not TB and genies.

    A respectful person got it working for him but I think he will never share.

  14. #14
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by rbb138 View Post
    stealth should only work in non combat mode, like teleport stones.
    correct me if its already like this, i dont play offical.
    Yes, there are two stealth skills; the normal one -- which cannot be used in combat mode. The one I don't have a problem with. Then there is one for "force stealth" which is specifically for while in combat mode, and I think it's pure crap.

    So... all in all the TB *ARE* WAY over powered on 'official' so this is why I'm in no hurry to see any private server 'get them'; and at the same time I recognize that when/if the private server world gets TB we can just nerf them anyway to re-balance the playing field ;) :) [like taking AWAY the FORCE stealth skill]

    ---------- Post added at 12:12 PM ---------- Previous post was at 12:07 PM ----------

    oh and here's the exact stats on a lv10 force stealth straight from:

    Perfect World - ecatomb's fansite: Skill Database (PWI)

    Shadow Escape Level 10
    Mana 100
    Channel 0.7 seconds
    Cast 2.8 seconds
    Cooldown 90.0 seconds
    Weapon Daggers

    Requisite Cultivation Aware of Harmony
    Force yourself into stealth. Dispel all negative status.
    Increases your Stealth Level by 10.
    Enemies with an Awareness Level lower than your Stealth Level can not see you.
    Costs 15 Mana per second.

    A successful cast will increase one Spark.

    ---------- Post added at 12:13 PM ---------- Previous post was at 12:12 PM ----------

    so yea... if and when we get TB, I will be COMPLETELY REMOVING this skill all together!

  15. #15
    Nerd-IO Romulan is offline
    MemberRank
    Feb 2009 Join Date
    BelgiumLocation
    3,333Posts

    Re: Building our own Tideborn Classes.

    Anyway if we get them they will be without skills

  16. #16

  17. #17
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: Building our own Tideborn Classes.

    I know I should probably do more research before opening my fat mouth, but; skills... Aren't skills controlled mainly clientside like everything else? Like elementskill.dll, and the actual animations and whatnot ; all client side... Also, wouldn't that make the only real thing server side skill related a list of what skills which NPCs teach oO ???

    If my assumptions are correct then having a new client would 'enable' new skills, provided we changed our elements.data to have an NPC teach said skill ???

    I apologize if I am horribly wrong, for I have not really done any research on skills, this was just a provisional out-loud thought process really if anything that I figured I'd share with all...

  18. #18
    Nerd-IO Romulan is offline
    MemberRank
    Feb 2009 Join Date
    BelgiumLocation
    3,333Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by 343 View Post
    I know I should probably do more research before opening my fat mouth, but; skills... Aren't skills controlled mainly clientside like everything else? Like elementskill.dll, and the actual animations and whatnot ; all client side... Also, wouldn't that make the only real thing server side skill related a list of what skills which NPCs teach oO ???

    If my assumptions are correct then having a new client would 'enable' new skills, provided we changed our elements.data to have an NPC teach said skill ???

    I apologize if I am horribly wrong, for I have not really done any research on skills, this was just a provisional out-loud thought process really if anything that I figured I'd share with all...
    Nope, it's both server and client side. That's why when you get the "disconnect bug", you can move but you can't do nothing more. And you can't use your skills...

    The elementskill.dll is only for running correct animation, etc... in the game. And have the data to replace the "%d" or "%s" in the description skills txt.

    It's like for elements.data. If the data between the client and the server don't match, there will be few errors. It's the same for the skills, some skills won't cast cuz they don't exist in the compiled Gs binary code. That's why also we can't get the 79/100 skills. Their data don't exist in our server binary code.


    Plz don't post when you are too noob in pw server developpement. Glink is the compiled binary file in your /PWServer/glinkd folder...
    Last edited by Romulan; 17-01-11 at 04:36 AM.

  19. #19
    Valued Member EndyBH is offline
    MemberRank
    Jan 2009 Join Date
    BrazilLocation
    131Posts

    Re: Building our own Tideborn Classes.

    @ 343,

    Frankly, I consider removing stealth skill of assassin tremendous idiocy. If so could withdraw Stealth Rogue in World of Warcraft, Stealth Assassin in AION and other RPGs that have such classes with those same skills. Adm are many like you that ruin the originality of the game. Know that server privates were killed by simply ending the originality of the perfect world. At first the players get excited, soon tired and go away, getting those players quake and counter strike that can not play as a team or do not know strategy to win a duel or PvP. When they go to a name server to take a beating players who can play regardless of skills or Stealth Skills trace that is the case of seekers who have this skill for spotting assassins in Stealth mode. Sorry but this is my opinion, If you took the original Tideborn skills is not legal, in my opinion is ridiculous

  20. #20
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: Building our own Tideborn Classes.

    @EndyBH

    Apparently you are uneducated, and do not know how to read. First off, the tide-born assassin in perfect world has TWO different stealth modes. One can ONLY be used OUTSIDE of COMBAT MODE (NOT in combat mode), This is the one I do not have a problem with. Then there is another one that is a "FORCE STEALTH" which can be used DURING a fight that the assassin should NOT have picked, but can PUSSY out of once he sees he is going to lose.

    Yes, 'sins' can stealth, that is a part of their character design. However in history, if an assassination attempt FAILS, it has commonly resulted in the assassins DEATH. ie... a 'sin' cannot go stealth, attempt to kill you, and successfully re-stealth should he fail; it just doesn't happen! So YES, you are damn right I would completely remove this skill/ability.

    Why you brought other games into this 'issue' I have no clue. How you could assume I would have any knowledge or education on these other games, when THIS is a 'Perfect World section' is beyond me. I really couldn't possibly care any less about these other games, as I do not play them and I do not "dev" or "mod" for them either! I will surely tell you right now, if any of them have an even remotely similar "FORCE STEALTH" skill, I would be just as apt and adamant to want it removed! No game should contain such a ridiculous skill, and any game that does should have it removed (not just Perfect World)!

  21. #21
    Valued Member EndyBH is offline
    MemberRank
    Jan 2009 Join Date
    BrazilLocation
    131Posts

    Re: Building our own Tideborn Classes.

    @ 343

    Sorry if it seemed ignorant, my English is not very good. What I meant was that he would depart the second mode Stealth somehow think that the class would lose its meaning and originality. Look at game time and according to experiments I did, any class has a skill that can cause it to abandon a battle at the end, if you see you're missing. For example, irritates me so much a magician using seal an archer and often starting a duel with a stun and that time would be absurd damage. I do not know, but my perception on everything in the PW has its pros and cons, but I think that removing things from the game weighs heavily. For example, there was a time I played on private servers modified at the beginning I found interesting, I soon felt the lack of originality, slow up, Dragon Seeks, Dungeons. Soon abandoned the private server that was playing. Because he was much changed. Changed so much that the pvp lost his balance. You could see warrior debuff enemies that the case would be a witch who does this. I think if you put this attribute on the weapon with a chance would be good, but the debuff to always put ADM. I find it very interesting modifications but shall go depends on how far they affect the game. Do not know if I explained well.

  22. #22
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: Building our own Tideborn Classes.

    yes, I am thinking I am misunderstanding you...

    all I do know is the TB, in my opinion, ARE WAY too overpowered. One of those factors is the force stealth in my opinion, not to mention how the 'sin' can basically perma-spark. A friend came over and showed me his sin and OMG it is WAY too easy for a sin to build chi !!! It's not balanced how fast they can build chi!

    I will admit I am not even familiar with the psychic, and any ways in which it is or may be overpowered. All I do know is the sin is way too overpowered, out of balance overpowered! I do know I am NOT the only one who feels this way, go read the 'official' forums, you will be able to dig up PLENTY of complaints.
    Last edited by 343; 17-01-11 at 05:11 PM.

  23. #23
    Nerd-IO Romulan is offline
    MemberRank
    Feb 2009 Join Date
    BelgiumLocation
    3,333Posts

    Re: Building our own Tideborn Classes.

    Sins are weak and squishy, so that's why they have some useful and cool skills to help them to survive. They don't have a godmode skill anyway so Idk why you complain about the force stealth, btw with a cooldown of 90SECONDS!!!

    In 90SECONDS a powerful wizzard can kill a sin easly few times!!!LOL!

  24. #24
    Omega 343 is offline
    MemberRank
    Oct 2009 Join Date
    Ancient DGN CTYLocation
    5,514Posts

    Re: Building our own Tideborn Classes.

    I complain because some of the biggest panzies in the world must play on the ('official') server I play on, because they all pick fights rather confidently knowing that if they're about to lose (so long as they don't get one shot) they can just stealth out, thus making themselves the biggest pussies in the game! I do not know ANY other race/class that can pick fights this confidently knowing that if they're about to lose they can safely escape; like PUSSY ASS SINS :p

    Timer doesn't mean shit to me, because sin will just sit in SZ till 90 seconds is up then come back out to pick on someone, rather confidently as noted above! The only time it's not really effective is if they're dumb enough to pick a fight with someone that could one shot 'em; but even if they pick a fight with someone that it would take two hits to kill them, they can see that after the first hit; and force stealth like the pussies that they are.

    So yes, they have caused the game to become unbalanced! They are the WORST thing to happen to PW! and it's not stealth in general, like I've said before, it's the FORCE stealth that is super retarded!

    Look at real history, 99.999% of the time if an assassination attempt fails the assassin DIES (or at minimal is CAPTURED). It is not feasible to come out of stealth, attempt an assassination only to see that you're actually going to get your ass kicked, to be able to re-stealth again.

    as crappy of an example as it may be, think of it this way:

    lets say someone was hiding (STEALTHED) under a blanket you left in the back seat of your car, you enter your car and they pop out attempting to kill (assassinate) you. Well they damn well cannot just go under the blanket again -- like you don't now know that they're there. They cannot FORCE you to think that no one is there, when you know they ARE there...

    so yes, I insist, FORCE stealth is utter BULLSHIT!

    </rant>

    that's my opinion ;)
    Last edited by 343; 17-01-11 at 06:24 PM.

  25. #25
    Member virumaandi is offline
    MemberRank
    Dec 2007 Join Date
    90Posts

    Re: Building our own Tideborn Classes.

    Quote Originally Posted by 343 View Post
    I complain because some of the biggest panzies in the world must play on the ('official') server I play on, because they all pick fights rather confidently knowing that if they're about to lose (so long as they don't get one shot) they can just stealth out, thus making themselves the biggest pussies in the game! I do not know ANY other race/class that can pick fights this confidently knowing that if they're about to lose they can safely escape; like PUSSY ASS SINS :p

    Timer doesn't mean shit to me, because sin will just sit in SZ till 90 seconds is up then come back out to pick on someone, rather confidently as noted above! The only time it's not really effective is if they're dumb enough to pick a fight with someone that could one shot 'em; but even if they pick a fight with someone that it would take two hits to kill them, they can see that after the first hit; and force stealth like the pussies that they are.

    So yes, they have caused the game to become unbalanced! They are the WORST thing to happen to PW! and it's not stealth in general, like I've said before, it's the FORCE stealth that is super retarded!

    Look at real history, 99.999% of the time if an assassination attempt fails the assassin DIES (or at minimal is CAPTURED). It is not feasible to come out of stealth, attempt an assassination only to see that you're actually going to get your ass kicked, to be able to re-stealth again.

    as crappy of an example as it may be, think of it this way:

    lets say someone was hiding (STEALTHED) under a blanket you left in the back seat of your car, you enter your car and they pop out attempting to kill (assassinate) you. Well they damn well cannot just go under the blanket again -- like you don't now know that they're there. They cannot FORCE you to think that no one is there, when you know they ARE there...

    so yes, I insist, FORCE stealth is utter BULLSHIT!

    </rant>

    that's my opinion ;)
    Seriously its the lamest reason and example i ever seen getting real life examples like an assasin hiding in the trunk with a blanket LMFAO .. NO OFFENSE well if you know everything about pk and genie skills prolly sins wont be much of a threat . As Romulan said each class has its strength and weakenss . I guess it will be nice if you learn those to counter those sins than RAGING lolz !!! Seriously this made my day

    And its just my opinion too :)



Page 1 of 2 12 LastLast

Advertisement