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Everything posted by ADMIN
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It is part of the game, we only restricted SMG's from it, because they can actually kill them for "free".
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Mirror event not working properly(with party)
ADMIN replied to batanete's topic in Game Questions / Problems
Works fine for me in test, are you 100% sure that everyone from party does have Gaion's Order? Would like some screens as well. -
CS is a team-game mr DIEEEE, something that you still don't understand in 2020. And for characters, no, there won't be any changes, characters are touched only before new editions based on feedback (if it does exist).
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This is the official information topic for our custom Soccer System. Soccer System Info Just like in the normal Soccer, there are 2 teams fighting in the Soccer Stadium, located in Arena. Each team must have its own dedicated Guild to participate at the Soccer. A team can consist of 1 up to 5 players. We do recommend 3v3 -Obviously in party, else how can the game know which 1 to 5 players from a guild to select? You can write /soccer GuildName to start a Soccer (only in low zones). Basic Info: All soccer participants are immune to damage. That means, you aren't able to kill any of the opponents (so, anyone is free to join, no matter level/resets). In order to win, you have to be the first team to reach 5 goals (100 points). If the GM (captain) of the other Team does leave game (switch character/disconnect) you auto-win the game. You can't use items (especially Antidote) during Soccer. Pets (Fenrir/Dark Horse/Raven/Uniria/Dino) are not allowed at Soccer (you get Stun until you put them in Inventory). You can't leave soccer map during a game. Each character can use only one skill, based on its class/build. If the soccer ball is "stuck" in a corner, it will get an auto unstuck, being "jumped" into a random location near the corner where it got stucked. If you are visually bugged (you can't see the ball) you need to go to the other corner of the stadium compared to the ball and then come back in. Gameplay - Skilled part: Instead of damaging opponents, each player has a "STUN" effect, added on the first attack every 20 seconds. Basically, you are able to STUN opponents, one at a time, with a 20 seconds cooldown between stuns. The first touch of the opponent (with the skill or left click attack) when cooldown is available will cause the STUN effect on him. You can write "/stun on" and "/stun off" to enable/disable your STUN, by default it is enabled. Note: You can make a macro writing /1 /stun on and /2 /stun off and then press ALT+1 and ALT+2 to enable/disable the STUN during soccer. Gameplay - Random & FUN Part: Every 30 seconds, 1 random player from each team is BUFFED or CURSED. The effect is the same for both teams (if one is BUFFED the other is BUFFED as well, with the same effect). There is a 33% chance for BUFF and 66% chance for CURSE. Duration of buffs is 15 seconds. Duration of curses is 10 seconds. Buffs: Quickness Effect - It will boost movespeed. Protection Effect - Immune to stuns from players. Curses: Ice Effect - Will decrease movespeed. Ice Arrow - Will put ice arrow effect on the character, making it unable to move, but it can attack. Blind Effect - Will block the character soccer skill. Characters Attributes: RF: PRO: 8 Seconds STUN. PRO: Very powerful shots on Ball. CONS: 2 Range on Soccer Skill (Chain Drive). CONS: Can't get Ball out of bad zones. CONS: Hard to play/master, can harm your team with his shots. SM/MG: PRO: 6 Range on Soccer Skill (Lightning). CONS: 5 seconds STUN. BK: PRO: 7 seconds STUN. CONS: 3 Range on Soccer Skill (Death Stab). DL: PRO: 6 seconds STUN. CONS: 4 Range on Soccer Skill (Force). AE: PRO: 6 Range on Soccer Skill (Penetration). PRO: Can use left-click attack with 6 range that can STUN as well. PRO: Blind Curse doesn't reduce AE's power (she can use left-click if skill is blocked). CONS: 4 seconds STUN. SUM: PRO: 5 Range on Soccer Skill (Drain Life). PRO: 15s cooldown on STUN instead of 20. CONS: 5 seconds STUN.
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Hello, I have few announcements to make and I'll try to keep them short enough. Firstly, I would like to introduce you our new Administrator - Community Manager - @Gion. Gion has been part of our Community as a Head Admin since a long time. He did his job in a good manner until now so he's ready to take the next step in our Community as an Administrator. Basically he is getting my current position as a Community Manager, which means he will cover the entire non-technical community support as well as few new mini-projects. You may have noticed a slow response-time from my side as well as a lower forum activity compared to normal. This was because I'm stepping out from public relationships for now (reason: "burnt-out") and I'll remain to work in the backstage for the technical/creative aspect as well as the game design of our current and future projects. I will still be active on facebook for technical support - which I ask you to use it exclusively for technical support. For any other kind of support you'll have to contact @Gion in the usual places (forum,game,facebook). He'll pass me the message/inquiry if needed. Secondly, soon we'll have a rework of the forum that will imply changes in the process of submitting bugs/suggestions to make them more efficient, as well as other forum tweaks. Thirdly, @Gion will be handling 2 of our new mini-projects: - Community Council - This will be a new forum & discord group where we'll select some active players, which will represent the community of players, in order to facilitate a good relationship between us as staff and players. Our goal is to have at least 1 player from each of the "big" guilds, as well as different type of extra players (newbies,old players,etc.) We'll use the discord group to communicate for improvements/bugs and anything related for both current and future projects. More info soon. - Soccer Night - Some of you know, most of you don't. We do have a very nice custom soccer system that we've developed on Inception but we failed to put it in use (lack of players interested) in it's previous forms of organization. We'll try to put it again in use, but this time under a totally new structure that we do hope will assure that any participant does have real chances no matter if he has friends to play with or not. More info: https://oldsquad.ro/forum/topic/3851-soccer-night/ Cheers!
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I will (hopefully) clarify once and for all what my colleague Gion already tried to. NOBODY force you to FREELY give your credits to ANYONE from game, doesn't matter what they promise you or not. The moment you agree to give someone something FOR FREE (without using the market as it is intended) you're on your own risk. If a random guy does tell you give me x money I'll give you x things and you do that, you're basically begging to be scammed. Thanks to the scammers, they are actually HELPING in changing the buyers mentality from "credits only" to actual game currencies or combinations of game currencies and credits. When there are no buyers that want to RISK being scammed then there won't be any more offerts in "CREDITS ONLY", due to no buyers left to take the risks. You passed our limit? You deserve to be scammed, end of story. And no, there won't be any shitty rule about this, SCAMMING is the way to fix the mentality, not shitty rules that still can be avoidable and won't fix the real issue (any1 that can agree to bypass the rule can simply tell us they moved credits from an account to another or simply gift them to guild mates / friends and move on). And no, limit will never be higher than 500 credits, which is high enough anyway, but due to the "inflation" of credits gained from game it does look like a "low" limit. My personal advice for buyers and sellers that wants to have a safe economy without scams while keeping the prices the same: use credits for jewels and jewels for credits, simple as that. Let's say you want to sell an item for 1000 credits: Calculate the value of jewels in credits, put the price in jewels, sell the jewels for credits, for the same amount. If people does learn to use market in this way, there will be only benefits for everyone in the market, including players with low amount of credits and people that don't wanna risk being scammed.
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I don't have any info about this interaction, I've sent the video further to devs.
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Mana potions does share the same cooldown with HP potions, there's no way to separate them unless removing the cooldown which won't happen. This adds a nice PvP layer where potions management really matters (should I Q for HP or W for mana so I won't stop attacking / lose dps?).
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You never lose anything, it's your choice when you do them.
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Maintenance is over, server is back online! Delays on login/change server should also be either completely gone or even shorter than before. Thanks for your patience. Cheers!
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Maintenance was extended. New ETA: 20-40 extra minutes from now.
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Hello, Tomorrow (25.05.2020) at around 16:30-17:00 we will perform a full maintenance on our systems as well as some hardware tweaks. It will take between 40 and 80 minutes, during this time Phoenix will be offline. Reconnect won't be possible so make sure to be online to relog when server will be back online. Also, the new patch will be up after the maintenance. Changelog for it will be posted tomorrow. #EDIT: Patch changelog is up, you can read it here: https://oldsquad.ro/forum/topic/3826-patch-2140-25052020/ Cheers!
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Hello, The current Inception edition has passed its deadline and due to the amount of players left active there is no point in keeping it online any longer. I highly believe it was our best edition yet, if we look at how long it was fully active (more than 4-5 months). It had a total of 28 patches (big & small) during a period of 6 months, that improved its overall quality further on. We think that we've reached a good & stable formula for our Inception server, which we'll try to conserve as much as possible for the next edition(s) where we'll focus mostly on quality of life improvements/features and characters tweaks, without any BIG concept changes, as it worked really good with the last iteration. The 4th edition will start somewhere between September and October. As for now, Inception will be closed tomorrow (24.05.2020) after the global maintenance. Thanks to everyone that took part in this edition and especially to those that kept playing it on the long run! HoF has been updated:
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In terms of PvP no characters will be touched at all, and AE (as presented) was meant to be the weakest on PvP. AE is still better on hunt than most chars (using phone chronometer and PvM builds between DL and AE for example - as we did ~1 month ago in test - AE does kill a golden faster, in terms of seconds). Now, I do agree that it should be a bit more powerful on Hunt/PvM than she currently is, so that the difference can be actually seen easier not based on extra seconds vs other chars, especially if we add the energy requirement for ice arrow. As a conclusion, we will take into consideration a small PvM buff to AE so she can reflect much better her strongest point as opposite to her weakest point (PvP).
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Good news: I have finally found the reason why sometimes (even if 2 invasions were not same time up) the non-pk and respawn isn't happening during PvP invasions. The invasion monsters coordonates from pvp checks always remained static (initial spawn coords) but because monsters can move a lot from their coordonates, the killed players were sometimes out of coordonates checks so nothing would happen -> reason of the "bug". Now, this is also the reason why we've never succeed to reproduce the issue on test server -> we always tested with the invasion monster staying in its respawn place at the initial coordonates so it never left the good coords. We'll add dynamic coord checks for the invasion monsters that will finally fix the issue. Cheers!
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Nobody changed anything, I wasn't even home until yesterday evening.
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When there are 2 invasions same time with different types (one non-pvp one pvp) it overrides each-other on the specific map. Example: PvP Goldens invasion -> all fine -> NON-PVP Cursed dragon spawns on elbeland during PvP invasion -> Elbeland is now NON-PVP even though there are goldens left alive there -> applying non-pvp rules. Mercenaries does bypass non-pvp invasion rules, so all invasions are PvP ONLY between Mercenaries.
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NPC click check is global, not for that specific NPC, which means if someone does click one NPC, all NPC's have cooldown on click, you must spam it until it lets you in.
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I have a new idea that I will try to exploit tomorrow, not sure yet if it will work but I will try my best. Basically, I will try to move only some of the maps into a new sub-server, but without having that sub-server active at all. This would mean that you will teleport to Icarus, for example, just like you would teleport to crywolf (to another sub-server), and the map will be held only there (in sub-server). This would keep everything (almost) as it is while splitting the load into multiple sub-servers. Will let you know further details.