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    1. And yes, the kills & deaths count as well, in the same range.
    2. The change is already up for the incoming Phoenix. Bonus won't intersect with neither BC or DS, weekly or in weekend.
    3. No, only those from main guild, the assistant/bms from the allied guild are considered "normal" players.
    4. No release date for Phoenix. It can release anywhere between 18 March and 08 April, announced with 1 week before. Black Rose was the old name for the Demonic set of Summoner. It is possible, of course, but not on our files.
    5. Follow-up: Heart & Medals Now there's only Heart of Love dropping. The set items that can drop from Heart of Love are now the set items that were dropping on both Silver Medal & Gold Medal + the violent wind set from old Heart of Love. The weapons that can drop from Heart of Love are now the weapons that were dropping on both Silver Medal & Gold Medal. Luck chance of Heart items is 35%. Items from Heart can be dropped starting from +6 up to +11 (with a 4% chance for +11 and 8% chance for +10). As per the new Jewel of Life change, all items from Heart will drop without ADD. Heart of Love will drop from monsters between Level 18 & Level 100 with a rate similar to the old Silver Medal rate.
    6. There will be a latest version project (S17 in this case, heard that they will stop there) only when I can personally say that the work for S6 is totally done and nothing else I can do, so I'll have to fill my time with a new season project (that I personally hate, but it is what it is).
    7. If it was possible, it would have been already in game long time ago.
    8. Old Jewel can be used on excellent set items / shields with luck and minimum level of + 11, that have 1 or 2 exc options. Totally true, initially there were 10 harmony (and fine space) but I reduced it to 5 and forgot that the exc space is affected by that. I'll reduce it to 5 exc items so you can also combine 3x2 items. What I forgot to mention but I'll edit it now, the requirement is for set exc items, weapons are not included for the mix.
    9. I'm open for suggestions. I'd personally only give a BC ticket with 1 entry for those that win the BC statue in BC1-3/1-4, so they still get something but nothing useful for alts. I don't agree with such thing. You'll still have way more def from the ++ non exc items from medals than from a +0 exc item. In the end, such bok3 exc items does also drop from mobs on low maps, and thus not making any change. They aren't set yet but no, they'll have different rates for the drops. It is planned, but as a future update during the edition. Not anytime soon. I do feel the same, since it isn't "useful" for early game. We'll see about it if it stays or not. ---------------------------------------------------------------------------------------------------------------------------------------------- 2 new things I can present you as well, looking for feedback: Old Jewel Old Jewel is a new mid-late game jewel, a custom one, that can either be mixed on Chaos Goblin or found in Late Old Box. Old Jewel can be used on excellent set items / shields with luck and minimum level of + 11, that have 1 or 2 exc options. Old Jewel will add +1 excellent option to the item (from 1 option to 2 options or from 2 options to 3 options). Old Jewel has 100% success rate on items. Old Jewel Mix: 30x Jewel of Bless. 30x Jewel of Soul. 10x Jewel of Chaos. 10x Jewel of Creation. 5x Jewel of Harmony. 300kk Zen. 5 exc set items (no weapons) + add12 (or higher). 40% success rate for the mix. The Mix goal is to give new opportunities to spend jewels, zen, and trash exc. items as well as to keep them relevant. Wings Level 4 Mix System There's now only 1 universal Statue for all classes to mix: Goat Statue. It is no longer tradeable via Store (and still no other means). There's now 40% chance for the mix to succeed on the Goat Statue. Goat Statue Mix: 2x Mid Old Box. 1x Late Old Box. 60x Jewel of Bless. 60x Jewel of Soul. 30x Jewel of Life. 20x Jewel of Chaos. 20x Jewel of Creation. 10x Jewel of Harmony. 1x 380 Weapon + 15 + Add16 (Any). 1kkk Zen. Wings Level 4 upgrade Mix: 1x Goat Statue. Wings Level 3 +15+Add16 (your class wings, if you mix SUM wings3 you will get SUM wings4, if you mix ELF wings3 you will get ELF wings4, etc.) 3x Late Old Box. 90x Jewel of Bless. 90x Jewel of Soul. 50x Jewel of Life. 40x Jewel of Chaos. 40x Jewel of Creation. 20x Jewel of Harmony. Talisman of Luck. 1.5kkk Zen. Note: Wings Level 4 will now 100% come with both options (ign & ref).
    10. This is an early look at most of the changes related to our new economy ecosystem that will be found on Phoenix as well as on future Inception editions. Pre-notes: The main problem of our game activities was the lack of motivating rewards. Some events were giving too much, while some events were giving too little. And there was always the chance of getting something bad off a better reward. One of the root problems was also the inflation of jewels from server. While they were attractive early on, their value just vanished during time due to the alts farm. One thing that always bothered us is that the market control was always in the hands of the biggest/most active players, while the rest of players didn't have much to say in the economy and had to "eat" the sometimes "insane" prices for some items. We're also looking to address that with our new Old Box System, creating more opportunities for normal players to get in touch with valuable items and to spread them more equally across the game. Jewels Changes Jewel of Life All items from game will now drop with add + 0 (non exc, exc, ancient & socket). Droprate from monsters highly reduced. Added in drop table of many events & mini-bosses. Jewel of Creation Permanently removed from drop from monsters. Added in drop table of many events & mini-bosses. If you reach maximum amount of fruit points (100/115/127 based on character) - you will receive an extra 150 points to add. You need to have level 400 in order for the 150 bonus points to be active. Jewel of Bless Droprate from monsters decently reduced. It will now be used for new mixes. Jewel of Soul Droprate from monsters highly reduced. It will now be used for new mixes. Gemstone Droprate from Kanturu3 & Relics highly reduced. Added in drop table in some other events/mini-bosses. Jewel of Chaos Droprate from monsters highly reduced. Added in drop table of many events & mini-bosses. Extra Changes: Loch's Feather, Crest of Monarch, Flame of Condor, Magic Backpack & Sphere level 4 now have an INSANELY LOW drop rate from monsters on their maps (you can consider that they aren't even dropping from monsters). Fenrir materials can no longer drop from monsters in spots (Kalima6). Icarus is now a normal levelling map. Quiz Event has been removed from game. Illusion of Kundun has been removed from game. With these changes we aim to: Nerf the ALTS farm to the ground. Reduce inflation of jewels to keep them relevant across the game. Add new uses to some jewels in order to keep the IN/OUT flow of jewels in economy more balanced. Make the jewels & more important drops more accessible from different places outside of alt farm. BoKs changes Now BoK+1, BoK+2 & BoK+3 will all drop the same Set Items: Leather Bronze Vine Silk Pad Bone Violent Wind Scale Brass Wind Spirit Sphinx Light Plate Plate Dragon Guardian Legendary Adamantine Red Wing Sacred Fire Storm Crow Now BoK+4 and BoK+5 will both drop their specific Set Items as well as all the BoK+1~3 Set Items: Leather Bronze Vine Silk Pad Bone Violent Wind Scale Brass Wind Spirit Sphinx Light Plate Plate Dragon Guardian Legendary Adamantine Red Wing Sacred Fire Storm Crow Ashcrow Iris Eclipse Valiant Black Dragon Dark Steel Ancient Dark Phoenix Divine Grand Soul Glorious Storm Zahard Thunder Hawk Black Rose The BoKs will still drop their own tier weapons, where the higher the BoK the higher the weapon tier. Now the BoKs have progressive luck & 2/3 options rates as following: BoK+1: 20% chance for Luck / 15% chance for 2 options / 1% chance for 3 options. BoK+2: 25% chance for Luck / 20% chance for 2 options / 2% chance for 3 options. BoK+3: 30% chance for Luck / 25% chance for 2 options / 3% chance for 3 options. BoK+4: 40% chance for Luck / 35% chance for 2 options / 5% chance for 3 options. BoK+5: 50% chance for Luck / 40% chance for 2 options / 6% chance for 3 options. With these BoK changes we aim to: Make the completion of a full 2 options excellent set harder especially early on. Motivate higher players to hunt higher BoKs since they can get the item they want (if they want a lower tier item) from the higher boks as well, but with way better chances for luck & 2/3 options compared to the lower BoKs. This will create more space & opportunities for the lower players to farm the lower BoKs themselves while still having chances (but lower) for good items. Extras: In order to make the specific BoK+4/BoK+5 sets still possible to be completed in a timely manner (due to the new BoKs changes), we've added them as extra drops from: Kundun: 50% chance to drop an extra BoK+4/BoK+5 specific set item with 2 options, apart from the normal reward. Nightmare: 100% chance to drop an extra BoK+4/BoK+5 specific set item with 2, apart from the normal reward. Dark Elves: 30% chance to drop an extra BoK+4/BoK+5 specific set item with 2, apart from the normal reward. New Old Box system There are now only 3 Old Boxes instead of 5: Early Old Box, Mid Old Box, Late Old Box. There are no longer "rare items" - well, on Phoenix they never were there, but they won't exist anymore on Inception as well, starting from the next edition. There are no longer jewels in the Old Boxes (outside of gemstones). Each Old Box can be obtained on events based on their name. Basically, Early Old Box can be obtained from Early-Game events/bosses/mini-bosses, and so on. Each Old Box will contain ONLY relevant items/rewards for the content stage where they can be obtained. Basically, Early Old Box will contain valuable Early-Game items/rewards, and so on. Old Boxes are still non tradeable and it is not possible to be moved to vault. There's now a new Chaos Goblin Mix for the Old Boxes, that will keep them relevant during entire edition, as following: You can craft a Mid Old Box by mixing: 3x Early Old Box 2x Jewel of Chaos 2x Jewel of Creation 4x Jewel of Bless 4x Jewel of Soul 60.000.000 Zen You can craft a Late Old Box by mixing: 3x Mid Old Box 5x Jewel of Chaos 5x Jewel of Creation 10x Jewel of Bless 10x Jewel of Soul 200.000.000 Zen This Mix will: Motivate mid-game/late-game players to still farm early/mid boxes. Giving new chances to average players to get late-game rewards, even if they can't contest the highest events/bosses. Give new ways of spending jewels & zen in order to boost the economy. Early Old Box rewards: EXC. BoK+1~3 set item with guaranteed 2 options and a small chance for 3 options, for the class that drops the Old Box. Mid-Tier ancient for the class that drops the Old Box. Wings Level 1 +luck+5~9. Lochs Feather. Crest of Monarch. 10x BC. 10x DS. Magic Backpack. 20x Splinter of Armor / 20 Bless of Guardian / 5x Claw of Beast. Mid Old Box rewards: EXC. BoK+4~5 specific set item with guaranteed 2 options and a small chance for 3 options, for the class that drops the Old Box. BoK+5 weapon with guaranteed 2 options and a small chance for 3 options, for the class that drops the Old Box. Last tier exc weapon with guaranteed 2 options and a small chance for 3 options, for the class that drops the Old Box. High tier ancient for the class that drops the Old Box. Wings Level 2 with the same chance for luck/options as the chaos mix. Piece of Horn. TOCA. 20x Gemstones. Flame of Condor. Late Old Box rewards: Socket Weapon for the class that drops the Old Box. 380 Weapon. EXC. last tier set item with guaranteed 2 options and a small chance for 3 options, for the class that drops the Old Box. Broken Horn. Flame of Condor. Talisman of Luck (W4). Seeds (DD REF HP) Ring of GM - While being equipped, this ring will give the character maximum resistances to all attributes (ice, poison, lightning, fire, etc.) - basically making it immune from being moved / iced / poisoned. Rings/Pendants with guaranteed 2 options and a small chance for 3 options. Events changes & rewards Rabbits invasion They will now invade 4 times per day instead of 3 times. There are now 60 Rabbits / invasion instead of 90 Rabbits / invasion: Maps: 15x Lorencia, 15x Noria, 10x Elbeland, 10x Devias, 10x Dungeon. Reward: 65% chance for jewel (Bless, Soul, Chaos, Life) - 34% chance for 4.000.000 Zen - 1% chance for Early Old Box. White Wizards invasion There are now 3 WW per invasion instead of 5 and are now considered early-game bosses. There are now 30 Orcs per invasion instead of 50 and they spawn in different maps compared to the WW bosses: WW: Elbeland, Dungeon, Devias. Orcs: 15x Orcs Lorencia, 15x Orcs Noria. WW Reward: 10x jewels (bless/soul/chaos/life/creation) + 40% chance for Early Old Box + 15.000.000 zen. Orcs Reward: 10% chance for Wizard's Ring, 40% chance for Jewel (bless/soul/chaos/life/creation), 48% chance for 4.000.000 Zen, 2% chance for Early Old Box. Cursed Dragon & Bloody Witch Queen They will now spawn together, at the same time: 1 time between 17:00 and 21:59. 1 time between 09:00 and 12:59. Cursed Dragon: Early game boss. Reward: 1x Early Old Box + 10x jewels (bless/soul/chaos/life/creation) + 50% chance for Feather/Crest (35% Feather, 15% Crest). Bloody Witch Queen: Mid-Late game boss. Reward: 85% chance for Mid Old Box / 15% chance for Late Old Box + 20x jewels (soul/chaos/life/creation/gemstones) + 2x last tier EXC set items (GD, DM, etc.) with 2 options. Imperial Event Bosses are rewarding 3 Jewels (Soul/Life/Creation) + 10% chance for Talisman of Chaos Assembly. Optional objective: Kill the Statues and get 2~3 extra Jewels (Bless/Soul/Chaos) that anyone from party can pick. Sunday final boss: 1x Talisman of Chaos Assembly. Weekly records rewards: Having 35+ Points: 10x Jewel of Harmony + 1x TOCA + 1x Mid Old Box Having 25-34 points: 5x Jewel of Harmony + 1x TOCA + 1x Mid Old Box. Having 15-24 points: 5x Jewel of Harmony + 1x TOCA + 1x Early Old Box. Having 5-14 points: 5x Jewel of Harmony + 1x Early Old Box. Chaos Castle CC 1: 2 Jewels (Bless/Soul/Life/Creation) + 10% chance for Star (Rings/Pends exc) + 50% chance for Low Tier Ancient. CC 2: 3 Jewels (Bless/Soul/Life/Creation) + 20% chance for Star (Rings/Pends exc) + 70% chance for Low Tier Ancient. CC 3: 3 Jewels (Bless/Soul/Life/Creation) + 70% chance for Low Tier Ancient / 30% chance for Early Old Box. CC 4: 4 Jewels (Soul/Chaos/Life/Creation) + 60% chance for Low-Mid Tier Ancient / 40% chance for Early Old Box. CC 5: 4 Jewels (Soul/Chaos/Life/Creation) + 50% chance for Low-Mid Tier Ancient / 50% chance for Early Old Box. CC 6: 5 Jewels (Soul/Chaos/Creation/Gemstone) + 60% chance for Random Ancient / 20% chance for Early Old Box / 20% chance for Mid Old Box. CC 7: 5 Jewels (Soul/Chaos/Creation/Gemstone) + 60% chance for Random Ancient / 40% chance for Mid Old Box. Kanturu Event Rewards from Hands: 3 Jewels (Bless/Soul/Life/Creation). Rewards from Nightmare (BOSS): 1x Exc. Weapon (Knight Blade, Platina Staff, etc.) + 60% Chance for Mid Old Box + 100% chance to drop an extra BoK+4/BoK+5 specific set item with 2 options, apart from the normal reward. Kundun Rewards: 2x Random Mid-High Ancients + 40% chance for Mid Old Box + 50% chance to drop an extra BoK+4/BoK+5 specific set item with 2 options, apart from the normal reward. Medusa 4 Socket Set Items with 3 slots (and lower chance for Socket Shields with 3~4 slots) + 30% chance for Late Old Box + 10% chance for a 380 Weapon. Selupan Rewards: 5 Socket Set Items with 3 slots and 1 Socket Weapon with 4~5 slots + 50% chance for Late Old Box + 10% chance for a 380 Weapon. Crywolf Event Balgass drop: 2x Mid Old Box & 3x PoH that anyone can pick at random locations near Balgass (in 12x12 range). Dark Elves drop: 30% chance to drop Mid Old Box, 30% chance to drop Exc. Weapons (Knight Blade, Platina Staff,etc.), 40% chance to drop 100.000.000 Zen + 30% chance to drop an extra BoK+4/BoK+5 specific set item with 2, apart from the normal reward. Blood Castle rewards aren't currently set up. World Bosses rewards aren't currently set up. Illusion Temple IT will be changed to use the Inception's system where you can join on any IT level, everyone gets same amount of stats to add, there's the IT Queue, and so on. IT Rewards aren't currently set up. Skeletons Invasion Death King: 1x Early Old Box + 2x Magic Backpack. Death Skeletons: 75% Magic Backpack / 25% Early Old Box. Wings Protector Reward: 100% Wings Level 4 Talisman + 50% chance for Late Old Box. Goldens BoK+1 Goldens have a 1% chance to drop an Early Old Box as extra reward. BoK+2 Goldens have a 2% chance to drop an Early Old Box as extra reward. BoK+3 Goldens have a 3% chance to drop an Early Old Box as extra reward. BoK+4 Goldens have 3% chance to drop an Mid Old Box as extra reward. BoK+5 Goldens have a 4% chance to drop a Mid Old Box as extra reward. Golden Budge Dragon has 5% chance to drop an Early Old Box as extra reward. Golden Derkon has 10% chance to drop an Early Old Box as extra reward. GGDs have a 10% chance to drop a Mid Old Box as extra reward. Hybrid Events OSGM - apart from the normal guaranteed rewards that will be described on each edition, each participant will have a 5% chance to receive an Old Box based on the current state of server (early game - early old box, and so on). BiA - apart from the normal guaranteed rewards that will be described on each edition, each participant will have a 10% chance to receive an Old Box based on the current state of server (early game - early old box, and so on). Soccer Night - apart from the normal guaranteed rewards that will be described on each edition, each participant will have a 15% chance to receive an Old Box based on the current state of server (early game - early old box, and so on). Arena Tournament - apart from the normal guaranteed rewards, each Last Laugh participant will have a 20% chance to receive an Old Box based on the current state of server (early game - early old box, and so on). These are currently the planned economy changes for the next Phoenix. Conclusion: We highly believe that with this complex rework, our goals will be touched: All of our events will be way more attractive in terms of gains. The alts will be highly nerfed compared to active players. The rewards will be better spread for most players to have access to. The bosses will be worth the fights for, between the top players. All of these changes are subject to change and may not represent the true, final version of the rework. Some of the things aren't yet decided / changed but will be found in an updated official info topic before the launch. We're waiting feedback. Later Edit: 3 new things I can present you as well, looking for feedback: Old Jewel Old Jewel is a new mid-late game jewel, a custom one, that can either be mixed on Chaos Goblin or found in Late Old Box. Old Jewel can be used on excellent set items / shields with minimum level of + 11, that have 1 or 2 exc. options. Old Jewel will add +1 excellent option to the item (from 1 option to 2 options or from 2 options to 3 options). Old Jewel has 100% success rate on items. Old Jewel Mix: 30x Jewel of Bless. 30x Jewel of Soul. 10x Jewel of Chaos. 10x Jewel of Creation. 5x Jewel of Harmony. 300kk Zen. 5 exc set items (no weapons) + add12 (or higher). 40% success rate for the mix. The Mix goal is to give new opportunities to spend jewels, zen, and trash exc. items as well as to keep them relevant. Wings Level 4 Mix System There's now only 1 universal Statue for all classes to mix: Goat Statue. It is no longer tradeable via Store (and still no other means). Goat Statue Mix: 4x Mid Old Box. 60x Jewel of Bless. 60x Jewel of Soul. 30x Jewel of Life. 20x Jewel of Chaos. 20x Jewel of Creation. 10x Jewel of Harmony. 1x 380 Weapon + 15 + Add16 (Any). 1kkk Zen. Wings Level 4 upgrade Mix: 1x Goat Statue. Wings Level 3 +15+Add16 (your class wings, if you mix SUM wings3 you will get SUM wings4, if you mix ELF wings3 you will get ELF wings4, etc.) 3x Late Old Box. 90x Jewel of Bless. 90x Jewel of Soul. 60x Jewel of Chaos. 60x Jewel of Creation. Talisman of Luck. 1.5kkk Zen. Note: Wings Level 4 will now 100% come with both options (ign & ref). Heart & Medals Now there's only Heart of Love dropping. The set items that can drop from Heart of Love are now the set items that were dropping on both Silver Medal & Gold Medal + the violent wind set from old Heart of Love. The weapons that can drop from Heart of Love are now the weapons that were dropping on both Silver Medal & Gold Medal. Luck chance of Heart items is 35%. Items from Heart can be dropped starting from +6 up to +11 (with a 4% chance for +11 and 8% chance for +10). As per the new Jewel of Life change, all items from Heart will drop without ADD. Heart of Love will drop from monsters between Level 18 & Level 100 with a rate similar to the old Silver Medal rate.
    11. It all depends on how fast we finish everything that we have planned for Phoenix. We want it to be released earlier than usual but there's no guarantee yet that we'll finish it in time. 2nd half of March is the objective but with low hopes, 1st half of April being more realistic. It is a question that I can't answer. What I can answer is that both the basic exp rate and the % xp rates based on levels will be reduced compared to previous Phoenix. As stated, level 1-400 will be a way longer journey compared to how it was so far. I doubt there will ever be a block-exp feature again. Outside of blocking the exp on alts to participate at different lower events it has no use. I am not against such practice but it most come with a cost (if you pass the event level, you need to re-make your character).
    12. Compared to how we did things so far, we're releasing few of the most important changes from the next Phoenix early on, so that you can bring your feedback before the final versions (we started with the CS V3). In this topic I'll present you the new game concept for Phoenix and what you will expect on the incoming edition. Our Phoenix is getting a big concept shift once again, in a last tentative to try to have it live longer than it usually does. Main concept changes: Phoenix is now a fully non-reset server, without either forced or optional resets. After reaching level 400, you can start our End-Game Quests (that will also be updated, but later on). You will start with a ML limit of 30. Every 3 quests done will unlock you a higher limit of ML, up to maximum of 230 ML. Each quest will also give you few extra points to spend, based on its tier (10/20/30 points per quest done). Every 3 quests done will also increase your Damage, HP & Defense with 1%, up to 5%. After finishing all the 15 quests, you will be able to reset them 1-2 times. After reset each quest will only give you 5/10/15 extra points per quest and no extra bonuses. It is just a prolonged end-game. Hard, Mid & Soft periods: Phoenix will now transit through 3 different game-periods, in the same edition. Hard period (1st period): Phoenix will have a way harder progression for level 1-400 than it used to have, since it is now a non-reset server. During Hard period there won't be any newbies boosts in terms of exp. The Hard period will have 3 reworked Breaks as following: Break 1 is touched when level 250 is reached. The exp when reaching level 250 will get down to 5-8% of the previous exp. The Break 1 counter will officially start after at least 1 character from each class touches the Break (get to level 250+). After the counter is released, the Break 1 will be over 7 days later. During Break, each level after 250 will grant a bonus reward at the end of the Break. After the Break is over, the exp for level 250+ will get back to normal. Break 2 is touched when level 330 is reached. The exp when reaching level 330 will get down to 8-12% of the previous exp. The Break 2 counter will officially start after at least 1 character from each class touches the Break (get to level 330+). After the counter is released, the Break 2 will be over 7 days later. During Break, each level after 330 will grant a bonus reward at the end of the Break. After the Break is over, the exp for level 330+ will get back to normal. Break 3 is touched when level 385 is reached. The exp when reaching level 385 will get down to 12-15% of the previous exp. The Break 3 counter will officially start after at least 1 character from each class touches the Break (get to level 385+). After the counter is released, the Break 3 will be over 7 days later. During Break, each level after 385 will grant a bonus reward at the end of the Break. After the Break is over, the exp for level 385+ will get back to normal. The Hard period will last until first 25 players do reach level 400, then we will transit to Mid period. The moment of transition is also the moment of Quest System release. Mid period (2nd period): When the transition to Mid period is made, the exp for level 1-400 will be boosted 5x times and also some drops from game will be raised. The Mid period is a middle ground, as its name, where lower players will be able to catch-up way easier while bigger players will still have a competition at the top. When 25 players reach 150+ ML, we will have the last transition, into Soft period. Soft period (3rd period): When the transition to Soft period is made, the exp for level 1-400 will be again boosted 2x times (10x times compared to hard) as well as the ML exp will be boosted 3x times & some drops from game will be also raised. This Soft period will be our end-game period designed purely for casual play with probably 2 CS / week, more Arena Tournaments / Brothers in Arms and so on. Basically during this period you won't have to level too much / be active too much but you'll have reasons to casually log in and play some events / finish your items. With this system we aim to both offer a hardcore experience but also a reason to continue playing our Phoenix in the long-run since you won't have to tryhard/hardcore play all summer, but rather enjoy the game as it is. Also we're giving enough reasons for newbies to join later on.
    13. Well, EEs will still remain as the only real buffers, where the more energy = the more buff, without any limit. So in case the AE is banned, all guilds will play only with EEs, not with EEs + AEs. Later Edit: To make it more clear, the only buffer builds that will be affected by the future changes will be EBK & ERF, since this are the only 2 boring buffer builds to play. ESMs are still good in terms of damage / impact outside of Mana Shield and the EE will always remain as a buffer class for CS, that needs more activity & management compared to EBK/ERF that only gets in range, press 1 button and then leave range.
    14. Related to buffer builds - we have already planned changes related to buffers & ban system, but in a future update since we don't have all details right now. Basically, the idea is that most buffer builds will be slightly nerfed in terms of buff power but will also be limitted to x points (a way lower value than now, that would make the character sacrifice only a small part of the points for the buffs, and the rest of points can be used for a normal build). Real game example (Phoenix): If EBK must get like 1000-1500 energy in order to have max sweal buff, on the new iteration the maximum sweal buff will be reached with only 300-500 energy, but with a lower value of the buff. Also the banning phase will actually ban the skills as well (i.e. banning EBK will also ban sweal, banning ESUM will also ban sleep, banning AE will also ban Ice arrow, and so on). The changes will only affect CS server and not the normal server(s).
    15. The new CS V3 system is now up on Inception! Important notes: You can play the CS only with the guild/alliance that you started with when you did /rebuild. You can't join other guilds/alliances during CS. The immunity buff for GM when holding both statues does make him immune from being moved as well. The immunity gained by a player under Sleep effect does make him immune from being moved as well. Alliance GMs can use the commands /blacklist PlayerName and /delblacklist PlayerName in order to add or remove players access to CS before & during the event. Note: Few seconds after blacklisting a player, if he is online in valley he will be moved to crywolf and prevented from joining Valley. Changes compared to initial info (for now, other changes/tweaks are expected after real game tests): Curse Stun will be given out every 45 seconds instead of every 30 seconds (so 4 times / curse). The damage immunity when holding both statues is now given only to the GM instead of GM+Assistant+BMs. Initialization will happen 9:30 minutes after CS does start, instead of 10 minutes after CS does start. Note: On CS V2 initialization was made 14:45 minutes after CS started. Raised Activity points as part of Net Worth formula to 0.15 per second in valley but outside of room/statues range (from 0.1 per second) and 0.4 per second inside room / statues range (from 0.3 per second). Instead of having networth intervals for reward, now the networth will dictate the % chance for getting the special box as rewards, as following: (NetWorth/100)% = box chance. Examples: Having 1000 NetWorth = 10% chance for special box (OB5 in Inception's case). Having 1200 NetWorth = 12% chance for special box (OB5 in Inception's case). Having 2450 NetWorth = 24.5% chance for special box (OB5 in Inception's case). Having 5500 NetWorth = 55% chance for special box (OB5 in Inception's case). The rest of the chance is for guaranteed 10s/10c/10cr/10gem. Bonus Reward: Players with 4000+ Net Worth will also win 2x VIP Days. Extra changes: Now the winners no longer have to use lord mix for the GM Boxes. The GM of the winning Alliance will receive 7x GM boxes at the end of CS, and the lord Mix will no longer give rewards. The winners will still get the zen percent of taxes from market as bonus reward, into Senior. The zen percent from market taxes is now reduced from 10% to 4%. This 2 extra changes won't be active on the current Inception but will be active on Phoenix.
    16. We won't have lower than 25 players at CS in early game, we'll think between 25 and 30, as I stated the options in my previous replies. It is not even technically possible to have the golem based on "most damage" instead of last hit, but even if it was, we wouldn't design it like that. If your alliance is strong enough it can just secure the area of golem for the last hit (basically, killing the other contenders). It is a PvP fight for an objective, not just a DPS race.
    17. I'm not quite sure what you didn't understand, I specified yesterday that I agree that 40 players would be too frustrating / hard to coordonate, and that I didn't thought about this aspect. Later Edit: And also, if I didn't wrote yet about the changes doesn't mean I don't listen to the arguments and feedback, this are the planned changes before the actual release and before seeing the event live:
    18. It is increased yes, but not a big difference on first levels compared to how it was before: Old 2nd CS in a row: -1500 points. New 2nd CS in a row: -2500 points. Old 3rd CS in a row: -3500 points. New 3rd CS in a row: -6000 points (which was the same as 4th and 5th cs in arow on old system, that was surpassed). While it is an increase, it is still manageable if the gap is real between the winner & the rest. The real challenge is for 4th CS in a row. Basically keeping CS for 2 weeks is still easy, for 3 weeks is manageable, for 4 weeks+ is a challenge now. I already confirmed here that it won't stay as 40: There will probably be again a dynamic system that will look like: Early game: Max 25-30 players at CS, guilds with 20-25 players max. Mid game: Max 30-35 players at CS, guilds with 25-30 players max. Late game: Max 35-40 players at CS, guilds with 30 players max. Again what matters is that we won't focus on 4 alliances, our aim is for 3 stable alliances. Ofc, there can be 4-5 alliances any time, not something that can't be possible or realistic to have. It's all about players split.
    19. All the changes of the V3 will be on Phoenix (ofc, adapted for the non reset). The first 2 CS-es will be especially for feedback & tweaks, having only the networth rewards. It is a big gap between "making a difference" and "secure a win". The individual performance will still matter a lot, but no longer be a "if I have those x players in ally we win, else we don't". It is a large scale pvp event, not a regular pvp event, it can't be decided only by few players. Well, it is exactly the opposite. The predictable fights were especially when there were only 2 alliances. And it was way too easy to notice by anyone: Crown is constantly switched, so DEF points were spread more or less the same, and the only difference was who has the better killers would 100% win without any possible come-back from the others. With golems, statues & rest of the changes, there are a lot of ways for come-backs and game-changing situations. Not really. The new handicap isn't that hard to surpass for first 2 levels, compared to now, only on 3rd level is harder. The same alliance will still be able to control the CS multiple times, but no longer for 4-5 weeks straight as it was. Fun - well, it can't have the same level of fun as: "- Move crywolf stay AFK for SD regen & wait summon. - Get summoned inside room / near room. - Kill bufffers / lower players & move switchers / GM. - Register crown in 2-4 minutes. - Repeat." It should be way more fun and interactive, for sure. Predictable - with constant game-changers I can't see how it can not be less predictable compared to who have the better killer(s) wins. As any large scale PvP event, the output will be decided based on the team play, communication and coordination, and less on the "individuals".
    20. I clearly understand now, as the arguments were given, that it would be frustrating / hard to coordonate 40 players in this kind of environment, which I didn't thought deeper at first. But still, you had max 20 players at CS even this Inception db, in first month, with over 400 real players, and nothing happened out of it, as always. The better players preferred just to be some back-up for one of the 2-3 guilds and not play the CS at all instead of grouping up and forming 4th/5th guild and come to CS. This will never change, and it will be only an advantage for such "mega-guilds" over normal, lower tier guilds that doesn't have that many players but can ally with other lower tier guilds and make up for this disadvantage. Real examples: 20 players in guild was the limit, but Guild A had 40 players (not alts) in alliance, always enough to fill the 20 spots, either on shared main chars from people that couldn't attend or with their own char, big enough. Guild B (lower tier) had 20 players in guild and only their alts in alliance. Their main guild was big enough at CS, but they couldn't have the 20 spots filled due to not everyone could attend the event and they didn't had that many players to fill those spots, so clearly a big disadvantage at CS. So what it will actually change? Just more benched players for the same guilds while the lower tier guilds can't even fill those spots. You can't force a player to be part of a guild / mega-guild, but it has no problem as being part of his own guild but in an alliance with another, where there are same rights. ----------------------------------------------------It's open for discussions---------------------------------------------------- Now about CS V2. Since 80% of fights were between only 2 alliances, I'll talk only about this case (in 3 was a bit better). 2 ally fight: - Move crywolf stay AFK for SD regen & wait summon. - Get summoned inside room / near room. - Kill bufffers / lower players & move switchers / GM. - Register crown in 2-4 minutes. - Repeat. It wasn't neither hard or interesting gameplay. It was just better than the default system. Then we speak about wholes. There were CS-es won by 1 char in terms of Points (looking at Zutto) where the difference between the winner and the loser was exactly the points farmed by that character - without any possible counter-play. Doesn't matter if it was Zutto or any other chars, the top 2-3 killers were just changing the lose into a win, or vice-versa, and nobody could stop / react to it. When such Event can be decided mostly by few chars, it is not a healthy design. If 2 guilds were very close in terms of power (and it happened, multiple times), the win was in hands of 1-3 players, and only them. The other guild couldn't recover by any chance in such conditions, taking into account the highest amount of points from kills can be earned in first hour and no extra catch-up mechanism when only 2 guilds (the def-catch-up points are just split between the 2 guilds). So why do we need such dynamic changes? Well, for an actual interesting & dynamic event, where you can't predict the winners just by looking at their top killers.
    21. Well, we always aimed the guild / alliance systems to encourage 4 guilds at CS, we had even 20 members / guild at CS at its lowest. We seen that it never worked out and we only had 3 guilds for few times and the rest of editions 2 guilds only. We no longer want to encourage 4 guilds at CS and we're focusing on 2, ideally 3 guilds. But in the same time we want more people to enjoy the most important event of the game, and not limit the pleasure of some that would want to join but don't have the slot / are not stronger than those 20-25 players selected in the guilds. For Phoenix especially (next Inception will be a different case), we'll have entire server stucked at same level for at least a week, multiple times, which means it should be kinda easy to have 120 players at cs (3 alliances), if people want to, and in worst case, we'll still have 80 players at cs. It is still a subject of change, but it is my own personal wish of testing such numbers. I am open for the idea of a pool before the Phoenix for this limit but there are certain conditions that won't be changed such as: - Ally guild will have 100% access at CS, not limited outside CS, that's for sure. - Total players at CS to not be lower than 30 per alliance. - Total members per guild to not be lower than 25. - And in the case that the lower options will be voted, the number won't stay static but it will be increased later on when we'll have only 2 alliances at CS again, so more players will be able to enjoy the CS. It was reduced from 25% but it will still exist as a motivation to invest & defend the gates/statues, as a Defender advantage, where the 5 minutes earlier start will help as well. There can't be only disadvantages for Defenders (handicap & no ban access). I won't touch it until I see the CS in action. Holding both statues will (as I see it) be pretty hard when only 2 alliances do fight. But when there are 3 alliances, the underdog alliance have access to such joker, to focus the entire strategy around the statues and leaving the room fights for the other guilds. It may work out, it may not, we can only see it first before touching this mechanic (changing it / removing it). But of course, most of things are subject to change, they are just a base ground for what will actually be. Stun Curse - the ice & mix ideas are not bad, so we'll either raise the time to be stunned every 45 seconds (4 times stun in 3 minutes) or keep the 30 seconds timer and mix it randomly with either ice or stun for 3-4 seconds. Points Curse - It is a valid point, that if the last gigas is spawned & killed in the last 15 minutes can bring a big advantage, but it is also a matter of strategy. If you're not defender and get the curse at that point it won't be felt too much, if you're defender at that point you should bring a lot more players for the last gigas to keep your advantage, and in the same time you leave room more exposed. It can be a game changer for sure in the last minutes, but there are plays and counter-plays and I do believe it will be way more exciting as it is. Again, it is a kind of change that we need to see it live in order to change something. Rewards aren't fixed, there won't even exist the OB5 on Phoenix. But the rewards system will not be anything overpower but in the same time will motivate players enough to participate at least for the reward. Also, we don't want to have too big of a difference between a lower player / buffer / etc. and the top player from CS, keeping only the RNG advantage as difference based on higher Net Worths.
    22. Hello, While our unique CS V2 fixed the most important CS problem - being decided in last minutes, on the default CS system - we decided that it is time to step up our most important Event and make it even more interesting, balanced as well, as less predictable as possible and with a lot of new possible strategies. This is one of the major reworks that will be found on our next Phoenix project, but it should be ready & available on Inception as well starting from next CS (27 February). We're doing our best to test everything by ourselves (me & Gion), but we will need actual, real-game tests in order to tweak it up and fix any possible bugs. Note: We're waiting feedback & open discussions of anything that you can find in our CS V3, but the more accurate feedback should be waited after playing it. CS System V3 Guilds, Alliances, Handicap & Requirements [UPDATED] Guild System: Maximum of 30 players in a Guild (static). Now Alliance members can join the CS as well. At CS you can only have 40 (online) players per alliance (so 40/60 from total slots in an alliance). You must have at least 10 players from the main guild online at CS in order to play the CS. There are 2 modes of the limit at CS, that each alliance GM can decide: Free Mode - it is the default mode - this means that any 40 players can be online on CS server anytime, during CS, without restrictions. How does it work? When the 40th player enters the Valley, any extra player (41th, for example) will be moved to Crywolf, when trying to enter the Valley. When there are 39 players in Valley, an empty slot is once again free for another extra player, and so on. Note: The priority for staying in Valley when there are more than 40 players is based on the order of /rebuilds. Example: ADMIN is 1st that did rebuild, Gion is 2nd that did rebuild, Marcel is 3rd that did rebuild. If there are < 40 players on Valley, all 3 can stay in Valley. If there are 40 players already in Valley and ADMIN is not but Marcel is, if ADMIN joins Valley then Marcel is being kicked from Valley and ADMIN can stay. Limited Mode - this means that there's a list controlled by alliance GM with the players who do not have access to CS (any player other than the players from this list can join the CS). GM can add/remove players to/from the list anytime before 15 minutes from start & during CS. Note: GM can use the command /blacklist PlayerName in order to blacklist a player from the CS. Note2: GM can use the command /delblacklist PlayerName in order to remove a player from blacklist. Note3: Few seconds after blacklisting a player, if he is online in valley he will be moved to crywolf and prevented from joining Valley. [UPDATED] Handicap now has only 3 stages: Easy - 2nd CS after winning the CS: -2500 Points. Medium - 3rd CS after winning 2 CS in a row: -6000 Points. Hard - 4th CS after winning 3 CS in a row and onwards: -10000 Points. Note: With these changes we aim to make it way harder for Alliances to win CS multiple times in a row. Until now Handicap wasn't that harsh and didn't help too much outside of the last Handicap stage (after 5 Sieges in a row). [UPDATED] Repairing & upgrading CS objects (gates, statues) can grant you up to 20% points from the Handicap. [UPDATED] After winning a Castle Siege, the players that were part of the CS (used /rebuild) and part of the winning alliance can only join the next CS with their winning Alliance. Example: ADMIN is part of OldSquad, went to CS last CS with his guild and was part of CS. OldSquad won the CS. ADMIN can only join next week's CS with OldSquad guild. Example2: OldSquad is in alliance with ADMINS, ADMIN is part of OldSquad and Gion is part of ADMINS. OldSquad alliance wins the CS. Next week both ADMIN & Gion can join CS only with OldSquad alliance (as main alliance guild). Note: This change is made to avoid cases of winning Guilds remaking their guild / join another guild for CS just to get rid of Handicaps. [UPDATED] Now you can play the CS only with the guild/alliance that you started with when you did /rebuild. You can't join other guilds/alliances during CS. [UPDATED] Requirements in order for an alliance to be able to register Signs of Lord: Have at least 20 members in main guild. Have the Average Reset of main guild >= 65% of TOP1 Player reset (rounded down). Example: If TOP1 Player has 6 Resets, the minimum Average Reset of the Main Guild must be 3. Exception: This check is only available when the TOP1 has at least 6 resets (under 6 resets the check is not active). [UPDATED] Requirements in order for an alliance to be able to stay in Valley before & during CS: Be selected as CS participant (after Signs period). Have at least 20 members in main guild. Have the Average Reset of main guild >= 65% of TOP1 Player reset (rounded down). Example: If TOP1 Player has 6 Resets, the minimum Average Reset of the Main Guild must be 3. Exception: This check is only available when the TOP1 has at least 6 resets (under 6 resets the check is not active). Have at least 10 players from main guild online in either Crywolf or Valley. Have /rebuild already made. Note: The check is happening every minute. Note: During years we've tried all the possible methods of guild systems especially for CS. Some performed better than others, but none of them were totally satisfying. We're once again trying something new, compared to what we had so far. With this current system we aim to give back identities to the allied guilds, encouraging lower-tier guilds to ally each-other and to participate at CS without having to be part of the main guild, while keeping the CS players numbers in a balanced state. New CS Features [ADDED] CS Statues There are now 2 statues, one is on the East side outside the room (104x 192y) and one is on the West side outside of the room (77x 145y). These Statues are now extra mini-objectives during CS. They can be controlled by one alliance at a time. In order to control a Statue your alliance must have AT LEAST 2 players in its 5x5 range (the statue zones are marked with 4 guards). In order to control a Statue your alliance must have the highest number of players (compared to rest of the alliances) in its 5x5 range. Examples: If OldSquad does have 1 player in the 5x5 range of a Statue, and no other Alliance does have any player in the range, then the Statue is in a neutral state (not controlled). If OldSquad does have 2 players in the 5x5 range of a Statue, and no other Alliance does, then the Statue is controlled by OldSquad. If OldSquad does have 2 players in the 5x5 range of a Statue, and other Alliance does have 1 player in the range, then the Statue is controlled by OldSquad. If OldSquad does have 2 players in the 5x5 range of a Statue, and other Alliance does have 2 players in the range, then Statue is controlled by the Alliance that already controlled it. If OldSquad does have 2 players in the 5x5 range of a Statue, and other Alliance does have 3 players in the range, then Statue is controlled by the other Alliance. East Statue advantage: While holding the East Statue, your alliance will gain +100% (in the first CS hour) / +50% (in the second CS hour) Defense points per second, until the alliance lose the control of the Statue. West Statue advantage: While holding the West Statue, your alliance will gain +50% (while a Kill Points modifier is still active) / +100% (while a Kill Points modifier is not active) Kill Points based on the final number of points a killer would normally get. If your alliance holds both statues then the following buff will be up for your alliance until you lose at least 1 Statue: GM will gain damage immunity, preventing him from being damaged, while the buff is active. Note: The immunity buff for GM when holding both statues does make him immune from being moved as well. [ADDED] Gigas Golem Every 12 minutes after it is killed or it is despawned (starting at 17:30) a Gigas Golem will spawn in the Valley, before the Bridge, at fixed coordinates. Gigas Golem has 3 minutes duration, then it is auto despawned. The Gigas Golem is another mini-objective, but a timed one. The alliance that does the last-hit on the Gigas Golem will put one of the following curses (randomly) on their opponents: Points Curse - Stop the points gained from all sources for 3 minutes. Stun Curse - Stun every opponent for 5 seconds every 45 seconds, for 3 minutes. CS Gameplay, Points & Rewards [UPDATED] Kills & Points System is reworked: TANK build is now considered ANY character (except of RF and ELF) that has AGI+VIT higher than 65% of Total Points. Killing an Assistant now grants 1.5 * Default Points (from 2 * Default Points). Killing a Battle Master still grants 2 * Default Points. Killing a TANK now grants 2.5 * Default Points (from 3 * Default Points). Killing a Guild Master now grants 4 * Default Points (from 5 * Default Points). Default Points per kill is now 8 Points instead of 10 Points. During higher kill points period, the points can now be changed to 10-18 Points instead of 12-25 Points. The Reset Difference Points are now +- 0.5 Points based on the reset difference between killer and target. New: In statues 8x8 range, you gain & lose 50% of the points you normally gain/lose in the same conditions but inside the CS room. Example: If a Kill inside the CS room would net you 24 points, the same kill in the statues 8x8 range will get you 12 points. The Minimum amount of Points that you can get for a kill inside CS room is now 5 Points (instead of 2), and still no Maximum value, no matter the type of kill or bonuses. The Minimum amount of Points that you can get for a kill in Statue's range is 3 Points, and no Maximum value, no matter the type of kill or bonuses. The reset difference formulas will always apply before any modifier, in the case of normal kills. Example: If ADMIN kills Gion and ADMIN has 30 resets and Gion 27, while Kill Points are 8 then ADMIN gets 8-(0.5*3) = 7 Points. If ADMIN's alliance does control the West Statue then ADMIN gets +50%/100% * 7 Points = 11/14 Points on the same kill. If the kill is being made in Statue's range then ADMIN gets 6/7 Points. Now the Battle Masters no longer ignore reset differences. Instead, they now gain + 25% points per kill for any normal target kill (that does not have any special role). Apart from reset difference & special role, we now also have extra points gained per kill based on the current total points of the target: You gain an extra 10% (inside CS room) / 5% (in Statues range) of the target total points per kill. The extra points are going directly towards your Alliance and are not counted to your own points/performance, as well as not counted for the target feed points. General Example: Let's say ADMIN is part of OldSquad and Gion is part of ADMINS. ADMIN has 20 resets, Gion has 17 resets. ADMIN is also Assistant, Gion is a Guild Master. ADMIN has 400 Kill Points, Gion has 200 Kill Points. Default Points is the normal value (8 Points). When ADMIN kills Gion (inside the CS room) this is what happens: ADMIN gets 8*4 (extra Points from killing a GM) = 32 Points. ADMIN's alliance (OldSquad) is getting 32 Points (ADMIN's performance) + 0.1 * 200 (extra points for alliance from Gion's total points) = 52 Points. When Gion kills ADMIN (in statue's range) this is what happens: Gion gets 8*1.5 (extra Points from klling an Assistant) * 0.5 (statue's range reduction) = 6 Points. Gion's alliance (ADMINS) is getting 6 Points (Gion's performance) + 0.05 * 400 (half bonus extra points for alliance from ADMIN's total points) = 26 Points. On old system: ADMIN & OldSquad gets 10*5 (50 Points from killing a GM) = 50 Points. Gion & ADMINS gets 0 Points because the kill was made outside the room. [UPDATED] Now CS Initialization is made 9:30 minutes after CS does start (instead of after 14:30 minutes). [UPDATED] Now every Alliance GM that is part of CS will get a Life Stone every 15 minutes (starting at 17:30) as long as his Alliance isn't currently having the most points at CS. Note: The previous, unused Life Stones will be deleted when a new one is generated. Note2: If Alliance GM does switch / reconnect / leave CS server, the Life Stone is deleted. Note3: The Life Stone is gained only if the GM is online and on Valley at the moment when Life Stones are delivered. [UPDATED] Now you no longer get an extra DEF Point if you stay on the Crown position as Defender GM. You still get only half DEF Points if you are outside CS Room. [UPDATED] Life Stones now have the maximum possible Defense but a HP of 175k (from 30kk). Note: This means that no matter how many stats a character does have, it will do similar damage to Life Stones (50-300) so in order to kill them faster you need more people attacking them (no matter their total stats). [UPDATED] Now you get the full DEF Points if the GM is in 5x5 range of the East Statue (DEF Points statue). [UPDATED] DEF Points distribution: 1 Point per second between 17:10 and 17:34. 2 Points per second between 17:35 and 17:59. 3 Points per second between 18:00 and 18:24. 4 Points per second between 18:25 and 18:44. 6 Points per second between 18:45 and 19:00. [UPDATED] Removed TOP3 Contributors / TOP3 Stampers concepts. They are now replaced with a single TOP5 Net Worth: Net Worth is an accumulation of every CS player activity & performance during each CS. Formula for Net Worth calculation: (Total Kill Points - (Total Feed Points * 0.7)) + Stamp Seconds + Activity Time where: Total Kill Points = The amount of Points you personally contributed for you Team. Total Feed Points = The amount of Points you gave away to other teams while being killed. Stamp Seconds = The amount of seconds you held a Switch. Activity Time = 0.15 Points for every second while a CS Participant is online in Valley during CS. This value is raised to 0.4 Points per second if the Player is inside CS room or in 5x5 range of the Statues. Example of Net Worth: ADMIN has 1400 Total Kill Points, 420 Total Feed Points, 200 Stamp Seconds, 60 minutes in valley during CS & 50 minutes inside CS room / statues. ADMIN's Net Worth is: 1400 - (420*0.7) + 200 + 60*60*0.15 + 50*60*0.4 = 3046. Note: Stamp Seconds are updated 1 time per minute. [UPDATED] Now there's an individual reward based on Net Worth for any CS Player: Minimum Points that your alliance must have gained at CS in order for the players to be eligible for individual rewards: 1500 Points. Minimum Net Worth to be eligible for individual reward: 1000. Default Reward: 10% chance for 1x OB5 / 90% chance for 10s/10c/10cr/10gem. The Net Worth will dictate the % chance for getting the special box as reward, as following: (NetWorth/100)% = box chance. Examples: Having 1000 NetWorth = 10% chance for special box (OB5 in Inception's case). Having 1200 NetWorth = 12% chance for special box (OB5 in Inception's case). Having 2450 NetWorth = 24.5% chance for special box (OB5 in Inception's case). Having 5500 NetWorth = 55% chance for special box (OB5 in Inception's case). The rest of the chance is for guaranteed 10s/10c/10cr/10gem. Bonus Reward: Players with 4000+ Net Worth will also win 2x VIP Days. [UPDATED] Reworked summoner Sleep duration on CS server: Under 5000 / 10000 / 15000 ENERGY (based on Stage) = Sleep is blocked. 5000-7999 / 10000-15999 / 15000-26999 ENERGY (based on Stage) = Sleep duration is 2 seconds. 8000 / 16000 / 27000 ENERGY (based on Stage) = Sleep duration is 3 seconds. [UPDATED] Now summoner Sleep hit chance on CS server is 80%. [UPDATED] Now players that are under Sleep effect on CS server can't be damaged. The immunity gained by a player under Sleep effect does make him immune from being moved as well. Note: With these changes we aim to introduce new ways of playing the Summoners at CS and new strategies around Sleep. You'll now have to react to Summoners and bring players to help with the Summoners and/or waste the Summon from DL just to save the Sleeping players. Extra Changes & Quality of Life [UPDATED] Removed LOT entry Tax. [UPDATED] Removed the global messages when killing GAs & BMs to reduce the spam (only GM & Tank kills are highlighted now). [UPDATED] You can now use /rebuild until the CS does start. Which means you have 15 minutes of unlimited rebuilds (in case you make a mistake with the points). [UPDATED] Now when typing /score you will see the following info: On global (middle screen): Alliances score as usually + Players in valley for each alliance. Current DEF Points / Kill points as usually. Time left for the next Gigas golem spawn / ALIVE status. West Statue & East Statue controllers (if any). On system chat (top left side): Your current Kills, Deaths, Kill Points, Feed Points, Net Worth. The current Banned Build. [UPDATED] Now when typing /score +Name during CS it will show you the same info of the Player that /score does show to you. [UPDATED] Now /assist command that the assistants can use has a cooldown of 90 seconds instead of 120 seconds. [UPDATED] Now /assist can be used in 3 ways: /assist -> Will teleport the assistant to the GM. /assist east -> Will teleport the assistant to the East Statue, if the guild is currently controlling the East Statue. /assist west -> Will teleport the assistant to the West Statue, if the guild is currently controlling the West Statue. [UPDATED] Now the points earned / bonuses, etc. are no longer rounded up / down. They are given as float values unless it is specified that something is rounded up/down (for example, avg. reset requirement for CS). The final Points / Scores / etc. will still be counted as integers. Example: If DEF points are 3 per second and you get + 50% DEF Points with the statue, then you'll get 4.5 Points instead of 4 or 5 Points. Example2: If you get 25% more points as a BM and you kill a target that would give you 11 points, you'll get 13.75 Points instead of 13 points or 14 points. Example3: If your alliance total points is 5563.60, you'll actually have 5563 Points. If your final NetWorth is 1120.7, then your NetWorth is 1120. [UPDATED] Now Both Attackers & Defenders can spawn after dying anywhere before the first gates of CS & before the second gates of CS (60x - 95y -> 130x - 150y) [UPDATED] Summon (DL) now has 80 seconds cooldown (from 50 seconds). Final Notes With the CS V3 release we aim to: Make the CS way more interesting and less predictable. Encourage smaller-scale fights outside of CS room (for Statues & Gigas). Encourage lower tier guilds to participate at CS. Since we rewritten entire CS System code from scratch there may be bugs that you'll encounter (even with features that were 100% working before). Make sure to screenshot & report anything wrong you may find so we can fix it.
    23. Release date: 22.01.2022 at 19:35 - No restart will be needed. Monsters will be refreshed though. Changelog: [UPDATED] End-Game Quest System has been released: NPC (David) can be found in Lorencia. QReset cost (30-35rr) is 500kk (500.000.000) Zen per reset. Some quests have been updated (reduced / moved to other tiers / changed). Quest System Objectives: Quest 1: Kill 70x Bloody Monsters. Note: They can be found in Aida3, Raklion2 & Vulcanus with an individual respawn of 15 minutes after they are killed. Note2: Aida3 & Raklion2 have 3 monsters each, Vulcanus does have 5 monsters. Note3: Progress is awarded to the character that made the last-hit, not to the one with most damage. Quest 2: Kill 2x Golden Budge Dragons & 3x White Wizards. Note: It doesn't show you how many left from each type, you need to pay attention and keep the counter yourself. Note2: Progress is awarded to the character that made the last-hit, not to the one with most damage. Quest 3: Win 3x Illusion Temple Events. Note: You need to pick-up the IT reward from the end in order to progress in quest. Quest4: Kill 50x 'little' rabbits. Quest5: Answer correctly to 3 Quiz Questions. Quest6: Hunt down 3x Nightmares. Note: Quest progress is shared, you don't need to be the one that last-hitted Nightmare. Quest7: Kill Goldens: 20x BoK+1, 15x BoK+2, 12x BoK+3. Note: Progress is awarded to the character that made the last-hit, not to the one with most damage. Quest8: Finish 6x Doppelganger Events. Note: You need to click the reward from the end in order to progress in quest. Quest9: Give David 1x OB2 & 1x OB3. Note: Previous OB's that you gathered before starting the quest won't count, you need new ones. Note2: OB's given to David at the end of the quest are deleted. Quest10: Kill 10x Derkons. Note: Progress is awarded to the character that made the last-hit, not to the one with most damage. Quest11: Finish 4x Imperial Events in less than 170 seconds. Note: You need to kill all monsters from the Imperial Event in order to get the score (time). Note2: You don't have to be in full party to make the Quest, just to score under 170 seconds. Quest12: Win 3x Chaos Castle Events. Note: Winning by "points" does not count, you need to be the last man standing. Quest13: Kill 40x BoK+5 Goldens. Note: Progress is awarded to the character that made the last-hit, not to the one with most damage. Quest14: Hunt down 5x Kunduns, 5x Witches, 3x Cursed Dragons. Note: Quest progress is shared, you don't need to be the one that last-hitted the bosses. Quest15: Wear the Wings Level 4 for your character. [UPDATED] Now there's a dynamic timer for skipping a quest (via /skipquest): 1st quest from each tier can be skipped after 3 days. 2nd quest from each tier can be skipped after 4 days. 3rd quest from each tier can be skipped after 5 days (exception is the 15th quest that can't be skipped). Note: Keep in mind that if you skip a quest you won't get its reward (except of 3rd quest from each tier that unlocks the reset). [UPDATED] Change Race maximum reset has been removed. You can now Change Race at any number of resets. [UPDATED] Wings Protector will now spawn in either Raklion or Swamp (instead of Raklion or Vulcanus). Note: There were issues with the spawn of Wings Protector (in some cases) due to Vulcanus & Raklion being on different sub-servers (and being a generation between one of them held in 2 different sub-servers that can't communicate properly). Now he is spawning on the same sub-server so there shouldn't be any more issues.
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