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    Showing content with the highest reputation on 10/27/2019 in all areas

    1. NaiGhba

      Early-Game Feedback

      Hi I'd like to start by saying that in the many years I have played Mu Online (since 0.97d linkmania), rarely have I come across such a well put-together server such as this one. It shows that you have given it a lot of thought and, although I'm still new here, it is becoming one of my favorite ones. With that being said, there are a few small things which I feel could be improved, in my opinion (keep in mind this is newbie stuff). I can't say that I'm a fan of the very low stack of potions (9 for hp); early game you just have to resupply your inventory full of pots very often, having very limited space to actually pick up some loot. It is especially annoying when you're in a party very far from the map spawn point and have to make these long re-pot trips every 20-30min. I understand this has a solid reason behind it and I'm sure it gets better later in the game, but the whole early game experience for me feels a bit daunting because of this. An obvious solution would be to increase the stack or just increase drop rate for pots? One small thing I've noticed for RF/MG is the Warp Command Window map level requirements do not match the actual entry requirements for those classes (I understand the req. are different for these classes after 1rr, it's just not obvious what req. is for each map). Also, it feels like a lot of people overcrowd some maps (like kanturu) while other maps are almost empty. Not sure if this will be organically resolved as the game progresses into late, or if it will be a continuous trend. A suggestion would be to make other maps have similar exp benefits. Also, some maps (like dungeon 2) just have 0 mobs so maybe just eliminate them all together or populate them. Another idea would be for the empty maps to be used for certain events, otherwise why do they exist? Some of the features I enjoy seeing are the spots on the minimap with mob names, I feel it's such an improvement on life quality. Also other things like the Event Calendar and the fact that you can use "/reset" to rr while still in the game, that's a big win in my opinion. I love the fact that you took the time to implement all these useful commands for Auto-party, inventory management and Off-attack; it's what drew me in to play here. Something to consider: In the olden days of 0.97d I remember one aspect which really stuck with me. There were certain low lvl exc. items that were extremely rare and dropped randomly; they were used as status symbols, to "show off", generally by high rr chars. Times have changed, I know but maybe there's something interesting to take out of this and bring it into today's experience. Anyway, I'll end by saying the experience so far is very enjoyable and I'm looking really forward to participating in things like Mercenary squad and the future Soccer system. Keep up the good work! Char name: zmeu
      3 points
    2. arbi89

      Early-Game Feedback

      Hello! I'm new here but I would like to share my "newbie" opinion. Well, I'm not total beginner because I've came back to this game something like 16 years later Okay here I go. The guides for the server are confusing and I felt really lost while reading them, also informations keeps repeating in most of them and I suggest to make less topic with more concetrated knowledge not scattered in few threaths to not wonder like a blind person from topic to topic. About the very informations in guides - sometimes I feel like they are too complicated (or I am too stupid). Mayby you could consider to rewrite infos and guides and make them for beginners and second advanced version for experienced players? I've also noticed the Dungeon area is pretty much empty and as old school MU player i felt sad because i couldn't farm in my favourite location. I'm sorry to say that but this isn't the way to fully experience this game and I don't thing making few spots in one place and deleting the rest dungeon mobs is ideal solution because it's hard to join to the party even if it have some benefits. Cheers from Morrigan.
      2 points
    3. hAse

      Early-Game Feedback

      Taking out of the discussion the Kundun changes I'd like to add the following: - The 5k ENE mark for ice arrow is a bit too much. Taking in consideration the fact that for PVP build AE needs to invest in VIT quite alot of points and also STR, I think this is an handicap for this class. Also in most of the cases we are in need of CC spells. In the last CS'es i felt a real need to have Ice Arrow. - Crywolf can be made a bit more appealing than only farming fenrir items. Instead of CW event I did not used that map. - There is a gap of 30 lvl's after you reset on which there is no good location where to lvl up. At 20 you go dev4 but after that till 80 and dung3 you cannot do much. Most of the times the events BC/DS saves us. I think dungeon1 or 2 can be populated aswell. We've passed the early game at this point. - Castle Siege is very enjoyable when talking about configuration. What will make it better are more guilds to participate. So far are only 2 which are going since the srv started. I do not know what's the best solution but i'd like to see more guilds trying their luck on this event even if they do not win. Maybe implement a reward option for each guild who participate and this event. Like, every guild who has more than 1 or 2 parties in this event and makes this amount of points and do not win, will get this "box of anything".
      1 point
    4. Gion

      Youtube Beats

      Nice Them beats sound really nice, but my opinion is that you should improve your mastering.
      1 point
    5. trololo

      Early-Game Feedback

      Hi, i will start that post from last changes. [FIXED] MGs 'hiding' inside Kundun coords using weapon skill, being untargetable. Note: If MGs gets on Kundun coords they will be moved 5 coordonates back. If zone is invalid, they will be moved at x=35 y=60. I dont agree with that change, quoting your(Admin) words that each character is unique and has strengths and weaknesses. I do not see any more advantages in this class except as a good DMG which is already beginning to be compared with the rest of the classes and after last updates great SM buff(5 range on Blast). In future gens map need to position like farm map, not a combination with exp+farm (Icarus, Reliks,Vulcanus,Swamp,CryWolf) In this edition I drew attention to the fact that AE class has lost its popularity. I think what a lot of impact for that change have request ene for ice. IT need to start a little earlier, and just change reward when progress demands it, coz iz main event and have a lot of interes from all. After each past stage need a little increase a Golden power, coz they dead too fast. Decrease impact from level Attak/Defence succes rate in PvP, coz its server +reset, it has a great influence on participation in events, many do not participate in them as it is impossible to compete with hight levels. That gap will be rise when we start to get ML If its posible to move from server 2 events like BC,DS,CC,Arena,IT posible that will decrease a little lags on server. Other solution is to make CryWolf a more atractive map, add a lot of spots with higer exp and ppls will change Kanturu,Karutan1/2 to CryWolf and that too decrease a little lags on 1 server. New Soccer event its somthing interesting but in this condition i think what its hard to found a regulare 3-5 players for make a team, better solution is add that event in OSGM collection from random online ppls.
      1 point
    6. Another episode was written by these powerful heroes who fight for the supremacy of Inception, it was a scandalous week, intense battle took place on the forum but also in the game. The most disputed ones were related to the riches of the Castle Siege and it is my obligation to write about them, I asked (as you well know) here and there, and all I can say is that some have appreciated these riches which, moreover, are not to be neglected. Some players said that it was too early to see items with 3-4 options on the server at the time, others said that the 380 lvl sets from Lord Mix are too easy to do, that they will unbalance the server and that Rampage will never lose the Castle. There are those in Rampage (and not only them) who say that it is normal for the guild that owns the Castle to have these privileges, they argue that it is not so easy to make these 380 items and that, besides the contribution of an entire guild they equip one character per week, they also provoke all the others who have no part of it to enter the fight and stop crying without taking part in this enchanting event. Admin argued that 380 items are not as powerful as the players thinks and that all the people who complain now have been indifferent or even asked in the past for Castle Siege to have better rewards to awake players interest in this event. The days passed one by one and Sunday came, bringing the most important event on the server, the war for supremacy. Rampage warriors sucessfully defended for the second consecutive week the castle, and as in the other weeks, several guilds have registered but only one has really dared to show, that is of course Squadron. This powerful guild led by Voyager knows the taste of riches from the Lot and Lord Mix. These brave warriors came to Castle Siege to end the Rampage era and to restore balance on the server, they want to take RedBuLL down from the "Iron Throne" and re-seat Voyager. They came prepared for a life and death fight and it was seen from the first moment when the assaults began. Rampage started defending with the parties divided on switches, intense fights took place on the both switches, Squadron managed to register with little delay, losing a little time that does not matter so much at first. Rampage regroups and conquers the castle on the first assault, the fight continues and the Crown moves from the head of RedBuLL to that of Voyager continuously, as if it does not know which head to choose . The first hour passes and everything is balanced, Rampage fail to distance with more than 1500 points and the Squadron fighters take courage, another 30 minutes pass and everything is equally balanced, we are at the most important moment of the fight, anything can happen, every minute, every second, every mistake matters enormously, wrong steps are not allowed at this point in the fight. Voyager puts his hand on the crown and Squadron equals Rampage to points. Those from Rampage return quickly to the throne room and RedBuLL registers successfully, then Rampage changes strategy, the whole guild defends a single switch and they manage to delay the Squadron warriors quite a lot, but eventually RedBuLL loses the Crown again, Squadron approaches dangerously, the score is as tight as any wrong step matter, Rampage take the crown again quick in the last 10 minutes but if Squadron manage to register one more time they will be winners... But the defense of Rampage resists, they are strong, a strong wall like a rock which repels all attacks, time runs out and Rampage manages to win this battle. A battle in which even the last 5 minutes mattered, it was sensational!!! Both guilds behaved professionally. At this moment, in the Rampage and Squadron there are only about 50 top players, not a single guild other than these two is able to recruit the rest of the top players and try to rise to their level? Why is Assasins guild still registering but not participating? Is it true what the rumors say and they don't want to attack Rampage because they are friends? They don't care about the LordMix or LoT? What about ATTACK Guild? Why they are sleeping ? What strategies will Squadron and Rampage develop considering that SD potions have been nerfed? Another highlight of this week is worth mentioning: Admin is testing and needs your support to release a new event that will be very fun!!! I hope you will find this event interesting it is called "Old Squad Soccer League", for more details please check the link: https://oldsquad.ro/forum/topic/3414-oldsquad-soccer-system-league/
      1 point
    7. Alex.

      Early-Game Feedback

      In my opinion the only bad thing there was pre 1.1 was the XP nerf, that took us to 25% xp at 5 resets, stage that took way to much than it should have( i think 35-40% would have been better). Since we can now farm DS6/BC7, thats not gonna be a problem for the next stage. I think the most important focus for the future should be a healthy community. And although i'm part of Rampage, i think implementing some kind of 'debuffs' for CS would be pretty cool. Lets take for example, if your guild has the CS for more than 2 weeks, increase the friendly fire in that guild , with 5-10-15 every week, in order to give the rest a chance. I don't know if that's possible, but in my opinion it would be cool to see. This would probably make more guilds come to CS, and boost their morale. Another thing that crosses my mind is lower the number of players that guild can come with at CS with X every week. Or if a guild has the CS for more than x weeks increase the drops from CC for the rest(excluding the CS owners), or give BOK+5 more drops when X guild holds the castle for more than X weeks etc. The CS holders would still have an advantage, but it would also give the rest a fair chance to not be AFK and fight for their items more than 1 time a week(sunday). I think you get the point. Good luck
      1 point
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