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c_tower3

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About c_tower3

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  1. Here you go. 2005-04-11 Client Diff.rar 2006-10-17a (Last packet ver 7).rar 2007-05-21a.rar 2007-10-09a.rar
  2. unless the client has changed a lot over the last few years, then I don't think it's feasible to extend the monster range. it's riddled with inlined calls to functions like CSession::IsMonster and similar that you'd have to search out and patch in 100 different places to get it working properly.
  3. c_tower3

    Tree of Savior

    Anyone interested in working on this game? I've looked a bit at the client I have reverse engineered the cryptography so that I'm able to encrypt/decrypt packets. By now I'm working on a little custom login/char select ("barrack") server. Though at this point I really need packet dumps to start figuring out individual packet structures... I didn't have beta access myself, unfortunately. Packet names and lengths are luckily easy to look up in the client.
  4. Renewal and in-game purchases came as a response to an already declining popularity. I don't think the author of this article is qualified to say if these changes ended up being beneficial for Gravity and their publishers. The bot problem is likely a product of cuts in staff, again as a result of declining popularity. Also I don't think Gate of the World and Legend of the Second actually were that bad. They just weren't what the audience of Ragnarok Online wanted, and by the time they got them out the market was already over-saturated. In summary I don't think any of these were direct reasons for why the game isn't as popular anymore. More likely it's because it's an old game. People grow up and you can only keep it interesting for so long. However the point about publishers is fair enough. I've heard that the licensing model may have difficulties. The last section also gets into what I believe, if anything, is the reason why there's been a few bumps in the road for Ragnarok. Gravity wasn't an AAA game developer when they started on Ragnarok Online. In fact they weren't even Gravity Co. Ltd. until mid development of Arcturus, which they developed in cooperation with Sonnori Entertainment. Before this they were Team Gravity, a team of indie game developers who made DOS games in collaboration with other minor studios. Arcturus became a success in the Asian market, and they managed to raise about $700,000 in paid-in capital for their new project. At this point they reused the development tools and source code from Arcturus for the game client, and brokered a deal to create a game based on the popular Ragnarok comic. Saying that Gravity at this point were close to bankruptcy is misleading. They were very much a start-up company and needed investors to get their first big project out there. A few years later they had one of the most popular MMOs in the world. How's that for failure?
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