September 24, 2015, 02:46:08 AM by James
Views: 186 | Comments: 8
I just got done working on an insanely epic and beautiful monster drop table for ForeverPkers. The information is completely accurate and based off of the in-game drop tables. The price displayed (number followed by 'gp') is the price of the item multiplied by the max amount it can drop. If the monster can drop 100 coins, it will say 100 gp because that is the max price of the items dropped.
Here's the link: http://foreverpkers-ps.com/monsterdb/
(may take time to load)
The drop database is complete and will not receive any updates, it's perfect the way it is, and no one will tell me otherwise! J/k.
In other news, I have discovered a way to re-implement the highscores, I have just not yet completed it. Expect this, and possibly the drop database to be complete, along with some other updates in the very near future!
Have a great week,
September 12, 2015, 01:27:55 PM by James
Views: 202 | Comments: 7
I noticed many complaints about lag on the server recently that is majorly effecting gameplay. Luckily, I was able to run a test that proves that it was coming from the Highscores system:
This shows the number of milliseconds (1000 milliseconds = 1 second) that it was taking to update the Highscores each time a player logged into the game, which was causing very noticeable spikes of lag. There was also another issue causing roughly 70 milliseconds of lags each time a player was defeated in the wilderness, which I have also disabled for now.
I understand that the gameplay is majorly interrupted by these lag spikes and want to take as many measures as possible to fix them to ensure that ForeverPkers is a smooth experience for everyone. Please stand by while the Highscores are disabled as I find a solution to re-enable them.
If you still see a considerable amount of lag during gameplay, and you know it's not just your internet, please let me know so I can continue investigating (there may be a few things still causing problems!). If you see less lag, let me know as well!
Hope you all have a great weekend.
September 09, 2015, 09:49:54 PM by James
Views: 259 | Comments: 13
Here are a few small bug fixes and changes that were requested.
PvP and Primal Armor Loss
Previously, PvP armors (Vesta's, Morrigan's, etc.) were meant to have a chance of being destroyed when an Instant PK player is defeated whilst wearing it. While they did indeed have a chance, it was very small and not necessarily working as intended. I strongly disagree with keeping it this way, as most players with the armor are not Instant PK players anyway. How the new armor degrading works:
Vesta, Statius, Morrigan and Zuriel items:
Each item you have equipped or in your inventory will have a 2% chance to degrade to dust upon death. Chance to degrade in mini-games as well. Should this be higher than 2% or stay the same? Vote in the poll in this thread if you have an opinion. The option with the highest number of votes will decide how often PvP armors degrade.
Each item you have equipped or in your inventory will have a 25% chance to degrade to dust upon death, however, limited to a maximum of 1 item degrading per death. Chance to degrade in mini-games as well.
Just to clarify, I could not notice any difference in the Blood rapier special attack accuracy. If anything, it becomes more accurate it seems, however there should be no effect on the accuracy. If I am wrong please let me know. I'm sorry I haven't been able to help many people with account issues, but I have other things to worry about right now, hope you all understand.
I hope you all enjoy these changes, there are plenty more great updates to come soon! Have a great week.
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