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    1. Release date: 15.01.2020 at 15:15 - Updates are up and no restart is needed. Note: Make sure to update client via Launcher! Changelog: [FIXED] CC not announcing winner when there are only monsters left in CC before winning. [UPDATED] W4 no longer requires 100 ML and will also work normally after reset. [FIXED] W4 IGN option showing as +AG client-side. [FIXED] W4 showing wrong images/options on website. [UPDATED] QChange will now make your level 400 instead of 380, but you can't talk with David or use /qreset during QChange. [UPDATED] QChange will now work only after level 15. [UPDATED] Now if you throw OB2/OB3 from the old ones during OB quest it will re-update your current number of old OBs instead of keeping the initial number. [UPDATED] Released the next 3 quests: Quest 4: Kill 60x Rabbits. Quest 5: Answer correctly to 5 quiz questions. Quest 6: Win 3x Chaos Castle Events. Note: Winning by points is not counted, you need to be the last man standing or alone with mobs. [UPDATED] Reset table for Wormhole transfers updated with +5 resets to match the new extra resets people can do now on Inception. New table: 25->30rr on Wormhole -> 25rr + Character Equipment (without Inventory) on Inception. 31->35rr on Wormhole -> 26rr + Character Equipment (without Inventory) + 1/3 of Credits on Inception. 36-> 40rr on Wormhole -> 27rr + Character Equipment (without Inventory) + 1/2 Credits on Inception. 41rr->45rr on Wormhole -> 28rr + Character Equipment (without Inventory) + 1/2 Credits on Inception. 46->49rr on Wormhole -> 29rr + Character Inventory & Equipment + 1/2 Credits on Inception. 50rr on Wormhole -> 30rr + Character Inventory & Equipment + 1/2 Credits on Inception.
    2. Quest can now be seen on players rankings (last column), it is the current quest of the player (not the quests done).
    3. Hello, Based on this topic: https://oldsquad.ro/forum/topic/3549-patch-31090-10012020 we're waiting your reports/feedback & suggestion related to the new Quest System!
    4. Release date: 10.01.2020 at 16:35 - Updates are up and no restart is needed. Note: Because a refresh of mobs was needed, Selupan is revived. Changelog: [UPDATED] Stage 3.1 (25rr) is removed (same exp like on 26rr, 27rr, etc.). [ADDED] End-Game Quest System We're glad to introduce you to our first version of Quest-System that was planned since long time ago, but only now we had the chance to start working on it. Quest System is there to make the End-Game more fun, giving new alternatives to end-game characters to continue the journey. It can be activated once a character gets 30 resets and level 400. How does it work? You need to contact David in Lorencia (128x 116y). He will then start giving you quests and rewards. There are 5 stages of 3 quests each. Totally of 15 quests. First quests' type from each stage is Easy. Second quests' type from each stage is Medium. Third quests' type from each stage is Hard. Each easy quest will give you 60% chance OB4, 40% chance OB3. Each medium quest will give you 1x TOCA. Each hard quest will give you an unlock to a new Reset. The last quest (15th) will also give you a free rebuild of points & ML. This means that our gameplay is prolonged with 5 extra resets (until 35rr). These resets can only be unlocked after completing their quests. Each extra reset does also bring you +1% damage (total of +5% at 35 resets). Each extra reset does have lower exp than usual (dynamic upside, with lower values and only raising every 50/100 levels). But, during leveling on these resets, you can use /qchange anytime during Golden Invasions, Witch Queen, Selupan, Medusa, Kundun & Wings Protector are active/alive. /qchange will make your level 380 during that invasion/boss so you can participate at them anytime while leveling your new reset. This will make sure you're not bored of leveling and can also PvP/PvM meanwhile. Only first 3 quests are released for now, so you don't have to wait us to finish all of them before advancing. The first 3 quests are: 1. Kill 50 Bloody Monsters - They can be found in Vulcanus, Aida3 and Raklion2. There are 3 mobs per map (1 from each type) in Aida3 and Raklion2 and 5 mobs in Vulcanus, with Bloody in name. They respawn each 15 minutes after they are killed. They spawn randomly on those zones (Aida3 & Raklion2) and random on Vulcanus. 2. Hunt down 2x Budges & 2x WW. No matter the order, but won't tell you how many from each left, only total progress. 3. Give David 1x OB2 & 1x OB3. You need to farm new ones after starting this quest (old ones won't count, they're rusty). At the end you need to trade him the boxes and they will be deleted. David will guide you with info, progress and everything you need to advance in Quest System. Note: You can only progress in a quest after you start it, old kills/gatherings, etc. are not counted. The System is new, so despite testing it in the last days with Gion, you may find some issues with it, so we wait your reports/feedback and suggestions to improve it. Visit this topic: https://oldsquad.ro/forum/topic/3550-new-end-game-quest-system/ We hope you'll enjoy it!
    5. Release date: 04.01.2020 at 03:15 - Updates are up and there was a disconnect-reconnect to everyone to apply the gens reset (but no server restart was made). We're back in business with first mini-update of 2020. Thanks for your patience and we hope that y'all had a great New Year anniversary! Changelog: [UPDATED] Gens restart has been made. The new month just started. Rewards were added to the NPC for the top gens players, you can receive them by clicking on the Gens NPC. [UPDATED] Number of resets interval tries for Merc Quest changed from 5/8/12 to 4/6/8. [UPDATED] Now Merc Level Change for RF/DL/SM will be same level like BK/SM/ELF/SUM instead of -20 levels. [UPDATED] Now Merc Level Change for BK/SM/SUM/ELF will be target level + 10 if the target is BK/SM/SUM/ELF. [UPDATED] Selupan can no longer drop Frost Mace. [UPDATED] Medusa can no longer drop Frost Barrier. [UPDATED] Gens Points for being online reduced from 1 point per 2 minutes to 1 point per 3 minutes. [UPDATED] From now Mercenary Quest will always show current Map where the Target is on start and on each minute. [FIXED] Illusion Temple not correctly giving the warns for Leave since last update. [UPDATED] Now when a Challenge starts, it will clear all buffs/debuffs from both hunter and target. [HOPEFULLY FIXED] Mercenary Quest going crazy in some cases (not completing the quest/repel, etc.) - let us know feedback.
    6. I'm on Holidays as well, so I didn't started to work on new things (except the current fixes and stage patch). I'll start on it after 4th JAN and let you know progress and extra info about it. Cheers!
    7. Release date: 29.12.2019 at 02:55 - Updates are up and no restart is needed! Note: Because a refresh of mobs was needed, Selupan is revived. Congrats to mafy, Makiavelli and Zutto for finishing the last stage (3.1)! Changelog: [UPDATED] Released Wings Protector. [UPDATED] Released Talisman of Luck drop from Old Box 5. [UPDATED] EXP on Stage 3.1 (25rr) is now 52.5% - since yesterday. [UPDATED] Stage 3 (20rr) is removed (same exp like on 21,22,23 rr etc.) - since yesterday. [UPDATED] Last newbies EXP boost applied - since yesterday: EXP for 6-10rr is now linear 300% like exp for 1-5rr (instead of dynamic +150%). EXP for 11-14rr is now +150% from +70%. EXP for 15-19rr is now +70% from +25%. EXP for 20-24rr is now + 25%. [UPDATED] It is no longer possible to attack other Targets except your Quest Target in normal maps while you have the Merc Level Change effect. [UPDATED] It is no longer possible to stay in Gens Maps while you have the Merc Level Change effect. [UPDATED] It is no longer possible for MG to hide inside Selupan/Medusa/BWQ with weapon skill (like Kundun). [FIXED] Gaion letting you enter during Goldens PvP invasion since last patch. [FIXED] IT giving warns to people that got outside IT due to IT cancellation (< 4 players) or to people that got moved out due to enemy left. Those earned warns were also deleted. [UPDATED] Mercenary Quest Intervals: Now it will look for target only in 3 intervals (instead of looking for each reset): It will look 5 times for target with maximum 2 resets difference. It will look 8 times for target with maximum 4 resets difference. It will look 12 times for target with maximum 6 resets difference. It will give random target if it can't find such target in this 25 tries. [UPDATED] Now if there are other players during a Challenge in the first Colosseum, you will be redirected to another Colosseum arena for your own challenge. + Other small fixes/adjustments/improvements. Happy New Year!
    8. Increasing CS damage is not a feasible solution for this, it will just make the gap even higher between "team" concept and "individual" concept. I didn't wanted to reveal what we're planning for this on CS V2 but I'll share with you in the sake of Christmas. There are 2 "problems" that are touched with our plans: 1. Tanks to be killable without making non-tanks easier to be killed. 2. Players to be encouraged to take GM roles for CS into consideration (or CS tank roles) without having to sacrifice 99% of individual gameplay (by going full tank builds). So, in order to "fix" such problems and also add new attractions/motivations for players/guilds to join CS fights we are adding a new system. Basically, with this new system, players will be able to play ANY BUILD during CS, and only there. That means, DLs/BKs can play a normal build in general and have fun in this game without being forced to be full vit/agi just to have fun 1 timer per week. This does apply also to other PvM/Support builds like EMG can join CS as SMGs, AEs as EAE's, ARF's as VRF's, etc. Basically on each CS you will have a free rebuild only for the duration of CS, if you'll go back to Server1 you will have your normal build back. Along with this, characters (especially DLs/BKs) will have a restriction of max VIT added during CS to fix our unkillable tanks problem without affecting normal builds. In my opinion this system will bring only good things, from quality of life improvememts for DLs/BKs that can finally play the game normally, up to new strategies, organisations for CS based on guild members and what build they can play, motivation for new guilds to arise for CS even with PvM players, etc. It's a huge step in the right direction, playing the game for FUN.
    9. Hello OldSquaders, Our team would like to sincerely wish you Happy Holidays and a great and bright New Year, full of joy and fulfillment! We want to also let you know that this month we're reaching 4 years since OldSquad was born! It was a pretty intense year that brought a lot of improvements to our community, from all perspectives, but most importantly, we highly raised our gameplay quality during this year. We had a great journey with Phoenix, that proved to be the highest quality server we offered until now, but it was also surpassed with the Inception project, our current project being even better than Phoenix. We've also greatly reduced the "major problems" a project may have and also increased our overall stability. In our opinion, it was a great year, and we're sure that we can make your experience here even better. We're constantly working to achieve "closer to perfection" servers, and we'll never stop until this game will be fully dead or simply unsustainable, which we're pretty sure it won't happen too soon. Thank you for being our players during this year and we really hope that you enjoyed your time spent among us! Now, speaking about the future, 2020 will be another "full" year, for us. If we speak about servers schedule, we'll continue our community with only 2 main servers (Inception & Phoenix), and, based on how Wormhole will succeed or fail with its mission, we may extend/improve such mother-kid concept or simply abandon it. Inception will always be the "autumn project" and Phoenix will be the "spring project". But, as we told you during this year, we're going to expand our community with a new, fresh, last-game version (S14 or S15) NonReset replacement, somewhere after 2nd part of this year, if everything will go well. We don't have any info for now but it will take a lot of time to learn about it and then create something worth of OldSquad. We currently have our "to-do list" with some important things left that we want to bring: CS System V2. A full PRO guide in playing our servers competitively. Forum reorganization and Info reorganization. Personal notification system ingame based on your own character class/reset stage. End-Game Quest system especially for Inception. And many other smaller things and improvements that we plan to do for our systems. We also want to extend our to-do list with your own feedback, so we're opening a 4 YEARS Feedback Topic, where we ask your feedback that may help us to improve your future experience, more info here: https://oldsquad.ro/forum/topic/3530-4-years-feedback/ Kind regards, OldSquad Team. #MakeMUGreatAgain!
    10. Write us on fb page with the error you have.
    11. I'm close to start working on it, I am still waiting your suggestions/feedback before starting. You have the opportunity to share any crazy idea you may have that would improve CS experience, don't waste it!
    12. Release date: 18.12.2019 at 14:00 - Updates are up and no restart is needed! Note: Because a refresh of mobs was needed, Selupan is revived. Changelog: [UPDATED] Now you can join Gaion during other Invasions except Goldens If you have problems with other invasions let us know. [FIXED] IT Punishments not being given correctly after reaching the warns. [FIXED] Mercenary Quest Set level to always be 380 if target is level 380+ (instead of -20 levels for RF/DL/MG). [UPDATED] Now IT build points are random on each IT (for everyone the same, of course). Build points are between 5rr and 20rr points. [UPDATED] Now IT Max Vitality is BuildReset*400. Exception: RF. Example: If at next IT build stats is for 12rr, then max vitality is 12*400 = 4800 VIT. [UPDATED] Now rewards for IT1, IT2 and IT3 are same like IT4, but without OB5 chance and with lower chance for Feather/OB4. Note: The lower the IT the lower the chances for Feather/OB4. Let's make them popular as well! [UPDATED] Reset table for IT has been changed: IT1: 3-6 resets. IT2: 7-10 resets. IT3: 11-14 resets. IT4: 15-18 resets. IT5: 19+ resets. [FIXED] IT "abusable" strategy with keeping the artifact in base and defending it: Now when you have the artifact you won't be able to drop it on the ground. Now you can hold the artifact for up to 90 seconds. If after the 90 seconds you still have the artifact, you'll be teleported to the middle of the IT and you'll get a STUN effect until you die and lose the artifact. [FIXED] Medusa respawn time to be 10:45 and 22:45 instead of 11:00 and 23:00. [UPDATED] Vote now requires 3 resets. [UPDATED] Arena Tournament levels updated to match current stage: Arena 1: 0-10rr. Arena 2: 11-18rr. Arena 3: 19-24rr. Arena 4: 25-30rr. [UPDATED] Reset Fruits Now Reset Fruits from BoKs 1 & 2 will now drop only + 0. Now Reset Fruits from BoKs 1 & 2 will reset 200 points per fruit. Now Reset Fruits from Old Boxes 1 & 2 will reset 820 points per fruit. Chance to drop Reset Fruits from BoKs increased from 20% chance to 40% chance. + Numerous smaller fixes and adjustments.
    13. Ehm, it is much harder for you (with your current reset advantage) to be target, especially until 7 days of blacklist pass, because your higher chances for target are only from people with 20rr+ and for the rest only if they pass the reset intervals and get you as normal (random) target. But you also get easier targets for quests as you get to random targets more easily. Fingers crossed for you! I think I saw you as target once in logs, not sure though :p.
    14. There is nothing changed on combo formula. And ABK is the best build vs most builds, with few exceptions.
    15. 1. The only advantage of those boxes is that they help players to "bypass" normal farm until socket. For either the good players or later, for new guild people. There is close to 0 difference (on PvP especially) between a 380 DD HP/DD REF set vs BoK1/2/3/4/5 set DD HP/DD REF. Yea, when lucky enough to get DD REF HP it is a difference, but pretty hard to get that based on options rates (which are lower for good options). Except of that, the advantage is simply skipping endless farm to get those 2 opt items for a character, nothing else. 2. There won't be any LOT spots, so no point for the /grant function to exists. Erohim will basically replace the "24/7 alt farm on LoT spots", for those same amount of ancients (or lower) than spots would make in one day. As I said on the "Extra" part, there will be 2-4 mobs spawning random in LoT that will 100% drop JoGs. Guilds must give duties to players daily who farm them to have the JoGs needed. 3. That's exactly what handicap system will try to assure (in one way or another), making it harder and harder for the same Guild to keep the CS multiple weeks. The new rewards system won't be live on current edition, most probably, but they will be on next editions/projects for sure. +5% exp is not attractive at all, as you don't have neither Gens bonus exp or mercenary bonus exp on LoT, so any value under +20%/+25% is not enough advantage to surpass gens bonus/merc bonus in LoT.
    16. Hello, As in my opinion current Merc is kinda done with all the current possible improvements and fixes, I would like to move on with my to-do list and the next thing that I'll start working on soon is the CS System V2. I have many ideas noted for it, but I would like to open a discussion topic about it where you can come with your own ideas or feedback related to what I'll show you, so I can work from start with everything in my mind without remaking things after some work. There are 2 big aspects that will be reworked: 1. CS System I'm thinking about limits of getting points (like guilds under xx points can't feed kill points in throne room). Personal kills & points gained for the team for killers (showing top 3 globally every 3-5 minutes and also when you /info the player). Handicap in points (starting with - points for each consecutive CS won). Making statues/gates useful for Defenders if they choose to repair them. Other gameplay improvements that I may think of. 2. Rewards System I am planning to totally rework how CS rewards does work (ofc, probably they won't be changed during current edition unless everyone wants it). CS rewards will be now "challenges" for the guild. Firstly, there will be only ONE spot in LoT, that won't drop ancients. This spot will be the first challenge, which I'd like to call it the "Apple of Discord". The spot will give +25% EXP compared to any similar spots from server (yet to be decided if for high level or low level). It will test how well a guild can manage such spot for the best gain. Secondly, Erohim will have its own invasion, one time per day, at known hour, in the evening. It will no longer have his current reward. Instead, it will give 2/3 ancient items (directly to players inventory) for each member that participates into its kill. It will also have a short duration (time span to kill him). It will test how well a guild can organize to get enough people in time so it can die before invasion is over. Thirdly Senior Mix will continue with its GM Boxes, but back to only 1 per MIX. It will test how well a guild can contribute for their important players to gear. But, because Senior will have only 1 box per Mix, the rest of 7 Boxes will be split to the rest of CS participants, along with 3 extras. Each participant at CS can get boxes based on its points accumulated at CS, and for every x points, from the SHARED boxes poll. If nobody does gain at least 1 extra box, the 3 ones will go to the CS winners, if at least 1 participant will get 1 GM box, those extra 3 will be removed and not added to winners. So basically, there will be 7 boxes for the rest of participants except of winners and if no guilds get at least 1 box from those 7, winners will get 3 extra boxes, else they won't. This will motivate players to participate at CS for both rewards and to reduce the opponents power with 3 extra boxes. Extra: Also, JoGs will drop only with a low chance on the EXP spot, but will have 100% chance to drop from 2 or 3 random mobs from LoT with 30-60s respawn in random places on map. There must be a "farmer" guy for the guild, no? Looking forward hearing your opinions and ideas for the incoming system
    17. Updates are up! Let us know if you find anything wrong after the update.
    18. Release date: 12.12.2019 at 17:37 - There will be a small server restart. Reconnect is not guaranteed! Congrats to mafy, Mu3rTe and AlmightySM for finishing Stage 3! Note: Make sure to update client as well! Changelog: [UPDATED] EXP on Stage 3 (20rr) is now 63.75% (since yesterday). [UPDATED] Stage 2.1 (15rr) is removed (same exp like on 16,17,18 rr etc. - since yesterday). [UPDATED] Newbies boost applied: Exp for 1-5rr is now 300% and static, like on 0rr (instead of dynamic +150%). Exp for 6-10rr is now +150% from + 70%. Exp for 11-14rr is now +70% from + 25%. Exp for 15-19rr is now +25%. [UPDATED] Released Socket Items drop from Raklion mobs. [UPDATED] Maximum points in a single stat is now 27000. [UPDATED] Released Old Box 5. [UPDATED] Released Medusa. [UPDATED] Released Selupan. [UPDATED] Limit of items on market per day raised to 25 items/day. [UPDATED] Balgass HP has been increased. [UPDATED] PvP damage on CC, Gens, Arena Tournament, Duel & IT has been increased with 5-20%. [UPDATED] Removed Ale from shops & drop. [UPDATED] Potion of Soul: Attack speed increase is now + 10 (from +20). Duration is now 45 seconds (from 2 minutes). [UPDATED] Scroll of Quickness attack speed increase reduced from + 40 to + 30. [UPDATED] Scroll of Battle (EDR/CRIT) increase reduced from + 15% to + 12%. [UPDATED] Scroll of Strength (EDR/CRIT) increase reduced from + 10% to + 8%. [ADDED] Raid Deaths (deaths during raids) counter on Gens Rankings (deaths were registered since around 1 week ago). [ADDED] Quest Deaths (deaths as targets or hunters during quests) on Mercenary Rankings (deaths will start registering after patch). [UPDATED] You can no longer enter Gaion Event during Invasions. [UPDATED] Quiz Questions to match current changes & added few new questions. + Other small fixes/adjustments/improvements. Mercenary things: [UPDATED] Now Mute will remain active when there are 2 characters with quest active in the same time (on same IP), after the first one does finish/fail it. [FIXED] Black List to work correctly. Previously: Only quest targets that were killed in quest were added to Black List and only for the hunter. Currently: Now when hunter finish a quest (repel or kill) both hunter and target will be added into blacklist for both of them. This means that you won't encounter in 7 days people that either targeted you and succeeded/failed or you targeted them and succeeded/failed. Blacklist will start counting from now (previous black list is deleted). [UPDATED] Now mercenaries under 10 resets won't get targets from Swamp. [ADDED] Hunt Assurance Feature Now if you start a quest and you get a target with higher level than you (so, most probably, that stays into a map where you don't have access yet) your level will be adjusted to target level (if it is normal class) or target level +- 20 (depending on class). The maximum level set is 380, if you already have 380+ no changes will be made. This will make sure that you have access to them no matter where they are. The level will be back to normal if you relog, fail quest, win quest, etc. Note: Your level will be set up with -2 levels compared to what you had (but don't worry, when you'll kill few mobs you'll get 2 levels instantly). Note2: Experience acquired is not kept (after setting back the level you'll have 0 EXP). Note3: When there is a quest retry ongoing you'll have to get kill few mobs to get to original level before retrying quest (to make sure you don't lose 2 levels). RF Changes: [FIXED] ARF being incredible strong at PvP compared to how it was presented - FOR PVM - and being much better than VRF. Changes: PvM DSR increased (on VIT build you just need around 2-4k agi and some good items and you'll get mostly misses & low damage on higher mobs). DEF from AGI changed from AGI/5 to AGI/6. PvP DSR changed from Level*3 + AGI/6 to Level*4 + AGI/10. Speed changed from AGI/40 to AGI/50. PvP ASR changed from Level*1 + AGI/1 to Level*5 + AGI/7. PvM ASR changed from Level*3+((AGI*2)/3)+(STR/3) to (Level*1)+(AGI/8)+(STR/15) Skill % dmg cap from AGI raised to 1200% from 1000%. Dark Side damage is now 30% damage on PvP. Dark Side PvM is raised with 30%. Lowered stuck rate. Higher damage from VIT. Higher PvP damage with Chain. Objectives: Have the VRF as intended for PvP (with less power on PvM/Hunt than ARF) but a beast on PvP. That would mean effects like high misses on PvM, lower misses on PvP (vs most builds). Getting more easily to DSR value on PvM (with some AGI) to not die easily. Give a lot of damage (especially vs low PvP DSR builds) and get a lot of damage in PvP, like a real glass cannon. Have the ARF as intended for PvM (with only decent power on PvP) but a beast on PvM after mid-game. That would mean effects like lower DEF from AGI, higher misses on PvP. 30% damage on PvP. Lower speed gain. Higher PvM DPS. Higher scaling up to 1200% skill damage. Note: Starting from today (12.12) until 19.12 all RF's have ONE FREE stats rebuild that they can use. You can rebuild by using command /rebuild!
    19. Yes, currently blacklist isn't working correctly, it was implemented just for quest target initially, tried to modify it during "live time" to work for all cases (for both target and hunter) but I accidentally broke it. It will work correctly when I finish the few improvements I'm working on, as the current blacklist won't be saved anyway.
    20. It is true that adding another check (for level) along with the already checks would be bad design, especially at such low numbers of Merc (would probly work fine with 600+ active mercs spread across all levels). But it is also true that those on high maps (especially swamp) are a bit more safe compared to rest of maps, which is also something that we don't want. So, in order to prevent a bad design and also fix such "safety" in high level maps, we'll add a new feature that will set the mercenar level to the same level (max 380) as the target during quest time, similar mechanism that we created for IT level adjustment. In this way, any map will be accessible for the quest no matter where the target is.
    21. Patch is up! Please let us know anything you find wrong and if you have any feedback for the Merc V2 in this topic: https://oldsquad.ro/forum/forum/51-general-mu-discussions/ Don't forget to update client! Enjoy!
    22. Hello, This is the official discussions topic for Mercenary Squad V2. We'll wait your reports if you find anything wrong related to Mercenary Squad and any feedback/suggestions you may have related to it. Cheers!
    23. Release date: 05.12.2019 at around 17:35 - There will be a small server restart. Reconnect is not guaranteed so make sure to be online. After thousands of lines of code and hundreds of tests we are ready to bring you a reworked from scratch Mercenary Squad system, that we would like to simply call it Mercenary Squad V2. Special thanks to @minimal.ro for his feedback and suggestions that inspired the V2 rework. Note: A full reset to Mercenaries will be made. Note2: Don't forget to update the client after the patch is live! Mercenary System V2: New Features: [ADDED] Mute List Feature Now when you start a quest you will receive Mute on characters online & on any new character you try to log in as well as disabling the option to open a store. Mute will be removed when Quest is failed, retried, repelled or finished, along with the store access restore. This will prevent "friendly quests" as we got used to. [ADDED] Black List Feature Whenever you finish a quest with a Target (kill or repel), the target will be added to the blacklist. Blacklist targets can't appear as quest targets for up to 7 days since they were added to the blacklist. [ADDED] Challenge Feature Now when you are being targeted in a Quest, you will receive a global message, "You are being Hunted!", every 1 minute, in first 5 minutes from quest. During these 5 minutes, you can type /challenge. If you do this, you and your Target (which you don't know) will be moved to a Colosseum Arena, each one in a different side. The first one that will die will lose (means Target will successfully Repel or Hunter will successfully finish the Quest). Both players won't be able to move from the Map until the "duel" is over, or one of them will exit game. If Hunter leave the game before any of them dying, he will fail the quest & lose 50 points. If Target leave the game before any of them dying, he will lose 100 Points and Hunter will get to retry the quest. In Colosseum, both Repel points reward and Quest points reward are increased, for the Challenge. You won't gain any PK level in the Colosseum. [ADDED] Quest Normalizer Feature Now Mercenary Quest will first try to assign you targets based on resets interval as following: It will look 5 times for Target with same reset like you. It will look 6 times for Target with -1/+1 reset compared to you. It will look 7 times for Target with -2/+2 resets compared to you. It will look 8 times for Target with -3/+3 resets compared to you. It will look 9 times for Target with -4/+4 resets compared to you. It will look 10 times for Target with -5/+5 resets compared to you. If it doesn't find any target during this 45 tries, it will look for Target with any reset. [ADDED] PvP Info From now you can see anyone's PvP info (including yourself) when writing /info CharName. By default it will show only PK Kills. If the player is part of Gens it will also show Gens Family. If the player is part of Mercenary Squad it will also show Mercenary Points, Quests and Repels. [ADDED] Mercenary Bounty The old reward (gemstones) is now replaced with Mercenary Bounty. Mercenary Bounty can only be gained from Quests & Repels. Mercenary Bounty drops can be adjusted in time based on economy & stage. Mercenary Bounty drops: 82% chance for Gemstone, Jewel of Harmony, Jewel of Creation. 15% chance for IT Ticket(1), EDR/CRIT/DMG/SPEED Scrolls, 100 Antidotes. 3% chance for TOCA, Flame of Condor. Updates: [UPDATED] Now when you are in Battle Maps you won't gain Mercenary Points. [UPDATED] Now when you are in Battle Maps you won't be targeted for Quests. [UPDATED] Now you will gain Mercenary Points only out of safe-zones. [UPDATED] Now you won't gain Mercenary Points in Events maps & other inaccessible quest locations. [UPDATED] Now you will gain 1 Mercenary Point every 7 minutes instead of every 10 minutes. [UPDATED] Now if you leave game or go to Server 20 during quest time you will fail the quest. [UPDATED] Now Points earned from Quests/Repels are Dynamic: Now Points are based on the kill type (normal or challenge), repel (normal or challenge) and reset difference. Now Default *Normal* Quest Points reward is 35 Points. Now Default *Challenge* Quest Points reward is 45 Points. Now Default *Normal* Repel Points reward is 45 Points. Now Default *Challenge* Repel Points reward is 65 Points. Now the formula of points added is DefaultValue +- ResetDifference*2. Minimum points gained: 10. Maximum points gained: 85. [UPDATED] Now you will lose Mercenary Points when you are being killed as Quest Target (and only Quest Target, not for Repel). Formula: 1% of current Mercenary Points. Minimum points lost: 5 Points. Maximum points lost: 60 Points. Note: If you already passed the Seal Upgrade requirements you won't lose the Upgrade no matter if you go back under Points requirement. Note2: Points lost by dying as quest target or by leaving the Challenge can't go under 0 (minimum points value is 0). [UPDATED] Quest Retarget won't happen automatically anymore. You can retry by typing again /pvpquest when your target is gone/inaccessible. In this way you can choose for how many times you retry. [UPDATED] Now Quest extra reward is progressive: You gain 0 Mercenary Bounties as extra reward when you have < 500 Points. You gain 1 Mercenary Bounty as extra reward when you have between 500 and 999 Points. You gain 2 Mercenary Bounties as extra reward when you have between 1000 and 1999 Points. You gain 3 Mercenary Bounties as extra reward when you have over 2000 Points. You gain +1 Mercenary Bounty for every extra 1500 Points after 2000 (at 3500,5000,etc.). [UPDATED] Now Repel extra reward will always be the same amount of Mercenary Bounties that the Hunter would get based on his Points (if target has 0 Bounties as reward Repel will be 0 Bounties, etc.). [UPDATED] Seals System: Now you will have both ML Seal & Normal Seal active in the same time. Now each Seal will show you current seal level & bonuses. Normal 3rd level seal and ML 2nd level seal visuals are different. Now Normal Seal will give you +5%/+10%/+15% EXP based on level. Now ML Seal has only 2 levels: Level 1 = +6% ML EXP, and it is gained when Normal Seal reach Level 2. Level 2 = +12% ML EXP, and it is gained when Normal Seal reach Level 3. Requirements for Level 2 changed from 1200 Points & 10 Quests to 1600 Points, 8 Quests & 4 Repels. Requirements for Level 3 changed from 3500 Points & 30 Quests to 4500 Points, 25 Quests & 12 Repels. [UPDATED] Bonus EXP on Battle Maps is now +12% instead of +15%. [UPDATED] Mercenaries no longer gain Gens Points from online time in Battle Maps (only from RAIDs). The new Merc System will try to make sure that the playerbase is split in both Battle Maps and normal maps. In our vision, the new changes should make the gameplay balanced for 3 types of players: Casuals can play normally (without battle-maps and merc squad) with 100% EXP and no extra rewards. Semi-Casuals can play normally + battle maps when they are active, for extra 12% EXP and chance for Gens Rewards. Active players can play fully with Merc Squad (higher gain in long term). Advantages & Disadvantages between Battle Maps & Merc Squad: Advantages for Battle Maps: Battle Maps are giving constant high EXP bonus without any effort except online time. Battle Maps are safer than being Merc, as there are only 3 RAIDS per day to motivate killing AFKs. Chance for good rewards. Can be killed only by "half" of players (different Gens). Disadvantages for Battle Maps: Less maps/spots to play around. Harder to find/make party due to Gens Family restriction. First levels can't be played in Battle Maps as there are no very low Battle Maps. Lower ML exp in Vulcanus (even with the extra 12%) compared to Swamp Merc. Not guaranteed rewards & unscalable rewards. Monthly Contribution resets. Advantages for Merc Squad: High amount of maps and spots to play around. Easier to find/create party due to no Gens restriction & enough casuals playing in the normal maps. EXP bonus can help you in first Maps. EXP bonus has impact on Events (BC/DS). Higher ML EXP compared to Gens (in Swamp). Guaranteed rewards that are scaling. No further Merc resets. FUN. Disadvantages for Merc Squad: You need to reach at least Seal Level 2 to surpass Gens Bonus (with BC/DS extra EXP). Never safe AFK except in Crywolf. All PvP restrictions are removed versus other Mercenaries (for some this is an advantage I guess). No short-term gain. You need good effort to progress in the Merc System that will pay-off only in the long-term. We hope that you'll love the Mercenary Squad V2 as much as we loved to work on it!
    24. ADMIN

      Raid Gens

      I'm pretty sure that it's fixed, let me know feedback.
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