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Showing content with the highest reputation on 04/02/2019 in all areas
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Hi, i had a lot of fun during the first 2 weeks and of course some feedback. The Good: - The XP increasing with level seems like a great idea so far, spreading the grind - Not OP medal drops make hunting meaningful again. Best times so far was hunting with mates, for equipping ourselves and guildmates and selling. - New VIP system seems cool and balanced so far (not OP). I'm curious if people bought Farmer, it feels a little under-powered. - Nice balancing of events rewards. It's cool seeing IT3 full - Char balancing seems better than NoRR. Still hard to get the full picture at only lvl 300. MG might be a little too strong. If it doesn't scale so well at high level it's fine, but otherwise keep an eye on it. - While the zen shortage can be frustrating sometimes, i think it adds a new layer to the game. Well done! - Higher jewels drop works as intended. It's cool seeing people upping low exc and hunted sets. Maybe chaos drop could be a bit lower. The Not so Good: - While i think the XP stages are the best feature of the server, i think the current implementation is a bit too harsh (long) for some players. I know 3-4 people that quit, discouraged by it. Maybe the same effect could be obtained with multiple shorter stages (4-5 instead of 2-3). - The initial mob drops +5+16 was not a great idea. Good thing it was fixed early. You could keep that in the future just for the very low maps (Lore, Noria, Elb1, Devias1) - Medals are a bit underwhelming now. For future editions i suggest keeping the current drop, but moving them lower (Heart - Devias to LT1, Silver Medal LT1 to LT 7, Gold Medal Atlans 2 to Kanturu1). After Kanturu1, you're supposed to get hunted items or Exc anyway. I'd say don't go over 12 add max from medals. - The high level sets (GD, DS, DM, RS etc) drop order is a little messed up, Gloves and Boots drop at higher mobs than Armor/Pants/Helm. Makes more sense to keep the original drop order - Removal of the alliance was not a good idea imo, when people usually play 2-3 characters. I think the initial solution of Ally not coming to CS/no LoT access was the best, allowing people to stay in touch but not having OP guilds. - I think max level for upping items on web should be increased with stages, to avoid having OP items in the first part of the game. Stage 1 could unlock max +11, Stage 2 max +12 and add luck Other suggestions: - To encourage more active play and less afk you might wanna explore a little higher XP and lower number of mobs on a spot. - It would be nice to have hunt maps. Kalimas, for example - with lower exp and higher drop. All in all, a great experience during the first weeks. Good job, guys!3 points
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I can't say I enjoy cryers/trash-talkers. Not even mentioning that MG doesn't have Helm, his best weapons are 2H not 1H (so missing shield), he is melee dps not range dps. While DL is range dps, does have Horse with up to 40% extra absorb, doesn't miss Helm and always have shield with the best weapon. Not mentioning doubled hits with ravens or other extra advantages like for Guild Master, CS, etc. Nobody ever said that chars are 100% the same, each one is unique and is bringing his own advantages and disadvantages depending on scope (PvP, PvM, Hunt, CS, Party-Bosses), and on items + stage of the game. You have all formulas and info about chars posted before server even started, same for the test server. Choose chars wisely and don't cry when you lose a fight.2 points
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Same. I played since start, met 2 players who started with me and left server in break, when they can got only ~1 lvl per day in break. They probably thought - it would take almost a month of play to get out of the break. After that, I already explained to two players about the break and that we should not wait a month I think - break is good idea, but not so long in start of the game for all players. At this stage of game - No motivation to stand those conditions. So hard conditions can endured by all players who spent many time in game, have something to lose - achieved resets, or spend money in MU. What achived players, who played 4-5 days since start, without vip, wings, resets ? What will keep them ? I think salam s idea (more breaks, but shorter) is right and more friendly to casual players, than what we have now. Break must spoil hardcore players, who donate for good items, wings, make them +12 +L+ good opt on site, got better exp rates, snowball levels, and has higher drop with vip (like feathers). But when break is very long, suffer mostly - casual, not hardcore players. During break they locked in few locations and cant raise their power. Maybe it should have done a lot of small breaks. Each rr or few rr. On 5-10 lvls. Then it would work for hardcore players and not for the total mass1 point
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Overall I am having a great time on Phoenix so thank you for that. - The grind for items is actually fun and a nice addition, finding rare non exe items is really fun and that boosts your characters damage and overall performance as you progress in the maps. - Zen is actually a currency and that's how its supposed to be, I myself sell exe items for zen just because its not that easy where you can leave ur party on auto mode and have 800m zen the next morning. - All of the different classes have a fair chance of fighting, they have their pros and cons, theres no superior class or atleast I haven't encountered one. - A small suggestion maybe on the high level mobs 85-95+ have a low chance of them dropping +5/+6/ items with up to +12/+16/+20 just an as extra reward and a goal to grind certain monsters.(not needed tbh but I personally would like to see something like this. ) - Make DS5+ have a small chance of feather/crest dropping from the Icarus mobs,the competition in Icarus is on an insane level. -Lower the drop rate of chaoses and maybe up the drop rates of other jewels just a bit ? I feel like chaos should be the expensive jewel and have more value and others could be dropping more,but not by much.1 point
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Just to add, I love shazam's genius suggestion. Item upgrade on website should be based on stage. First stage you can only upgrade an item to +10, then +11, so on.1 point
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It's my pleasure to play Phoenix. There are a lot of improvements compared to previous Oldsquad database. Here are some that come to my mind right now: Drop rate is at the right spot and thus many players are not hesitated to upgrade there items. Hight level normal items are valuable, this brings back good old memory. Remove online time and limited 1 account/ip for some events are a good move to boost single player experience (I'm a bit sad though). However, I know that there are many unique players sharing the same ip. If we are able to change the limitation of account/ip to account/machine. It should be better. I like the change to Icarus, now you can farm for both levels and feather. However, the competition there is a bit too steep. Solo players and kind players cant challenge tryhard players for spots. I suggest to add a very rare chance for feather and crest to drop from Icarus monsters in Devil square (4?5?) Character progression feels smoother because the spots are gradually harder , unlike before. Perhaps reduces the drop rate of chaos to make it a good currency. Fix the drop of high-level boots if that is not intentional. Boost PVP by modifying the kill cap. Right now it's similar to previous server, PK is a ratting game where you kill one then wait and repeat. Instead, the kill cap should be based on number of UNIQUE players that you kill. Or do anything.. I hate the ratting game so much. Fix the Jewel of life success rate. Balance out BK's PVM dmg. Overall, best configuration so far in the last 3 years.1 point
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Medals/Hearts are pretty much useless after 1 day in the server, i dont even pick them up anymore DS - "There is a decent drop of jewels if you stay until the end." - not really, jewel drop is crap in my experience OSGM rewards for first month seems too low, nonreset had the same rewards IIRC and in phoenix jewel drop is much better than nonreset so it doesnt make sense that jewel rewards are the same..1 point
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Hello! Likes: - XP escalating system. I think it works like a charm and makes everything more balanced than in NonRR (where i played before). - Economy is working as intended, i believe, with a few players opening shops in-game and selling jwls for Zen. - Well-balanced classes. Nothing feels too OP at the moment, with every class bringing something to the table. -Drop rate seems adequate, both for jwls and exc items. Makes grinding for loot fun again. Dislikes: - Quiz event seems pointless at this point. People just spam '/ans yes' and '/ans no' as many questions have those answers. Maybe change some of the questions? - Break for 20 lvs is WAY too long in my opinion. Sometimes it felt as boring as GMO. 10 or 15 lvs might be more adequate, especially since the next break is going to last longer, i suppose, given the exp needed. - Few disconnects and bumps along the way, but i feel it's normal for a new server. Overall, it's a great experience so far. Ty, Lipe1 point
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That mg war in question is me, i dont have a weapon from vendor, but Dark Reign blade luck +3 125~156 dmg and i have 1.1k up on str, idk how dl is you but i can tell really this SMG is too OP 1 fire slash i can do 5k dmg. Nerf this SMG.1 point