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  • ADMIN

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    Everything posted by ADMIN

    1. Playing 4-8 hours online per day and 24/7 on spot with permanent party doesn't make you full competitive, that's a basic condition to at least aim TOP100. Btw, unless you had other name on last phoenix, on my back-up when server was ~330 you was 226, so idk why we talk about competition and top.
    2. I shouldn't "solve" game mechanics (like the mobs lure) just to give even more "chances" for casual players (apart from the tons of already-made improvements for them), I did it because I wanted to, not because I should've done it. There are maximum 30 full-competitive players on our servers. No matter what we help you with you'll never match them on top. The fight for breaks is between those players, and you can never change that unless they quit our servers. Difference between mobs-lure strategy and this described strategy is that on mobs-lure you don't lose anything (you bring mobs with alts, no other downsides, ofc doable just by really active parties). On this strategy, you actually lose a lot (credits, hunt/pvp power, harder gear-up, etc.).
    3. My last back-up from level ~330 chars from last phoenix have redbull as BK. Idk how it was prior to that, no proof to sustain, but the rest of top being at 1-3 levels differences from them (with only 1 break until then, not 2 breaks like now) clearly shows how "viable" is such strategy (if it was used prior 330). If we added such feature for 1+ resets (maps limit) we added just because it made sense for resets, on 0rr it makes 0 sense. Not a single server (including GMO) ever had such restriction, and there were even lower exp/mobs in spots as well as no breaks. I repeat, if any1 consider such low-term strategy any good, feel free to go for it. We're not changing the restriction for 0rr just because some (if exist) wanna play such strategy.
    4. Hello, why we would change something that was always here on 0rr for both Inception & Phoenix? If ppl will really go for such comp (which never happened before), it is a playable strategy. There's no plan for changing 0rr levels for DL/MG/RF, not everyone is paying for 1st day VIP to create their character from level 1 and we aren't removing such catch-up mechanic for them just because ppl are afraid of shitty comps. If you consider such strategy good then feel free to do it.
    5. Check again when you login to select Inception and not Phoenix, put a screen where the server is showed on *current server*.
    6. Hello, Test server for Phoenix is now officially open for public. Client can be downloaded from here: https://oldsquad.ro/forum/topic/2919-phoenix-downloads/ Note: It is shared client with the official server. Note2: Characters have been saved from the last test server from Phoenix, you can still test using them. While we are aware that most of you that join the Test-Server are doing it for personal benefits (i.e. testing which char to choose, who is better at what, fast leveling routes, etc.) we would be glad if you do also test parts of our info/drops/bosses and so on and if you can't find a problem (that usually happens) we will be glad if you at least bring a constructive feedback of what have you tested around. Important note: While we welcome any characters feedback, we'll only take into consideration real feedback/problems with them, supplied with enough details and/or screens/videos. We'll ignore any comments like "X char is shit buff plz", or "Y char is OP nerf plz", or "I play Z plz buff it". Important note: While up to 95% of things available on the test server will remain as they are, there may be changes/adjustments/additions on the official server and/or changes/adjustments before content additions (related to them). Also, keep in mind that the current Imperial Event, Doppelganger Event & Crywolf Event from Test-Server does not reflect the official version, as they were not "reworked" yet and they will be reworked only before their addition to the official server as part of the Break 2 content. Topic where you can bring your feedback: https://oldsquad.ro/forum/topic/4261-phoenix-2021-feedback-discussions/ Test server commands: https://oldsquad.ro/forum/topic/2921-phoenix-test-server-commands/ Cheers!
    7. Test-server is a replica of official server, just with different commands available and / or restrictions lifted. The only cases when there can be *small* differences between the 2 servers are when either we work on test-server and we change some things for our own tests, things that aren't changed on official server (and probably we forget them up on test-server), or when we apply changes/tweaks directly into official server without keeping the test-server updated. Is the test server same as official server currently? Yes it is. Will it have some small differences during the edition? Most probably yes.
    8. I didn't say it does nothing, I said it is not a big difference compared to reset servers (when you save hours of leveling in lower maps by bypassing them reset after reset - which is huge). While your point is somehow valid, it is not that relevant, in my opinion, because we all know that playing solo is nothing here, you need all your 4 other party members to stay in the same map as you in order to progress (faster) in level. Going in dungeon 3 alone (even if faster) won't make any difference, you won't resist there alone and even if you somehow manage to resist, the kill time and bonus exp you would receive in a lower map with the rest of the characters from party is way higher. Then we have another possible case: a party playing 5 chars from DL/MG/RF. Let's say it would bring them a small short-term advantage, with this comp. But looking at the bigger image: - You're left with a pretty shit comp, that will either go full PvM builds (like EMG/ARF/ERF) that will get a small advantage in level but they will be easily beaten on PvP/Hunt events even vs other chars lower in level, so the actual level advantage will mean nothing. - Furthermore this comp will reach the breaks and will be even worse from there on, while normal comps recover + have a normal party bonus. - Shitty distribution of loot (fighting for same loot that in some cases will make them even weaker on PvP/Hunt & even PvM). So, in my opinion, it is not something relevant (more than a catch-up mechanic for people that made level 150 for DL/MG/RF and started back from 1).
    9. In fact, the restriction does only really benefit reset servers (like Inception/Wormhole), on Phoenix it doesn't make any big difference (even if you go in the higher maps faster, you can't resist there / kill fast enough). But still, it is here as well.
    10. Huh? Your statement makes no sense since everyone will be stopped from leveling during the 3 breaks, which means everyone have A LOT of time to catch up with or without creating their character from start. As an answer to your suggestion - it is not going to happen.
    11. As we've seen in past the number of players in guild doesn't actually make people to play at CS just because of the less numbers, instead, it is forcing the people that play anyway the CS to have less players/strategies possible (think that you need 3-5 tanks, 4-7 buffers, few EE's, AE's with ice, and so on, so with 20 ppl it is very little space for killers => less kills overall => less action). What we can offer, though, is like a new dynamic feature, if people likes the idea: 1. Server starts with 25 people max in guild and the number goes to 20 or 30 based on the amount of guilds that made at least xxx points on previous CS. Example: At 1st CS we have 25 people max in guild, let's say 4 guilds does register and actually play the CS on Sunday, all guilds making at least 1000-2000 points. In this case, at the end of CS, the max number of players in guild is reduced to 20 for the next CS. If on next CS there are only 2 guilds registered that played and made at least 1000-2000 points, then at the end of CS the max players in guild is increased to 30. If on next CS there are 3 guilds registered that played and made at least 1000-2000 points, then at the end of CS the max players in guild is reduced to 25. And so on. 2 guilds = 30 players, 3 guilds = 25 players, 4 guilds = 20 players. 2. All characters can take the same amount of members in guild like DL, BUT only MaxNumber-5 chars can join the CS fight (so with 25 players, only 20 will be able to play at CS). These are just speculations from my side, but it is something I can offer you if you really want, and only this kind of system (not permanent lower/higher max people in guild).
    12. First to make level 400: ME: Fane BK: Zutto SM: Waste SUM: Grazynka DL: FKinGCunT (first to make level 400 from server) MG: Makiavelli RF: Avicii Break1 unlockers: Spike, Makiavelli, Endorphin Break2 unlockers: Avicii, Waste, Zutto Break3 unlockers: FKinGCunT, Waste, Fane First to make 5 resets & level 400: ME: Iskra (highest - level 400, 4 resets & 137 ML). BK: adidas SM: TUNGMG SUM: KingofPing DL: FKinGCunT (first to make 5 resets & level 400 from server) MG: Neby RF: Uchida Total Accounts: 45382 Total Characters: 6292 Record Online: 837 Final Ranks of the Edition Normal Top: PvM Rankings: Mercenary Squad: Blood Castle: Devil Square: Chaos Castle: Castle Siege:
    13. First to make a reset: ME: Exilia BK: BugBless SM: Mu3rTe (first to make a reset from server). SUM: PornStar DL: No1LiveEr MG: mafy RF: Alex Stage 1.1 Unlockers: RuSuLeTzZz, mafy and Mu3rTe Stage 2 Unlockers: mafy, RuSuLeTzZz and No1LiveEr Stage 2.1 Unlockers: OneWar, Snook and Venom Stage 3 Unlockers: Venom, Almighty and Chukundah Stage 3.1 Unlockers: FKinGCunT, Mu3rTe and RuSuLeTzZz First to get 30 resets and level 400: ME: DajBuzi BK: TaleSp1N SM: Mu3rTe (first to make 30 resets and level 400 from server). SUM: Zoey DL: Nephilim MG: Wanheda RF: Endorphin Total Accounts: 43159 Total Characters: 8818 Record Online: 928 Final Ranks of the Edition Normal Top: Mercenary Squad: PvM Rankings: Blood Castle: Devil Square: Chaos Castle: Castle Siege Stampers:
    14. We are known as a community that promotes high level of competition. While we did hundreds of things to make the life easier for casuals / non-competitive players / non-guild players (you don't wanna imagine how "hard" were for casuals our first editions), we will never be a casual server. Which translates into the exclusive content for the competitive players, where the real fights does take place. If they'd have to fight for things that anyone else can obtain by afk-ing / farming, there would be no point for anyone to try-hard at all. Like it or not, this is what we are promoting, and that's not gonna change. Now about few specific points you made: - Fenrir parts were farmed on Crywolf, and people complained that it is non-pvp map and people can farm there forever. They were moved to a PvP map. - Seeds (especially those that can drop from OB5) are top-level rewards, they can't exist into OB4. - Talisman of Luck is simply a W4 item, not having its usual function. - Quests are fine, nothing too easy, nothing impossible (+/skipquest). RNG is and will always be an important player in MU online, so it is on the Quests part. You made an example with Nightmare 1 try / day, but it is exactly as we wanted, to prolong the quest, just like the Quiz quest where you can only answer 1 per day. Both are "very easy" to do, but they take time. Just like others are "medium" like hunting goldens (you need to be active and lucky to find them) but they can take way lower time, and so on. Ehm, at current state you can basically do anything unconventional. But on a fresh server, with 70+ players at CS, you won't stand any chance for that. It is not technically possible.
    15. Balance is made via common sense, isn't it? There can't be balance without common sense. I'm not quite sure if you are aware of crown mechanics, but any other character except of DL on horse can be moved / stopped from registering the Crown NON-STOP. There is virtually zero chance to register versus a same power / stronger power guild at CS if you play any other character at Crown (basically, you register 1 second then you are moved / stopped and lose -2 seconds from the register time, and so on). This is the only point that can be arguable. If you look at it like that, sure, it should be up to the players. But, in reality it is a bit different. If you are a "good" guild, ofc people will prefer to stick with the guild despite knowing they have a BIG disadvantage at CS, they will simply have to make a "compromise" just to stay with their friends, but they would ofc prefer to have a proper GM character for CS, that's the most fun event in the end, knowing that you must sacrifice it just to stick with the friends isn't healthy, while it is possible of course. Aiming to be better than the original shouldn't put us in a position where we're getting way away from the original lore, we can do both. Being a GM is a commitment, starting from the chosen character up to the guild management. Ofc this shouldn't be a problem for anyone at all, there is at least 1 player from a guild that plays DL and is happy to host the guild on it, for CS, while the management is kept by the "original" GM, and etc.
    16. Of course, nobody wants EMG to be worse in early-game, that's his attraction. We only wanted to nerf his PvP & Hunt, which was better than it should, and cometfall removal is the only technical option, as I said, without affecting either it's PvM power or SMG's power (or any other class).
    17. Sure, we can nerf EMG's PvM and bring back cometfall, then it will just be a weaker variant of SM.
    18. Nerfing skill = nerfing SM & SUM. Flame is more than enough for what EMG needs.
    19. 1. A new editions means ... a new edition. Everyone starts from 0. 2. No, that's the only way. Either AFK but only getting 1 mob at a time, or online-roam between the mobs for faster drop.
    20. You should wait for test-server to see the tweaks before we can talk about characters. Originally, DL was able to have 80 members in guild while other chars 40. We've reduced this big gap to match our CS balance. The reason while we still kept a small advantage for the DL-GM is simply CS related. We are only "forcing" people who wants to compete for CS to have a GM-DL, because it is the only GM char able to properly register the crown. Playing at CS without DL-GM means a big disadvantage for the rest of the guild, which we wanted to avoid. More than that, it is on the DL character fantasy to be the "Lord" of the guilds. In parallel, whoever doesn't care about CS can still make Guild with 20 people (more than enough for "casuals"), and also having the alliance possibility (+20/25 members). I won't say that I am not open to increase the number to 25 for all chars, but in my opinion it does really make sense to keep it as it is, unless you can prove me wrong.
    21. The reason is pretty obvious. EMG is one of the most popular characters/builds especially in early game. It is by far the best character to have in party while progressing through level maps due to its superior PvM power. Meanwhile, he was also (last Phoenix) better on both PvP & Hunt than it should have been (you have SMG if you want better PvP/Hunt), you can't have everything that good on the same build. So, because technically we can't nerf EMG Hunt/PvP without affecting either its PvM power or affecting the SMG power, the only way to bring it on a good state is to remove cometfall.
    22. I can't give you a 100% answer related to this, technically it should add only flat damage (as far as I can see), but I always had the feeling of also increasing the % chance a little, though nothing documented that I can tell you about.
    23. Hello OldSquaders, The cold season is 'almost' over and spring is knocking on the door. There's something else except of higher temperatures to think at when talking about spring, and that's PHOENIX! Our Project Phoenix is rising once again, hitting its third edition and bringing some freshness on our community and a new challenge for those seeking of a fun journey in our MU world. Phoenix #3 is featuring our Arena Tournament V2, a more compact gameplay, a bit slower paced progression and tweaks across characters & economy. Grand Opening: 02 April at 19:00 GMT+3 (Mobs will spawn at 20:00 GMT+3). We want to highlight the biggest gameplay change that it has, as always you can consult our official information topic for everything you need to know: Instead of 10 optional resets, Phoenix is now offering only 5 optional resets, cutting some of the "boring" resets. This means that once the Non-Reset part is completed, you'll enter directly the End-Game Quest part, to unlock the 5 extra resets. The reset bonuses were reworked to further reflect our new compact gameplay that is more balanced, less boring and provide more action across your gameplay. Extra changes worth mentioning: Longer & more balanced breaks. Slower level 1-400 progression. Some of the content released along with breaks as well as content released at a SET time. Increased a little the difficulty of farming excellent items with 2 options. Lower levels of BC & DS have their monsters cut to both have an easier difficulty and in the same time to reduce the EXP boost compared to the number of mobs from spots on lower maps. Gens Raids will now be released along with Mercenary Squad, which means battle maps are safer on first weeks but also only having a 5% EXP boost instead of 12% (until Raids release). Breaks are having rewards for everyone that progressed them based on how many levels they made during the Break. The amount of spots across the game that have +1 mob on the same type of spots is now 50% (from 30-35%). So you'll have 50% standard spots and 50% +1 mob spots. The EXP bonus for 2 people and 3 people in party is now higher than solo EXP, as well as the GOLDEN bonus for party of 4 and 5 is increased. Other tweaks across economy, drops, events & so on. Characters from last Phoenix were pretty balanced in terms of their pros and cons, but we also made notes at the end of the last edition, so here are the main characters changes: Berserker max rate for Summoner has been reduced (a small nerf to SUMM PvE & PvP on mid-late game). MG can no longer use Cometfall (direct nerf to EMG PvP & Hunt). Small buff to SM, SUM & BK PvM damage. More than that, Phoenix #3 is also featuring most of the improvements, fixes & features that were worked on Inception in the last 6 months (and there are hundreds), adapted for Phoenix. While most of information is updated, there are still things left to be added to the info as well as maybe few changes before the Phoenix actually starts. Prepare yourselves for another great journey brought to you by OldSquad Community! Official Info Topic: https://oldsquad.ro/forum/topic/2884-phoenix-official-information-everything-you-need-to-know/ Official discussions topic for Phoenix #3: https://oldsquad.ro/forum/topic/4261-phoenix-2021-feedback-discussions/ We're waiting questions, feedback & suggestions on this topic! Test-Server for Phoenix will be opened to public with few days before launch! #MakeMuGreatAgain!
    24. Hello, We're waiting feedback about the 3rd edition of Phoenix. Cheers!
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