

For example most fights above level 80 will give about the minimum infamy penalty (1 minute). So victims will give less infamy as they gain in power, this will expand normal pvp level ranges for higher levels. Infamy penalties have been scaled down relative to the victim’s level. This way you can still gain skill experience through normal pvp fighting, including assassin. Infamy experience penalty is only active for people with over 1 minute of infamy. I’ll probably turn this into a toggle button on the client soon. You can still be hit by others even with the pvp setting off. You can push players without damaging them, or pve safely with players who aren’t in your tribe. This will prevent you from accidentally hitting structures or innocent players. With pvp mode off you only damage npcs, infamous players, or your own buildings. It defaults to off, but if you expect to pvp or raid then you will want it on. New command: /pvp – This toggles whether you are in pvp mode or not. Other than deliberate exploits/spamming it’s not against the rules, and we couldn’t police it all even if it was, but hopefully this will be a step in the right direction. This is to make botting and alt abuse less convenient. The limits wont be raised for alts however, and some players may even find their limits lowered based on their play style. You can request to have your IP limit raised if you do play with a number of real people on the same network. The default limit is 5 right now though I will probably lower that. Multiple real people playing on the same IP isn’t that common, and it’s usually no more than two people. I’ve also added a ‘Player per IP’ limit which I can adjust easily per IP.

I added some better rate limiting to character creation, logging in, and chat/whisper spam. Most of them are real new players though some have been artificial (the ones where it says same IP as). I’ve also spent a little time on promotion and there have been some more players joining lately. I fixed a server crash, and Chaos being limited by the mastery cap. Over the last week I’ve been testing Wellington and fixing some bugs among other things. I’m closing this thread before it devolves further, so if you have specific concerns please submit a contact form message through the site, thanks.

I hope that clears up any misconceptions.
#MYSTERA LEGACY JAVASCRIPT NETWORK PATCH#
That would take longer to implement than Wellington did, not to mention increased development time for every future patch due to balancing both server types. Also a PVE server wouldn’t make sense for us because it would require a new server for every geographical region (cost prohibitive), and in a sandbox game would require entirely different global game mechanics. Some people just enjoy more casual play or prefer to be left alone sometimes (this has been the most asked for feature for a while now). It only takes 10 minutes to launch a new server, so it doesn’t impact development. New servers are necessary to spread out the population, it’s the same for any online game. The player population has been breaking its all time record almost every day since it was released. The Wellington patch has had a measurable positive effect on player retention, which is healthy for the game and keeps it growing.
