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    Posts posted by ADMIN

    1. Well, as long as you're making a topic in Game Questions / Problems instead of General Discussions and in the same time claiming that w3 rate is fake just because you're getting 100 fails, I can't threat you any serious.

      Yea, I admit is my bad that I couldn't resist ignoring such topic, but my eyes can't handle it. Well, there's a reason why I quitted "public relationships" some time ago and passed them to Gion, I am allergic to the standard mentality of the majority of MU players, me gusta not.

      /Signing off

    2. If you ask GaaRa or NoCoZaUJ, they will tell you its 100%.

      If you ask SupremeBK he/she will tell you its 50%.

      If you ask the 7 HC people (not 15 as you're trying to suggest), they will tell you its 0%.

      Didn't want to answer but hey, I hate people that tries to exaggerate the facts, just because of frustrations.

      #Peace.

       

    3. 4 minutes ago, Phantomel said:

      I know that in theory low DS/BC are a good way of getting xp, and they are, up from a point. But I can give you examples of parties that were in top 40 and they didn't do a single event early(that's when I complained about DS4 being hard) and lower DS's were not so much different than spot xp. Kill rate was very low in DS4 and mobs were hitting like a truck(very well geared party, paired up with an ERF).

      About invasions, I know they have some RNG side, but I'm pretty sure that once you know some spawns, you have waayyyyy higher chances of finding it than some others, there are spots on the map that I found the budge for like 3 consecutive invasions. Also, what's your opinion on my ideea of one hour random spawns, I remember playing on a server that had this feature and it was very nice, everyone had chances of finding random spawns in that hour, and the /invasion command that we have on the server would make this feature way better. Maybe it's not worth to implement it for regular boks, but it would be great to at least have this implemented for budges/derkons/ggds.

      Also, instead of a break, some quest system lets say at lvl 250 would be more fun. Just make 2-3 simple quests instead of a break in order to advance past that level(such as Craft w2, hunt x bok 1-2 goldens, win 3 ccs etc). I do agree with you that breaks are a nice catch up system for the guys that were left behind in terms of level, but what I can also guarantee you is that most players didn't like the breaks at all(even though they are something necessary to ensure healthy gameplay and that everyone is close to each other in terms of exp.) We also have the exp boost for people outside rank 100, which is another good addition and helps catching up as well. 

      You can't speak about BC & DS as Events when you're just referring to some "harder" ones. Well before discussing further more on this spot EXP vs DS/BC EXP we can do anytime a test on test-server with a full party in BC/DS for 15/20 min vs a full party on normal spots, for 15/20 min. Then we can talk facts. Oh yea, that's for sure if some of the levels are harder you won't surpass spot exp, but it has nothing to do with the number of mobs from the event, just the difficulty. 
      Having people on top 40 without a single event is not impossible, but being in top 40 without a single event AND also participating at all invasions, pvp, etc. activities is impossible. Of course that some character that stay in spot 24/7 will gain same or even more exp than a character that goes to all events and lose a lot of exp-time for that. It is a no-brain.

      I repeat, there are no set locations, having goldens spawn on same locations on multiple invasions doesn't mean they are spawning there, does mean the RNG hitted that zone multiple times. Having the luck to upgrade multiple items in a row from x to + x without failing doesn't mean the rate is 100%, just as if you fail multiple times in a row at 85%+, doesn't mean it has 0% chance. It's all about RNG, and it can hit in similar ways or totally different.
      Your feature has both ups and downs so I don't know what to say about it. Yes, you'll have "more chances" to catch something, but in the same time, there will be a high chance that the same player(s) will get even more goldens. Right now it is pretty balanced because you need to choose where to go at invasion, you can't farm all of them. Do I want to fight for GGD? I go to GGD. Do I want to farm Derkon? I farm Derkon. Do I want to compete for the Budges? I go to Budges. Choosing any of them will mean, most of the times, losing the rest of them in the favor of others. While with such feature the same player(s) can get both GGD, Budges, Derkons and even more, without the risk of losing any of them.

      Quests to pass some low level - big yikes. Of course that most HIGH active players won't like such breaks, every1 wants to have the biggest balls in a virtual game and make the rest of players just "spectators". Difference was like 50 levels at first break between top1 and top 100, I don't even want to imagine how this game would look without such breaks. Having only 5-10% of players having fun and rest of them being just an online counter boost. But hei, we care about those 90-95% that keeps a server alive, and that's never gonna change.

    4. 21 hours ago, Phantomel said:

      Just my opinion, breaks were too long and it promotes the afk gaming style. I'd rather have 5-6 quests as requirement for reset, making the game interactive for everyone in terms of PvP and PvM, and have just 2 breaks instead of how it is now.
      -Event materials are very hard to come by, and once you get into the event, you get drops of lower level materials than the ones that you need, making it very hard to keep up with events and almost no reason to buy the PRO vip with the extra entries.
      -Make low tier ancients more accessible so people can actually use them earlier when they are useful, instead of just piling them up for feather or seed combinations.
      -Raise the density of the monsters in lower BC/DS a bit, cause a lot of people were complaining about the exp on spot being better than going to events and wasting chaoses.

      Next, not really feedback about the early game or phoenix, but more general regarding golden invasions. I know it is pretty hard and it took you a while to get the system running as it is right now, but I would re think the way that this event works.
      -Most of the old players that are familiar with the server already know spawn points of budges/derkons/GGD, which makes it harder for new people that join on the server keep up with the others instead of the gear.
      -What I would do - I would keep the ideea of Golden hour, but instead of all goldens spawning at a random time in that hour, making the golden invasion "hour" rather last for max. 10 minutes, I think that it would be better for the goldens to randomly spawn for 1 hour time, not all at once, making the invasion more interactive and from my opinion more fun for everyone.

      While I do agree with low ancients & the mats thingy, I can't agree with the rest of things.

      Firstly, and most importantly, this is a low exp non-reset based server. Finishing the 1st and most beautiful part (non-reset gameplay) in 32 days is fast enough, maybe even faster than expected. The beautiful part of low exp servers are the struggle and the feeling of progression, anything even faster than this is not fun at all, and makes me think of medium/high exp servers, which is not something we promote (i.e our last edition that had the even faster 1-400 progression and people couldn't enjoy the non-reset feeling). AFK is the strongest reason why most grown up people still play this game, because even if they can't be fully active like some of the top players, they can still enjoy the game and not be too far behind, by staying AFK. You had a lot of PvP & PvM activities across level 1-400, and more importantly, most of them were with people in same range of levels, not a big difference, which made it even more fun.

      Secondly, you can't compare 4-6 mobs from spots on a 10s respawn time vs 10+ mobs with fast respawn, on DS & BC. Not adding up the rewards from the events. Most people from top had such advantage in exp due to going on most BC & DS. 

      Thirdly, related to your statement about invasions, it is fake news. Goldens does spawn in 10x 10y and 240x 240y range, randomly. There are no set spots to spawn except of Bloody Queen, Medusa, Kundun and probably few more HIGH bosses. Neither WW, Goldens, Rabbits, etc. have any set spot, just 10-240 random coords.

      Thanks for your input! 🙂

    5. Hello,

      Feel free to drop your feedback related to the Phoenix #3 early game. Things like what you liked, what you disliked, what can be improved/removed, etc., are welcome!

      This can help us to offer you a better early-game experience on both Phoenix #4 as well as the next Inception (if your feedback can be adapted for it).

      Cheers!

    6. As I said, you can skip quest if you are stuck into it. Also, the quest is given for the "last-hit", not most damage, so any class / build can actually finish it, with or without help from others, having the most damage or not, doesn't matter, only last-hit does matter. So, if people from a guild want to help such player build to finish a quest, can simply call him to do the last-hit on their mob.

    7. "Dual Stats", there was a reason why it was removed years ago. You are already not forced into playing support builds or tank builds as you can play them for free with /rebuild, but having "free" support builds for the entire game kills any "strategic" way of building chars / parties, on a gameplay that is already easy enough compared to how it used to be.

      I am not interested into this idea and there's low chance that a strong argument can change my mind.

      Ah, and if your concern is truly related to the quests, you have the option to skip the quests that you can't finish, no matter the build.

    8. On 4/29/2021 at 6:17 PM, numbb said:

      Character Name:-

      numb

      Suggestion Type:-

      Mercenary Quests PVP changes

      Server:-

      Phoenix

      Content :- 

      People have been using /pvpquest and hunting in group going in as 1v2 1v3 to secure the quest , or when they are being hunted they ask party for help and when the hunter comes they start pk him until he runs out of sd and the hunted player kills him or /challenge if the hunter moves map or out of sd.

      My suggestion is making this /pvpquest system only the both players that are hunter and hunted being allowed to target each other and not by other players to "help" him since is a solo quest.

      How it will bring Value:-

      A more balanced pvpquest between both players , considering this system was made for "solo" fight and not a teamfight

      We'll see what we can do, sounds fair enough, but it isn't as easy as it looks, as there can be cases where it can be abused in this way (i.e start quest during a boss so you can't be attacked by others at the boss).

      On 5/1/2021 at 2:17 PM, Kenpachi said:

      I would suggest that if quest happens , the target of the quest (hunted person) can not teleport to different maps , and if they switch character it count as if they got killed so they lose points, some people are pure chickens and run away for 15 minutes straight teleporting between each map back and forth.

      The only "forced fight" is challenge, anything else can't be "forced", as you'd like.

    9. The only accepted change for now is to normalize its range from 10 to 6 like most of the special skills/buffs.

      While your own suggestion isn't what is actually accepted, you started the subject so you'll receive the 30 credits.

      L.E: My bad, I only noticed "friendly fire" thing and read about the dark horse range on comments, it was actually your thing as well, so forget what I said above.

    10. I see, I'll think about the mats.

      Well, farm is part of this game, and there isn't a proper solution for it. Your divide suggestion isn't bad, though it can't be done currently (it is a dev-side option, not our own script).

      Though I do believe the way we made the drops system does work pretty fine versus farming. If you want to farm zen and/or bless you have to farm with low level chars and in low maps, for maximum potential.

      If you want to farm souls/lives/creations etc. you need to advance in farmer level and farm higher maps (which on most of them you can't resist alone, and even if you do, you miss on higher zen/bless).

      In the end the mains are the ones farming more on high maps than the farmers, but still zen is important in economy and without such farmers it would be pretty hard to keep up with zen spendings (just looking at reset cost and senior mix cost in zen is a big reason, apart from daily usage).

    11. As I said you don't have to be in same gens as your guild, you can have half guild a gens half the other gens.

      Your suggestion does simply "destroy" the idea of having Mercenary Squad & Gens System as different options. You can't be in Merc and also have the same "easy chances" at gens rewards compared to someone that isn't part of Merc.

      Rejected.

    12. Well, there's nothing wrong in having DSR sets an use, as they were made for.

      DSR, ZEN, MANA - best options to aim for for PvM, with mana a bit less important but still an improve to PvM.

      HP & DD - smaller impact to PvM but higher to PvP.

      REF - PvP option.

      While you can also PvM in a set with PvP favored options that will also help you to advance, using PvM option like DSR is obviously better if your interest is purely for PvM.

      What you're saying is basically "make DSR useless again" so the usual PvP sets will be used on both PvP & PvM with same benefits.

      Or at least this is what I understand, because any kind of buff / nerf you think at that would make normal sets to give same or very similar PvM power compared to DSR will make this option once again useless.

    13. There's no restriction to be same gens as rest of guild so people that want easier chance for gens rewards should switch to the lower pop gens. But ofc, nobody does it before gens restart, to cause them reset of points.

      We don't have any reason to give "extra bonuses" for people to join some gens, this is not WoW where faction balance is a must, you already have the advantage of easier rewards on lower pop gens, more than enough.

    14. For those interested, my idea that will be implemented probably starting from next week is about LMS rounds & the LMS round from LL: 
      For every x lives taken, you get an extra life, adding an aggressive layer of gameplay instead of only survivor gameplay.

      Also I'll work on a rankings system (both weekly and total) after I recover my laptop.

    15. I'm not quite sure if it's funny or lame, but crying after every single CS lost on both last edition and now starting again (talking about the Squadrons) is starting to be boring, for real, there's always an excuse or something "not as you want" to blame on it, despite being last guild as points from 4 guilds, it's shameful. I bet HCs are laughing hard in the backstage but I appreciate that they didn't say anything yet, showing some sportsmanship.

      @FistMaster I don't have expectactions from some new random guy talking about CS, but check the kills from CS and you'll sum up about 991 kills in 1:45 hours of CS. If the guys considered the "best tanks", i.e. GM's, were dying on every single Ice Arrow they got, tons of times (that was not even possible in past), there's nothing wrong with the damage, it is something wrong with your team and coordination. 

      If you want solo damage and kills there's other type of events, this is a team event where multiple characters are working on the kills, not individuals.

      And because this is a suggestion topic I'll also answer OT:
      You can't disable "specific" skills from friendly fire. But I like the idea of higher cooldown & lower range on Horse. More opinions are needed.

    16. I'm not arguing, I'm just sharing the logic behind the system. :)

      We need to:

      - Make sure it is a PvP event designed for main chars fights and epic battles, not an alt farm fiesta event -> here is Gladiator's Pride.

      - Make sure that winners are forced to show up on Sunday (so the real event can happen at high quality) -> main reward given on Sunday.

      - Make sure that the rewards does reflect the actual effort & time spent for the event (as a bonus to the "fun" you get). -> progressive reward based on the progress.

      A player that is eliminated 1st on Sunday and stayed like 2 minutes in the event can't get the same reward or at least close reward to someone that stayed like 15-20 minutes into the event.

      And yes, current rewards does reflect only the current stage of the game, in future they will be tweaked based on server progress.

    17. 36 minutes ago, Phantomel said:

      but I feel like there should be some small rewards to motivate more ppl joining outside the sunday main event. 

      This are your words, nothing related to winning but related to "joining" a.k.a participation reward.

      There are a lot of rewards for winners, they just need to show up on Sunday (and ofc., we need to "force" winners to show up to get their rewards, else if people don't show up the Sunday's round can get pretty sad, taking into account that only winners can join, not everyone else).

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