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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?
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You can write /soccer GuildName to start a Soccer (only in low zones).
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Basic Info:
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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.
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All soccer participants are immune to damage.
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Gameplay - Skilled part:
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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.
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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.
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Instead of damaging opponents, each player has a "STUN" effect, added on the first attack every 20 seconds.
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Gameplay - Random & FUN Part:
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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.
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Buffs:
- Quickness Effect - It will boost movespeed.
- Protection Effect - Immune to stuns from players.
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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.
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Every 30 seconds, 1 random player from each team is BUFFED or CURSED.
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Characters Attributes:
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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.
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SM/MG:
- PRO: 6 Range on Soccer Skill (Lightning).
- CONS: 5 seconds STUN.
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BK:
- PRO: 7 seconds STUN.
- CONS: 3 Range on Soccer Skill (Death Stab).
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DL:
- PRO: 6 seconds STUN.
- CONS: 4 Range on Soccer Skill (Force).
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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.
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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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RF:
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Basic Info:
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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! -
Characters PvP settings aren't touched during an ongoing edition (except of extreme cases where a mistake was made unintentionally).
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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. -
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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Unfortunately there won't be new features on website except of new rankings or similar small things.
We've seen how "buggy" it went with our ex webdev and I'm not a webdev myself except of small things.
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Maps Limits
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In order to keep the balance between RF, MG & DL vs rest of classes and to also keep the maps as they were intended (without lower level move from website) we added level-checks:
- Now DL, RF, MG can stay in low maps with -10 levels than rest, and on rest of maps with -20 levels than rest.
- Now DL, RF, MG goes on the same BC/DS/CC like rest of characters.
- Also, in order to progress on maps by feet (from kanturu1 -> kanturu2 or atlans1 -> atlans2) you'll have to have the map level (available for all classes).
- The feature is active only after 1st reset (on 0 resets all chars go on maps as normal).
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In order to keep the balance between RF, MG & DL vs rest of classes and to also keep the maps as they were intended (without lower level move from website) we added level-checks:
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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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- Popular Post
- Popular Post
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.
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We don't want main chars in sub-server, only the alts and the lower level afks that can have safer leveling and more empty spots.
There are 480+ unique players online, we want them in main-server.
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10 hours ago, Limbo said:
To be honest I'm seriously concerned about the changes at all, as the server blooms greatly with current situation.
Mu players like crowds and mass pvps and thats the crazy ride we are getting now, like no other server. I understand the need of increasing server capacity, but splitting main server into to, imho should be a last resort option.
It is exactly what we always wanted and we always disagreed to have sub-servers, but unfortunately if we do want full performance for most of players we need to make such compromise, because from now on the higher the numbers gets on the server, the lower the performance for most players does get. And it doesn't looks like the numbers are going down at all.
It is for sure not something we want to do and we prolonged this moment long enough (remember having such delays on Inception as well when it reached 700+, but numbers online remained stable and we were not forced to open sub-server).
This is a deadly combination of really high online players (especially active ones, doing hundreds of actions per second), lots of scripts/features running and the constant attacks we're encountering (that also slow down the gameserver actions and, from time to time - luckily a bit more rare now - causing mass disconnects).
And it was really easy if it was hardware-related, because a simple upgrade would've solved it, but we already did a lot of upgrades and resources aren't even used at all more than 40-50%. The gameserver software simply can't work flawless on such stress.
But the main reason we want the 2nd sub-server to be implemented differently is that we still want to hold 550-600 cap on main server, only reducing it if really needed, so we don't want a 50-50 split, more like 70-30 split, so the crowd will still be there on main server.
Until now what we saw and agreed with is that:
- Sub-server won't have Mercenary Squad and neither Gens System.
- Won't have any Events/Invasions.
- Will have a smaller zen drop rate increase.
- Icarus mobs would be moved from Server1 to Server2 and they would be only there.
- It will either be NON-PVP with 80% exp or normal PvP with 100% exp.We're still open to ideas/suggestions.
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Hello,
Here you can throw your ideas about the implementation of a sub-server.
Cheers!
OSS - OldSquad Soccer System
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