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    1. Like
      ADMIN got a reaction from Dumnezeu in Arena Tournament V3 - Public Test 06.11.2021   
      Hello,
      We've reworked most of the Arena Tournament once again, keeping only the Last-Laugh round *almost* intact.
      The idea of rework was to highly reduce the possibility of Anti-Game (teaming, selective killing, etc.).
      While it's impossible to totally remove the possibility of Anti-Game, outside of 1v1 events, we highly believe that this current iteration is more fair for everyone (and who knows, maybe even more fun).
      In order to make sure everything works fine (especially on high number of participants) & in order to gather more feedback & suggestions from you, we're organizing a Public Test Event for the new Arena Tournament.
      It will take place on this Saturday, at around 19:00 Server Time, on our Public Test Server.
      Anyone is welcomed, you can build your characters as you want in our Test Server for this Event, but please try to avoid creating "immortal" characters, for the sake of the tests.
      Just make sure to have your character online and ready to join the AT at that hour, on Test Server.
      Note: Before & during the Test, the maximum clients you can have open is 5 (but official server still have 2 acc/ip limit, server-side).
      This means you can leave your official characters online on main server, during the test, so you don't really lose anything.
      We're also putting up rewards for this Test event:
      Every event bug found & reported (that can be fixed, ofc., and that's Event-related) grants you 1x JoH and 1x Chaos (in official server). Every suggestion/improvement that is accepted and implemented (Event-related) grants you 1x JoH and 1x Chaos (in official server). Note: Only the 1st player to report / suggest the same thing is rewarded. This topic remains open for discussions / feedback / reports / suggestions.
      Note: Info can be changed / adjusted until the official release. If everything goes well, we plan to release it for official server on Monday.
      Later Edit: If you want to come on Saturday please confirm in this topic, so we can have an idea of how many more players do we need (ideally, we want to hit the 60 players limit on the test).

      Arena Tournament V3 - official info:
       
      Arena Tournament V3 - Most complex PvP Event
       
      General Info
      Arena Tournament features 7 different rounds, each round taking place 1 time per week, at 19:45 Server Time. There are 2 different Event Types: Team-KotH - Kings of the Hill & LL - Last Laugh. Team-KotH have 2 different Specials, more info below. In order to register to Arena Tournament you must type /joinarena when the event is popping (and before it gets closed). After the event is closed, it will start in 1 minute. You can't attack other players before the event does start. Maximum 60 players (Team-KotH) / 36 players (LL). Minimum 20 players (Team-KotH) / 12 players (LL) in order for the event to start. Maximum duration is 20 minutes for Team-KotH. No maximum duration for LL. Teleport (SM) & Ice Arrow (AE) can be used only during the Team-KotH rounds. After every death, you are immune to magic damage for 5 seconds (after you respawn). You can't join while being in a party. If you join a party anytime during the event both chars will be stunned while they are in party and for 15 seconds after they leave it. You can't join the event with antidotes / sd pots. Any consumables buff (bless/soul pots, doppel scrolls, halloween, etc.) are deleted every second during the tournament. You get a full clear off existing buffs when you enter the tournament. You can't have other buffs outside of your own class buffs during the tournament. You can't move items (for example from store) during the tournament. You can't trade items during the tournament. You are Muted during the tournament. You can't drop items during the tournament. You can't move to other maps during the tournament. You get PK Stage 2 during the tournament (to use only right click to attack, without CTRL). At the end of the tournament you get back to your previous pk level / pk kills / pk timer. Info about Team-KotH (Kings of the Hill)
      The schedule for Kings of the Hill is the following: Monday - Team-KotH Special 1. Tuesday - Team-KotH Special 1. Wednesday - Team-KotH Special 2. Thursday - Team-KotH Special 1. Friday - Team-KotH Special 1. Saturday - Team-KotH Special 2. Instead of having different rounds of LMS & KotH, as well as 3 different specials on both of them, we now have only 1 game-mode (Team-KotH with LMS round for deciding winners) and 2 specials. How does this new game-mode works? Well, on every round, we randomly split the registered players from the Event in teams (each team having its own visual skin). Based on total players of an event, we start with 4 randomly made teams (5v5v5v5,6v6v6v6, etc. up to 15v15v15v15). In case there are uneven numbers, we can have like 5v6v6v5, and so on. Every 4 minutes, one team is eliminated, and the rest of players are split again in new teams. Example: Round 1 is starting with 4 teams. After 4 minutes, the team with least Points is eliminated. Remaining players are randomly split again in 3 new teams, and so on, until 1 team remains alive. After each team elimination, teams points are reset to 0. Players keep their own personal points, though. You're earning 10 points for your team whenever you kill a player from another team. The 2nd time you kill the same character (in the same teams-round) you will earn 8 points, 3rd time 6 points, and so on until you'll get only 2 points for killing the same character (and the value will stay at 2 points, no longer decreasing). Your team is losing 3 points for each of your deaths. You can't attack players from your own team. After 3 rounds of Team-KotH, all players from the team left alive does enter the LMS round (last round): In this round, everyone plays for himself (FFA). The winners of the Arena Tournament are the last to remain alive. Everyone starts with 4 lives. Killing a player does remove 1 life from him. For every 3 lives taken you gain an extra life. If you reach 0 lives, you are eliminated. You can also take only x lives from the same player as following: If there are >= 12 players remaining in the LMS round, you can only take 1 life from the same player. If there are 9-11 players remaining in the LMS round, you can only take 2 lives from the same player. If there are 6-8 players remaining  in the LMS round, you can only take 3 lives from the same player. If there are <= 5 players remaining in the LMS round, there is no restriction. Amount of winners per Event are also based on the total number of registered players on Arena Tournament: Starting players >= 20 <= 28 => 3 winners. Starting players > 28 <= 36 => 4 winners. Starting players > 36 <= 44 => 5 winners.  Starting players > 44 => 6 winners. If the event isn't over before its maximum duration, then the remaining players will be selected as winners based on their total points contribution during Team-KotH stage. Note: Winners can't join other tournaments from the week, outside of the Last Laugh (that is available only for weekly winners). Note2: Due to the new nature of Team-KotH, disconnecting during the event / leaving the event after it already started will ban you from Arena Tournament for 5 days. This is only for disconnecting during Team-KotH rounds (Last Laugh / LMS rounds are excluded). Specials: 1 - Normal -> Everyone plays with the characters as they are. Note: In order to join any of the Arena Tournament - Special 1 events (Normal), your character must have at least 50% Resets (rounded down) of the TOP1 character. Example: If TOP1 character has 15 resets, only characters over 7 resets can join Arena Tournament. 2 - Free STATS -> Everyone receive the same level and the same amount of stats, based on a randomly picked reset stats (for everyone) and their class. Note: The randomly picked reset stats can be between 2 resets and 20 resets (like on IT). Note2: Everyone is set to level 200. Note3: Special 2 is free for all (doesn't matter your character reset). Info about LL (Last Laugh)
      Last Laugh is the final Tournament, where the prizes from the current week are also given. Last Laugh is held on Sunday. Only winners of Team-KotH from that week can join the Last Laugh. If you have lower reset than the highest reset player from the LL, you will receive extra stat points to add for the tournament based on the difference of resets between you and highest reset player, and also based on your class. The points are added when the Arena is closed, so you have 1 minute to use them. Everyone is set to level 200 during LL. There is no settled duration for the LL but there are 3 rounds: Round1: LMS Round During this round you need to eliminate players while surviving. The round is over when there are X amount of players left in the Tournament, as following: If there are more than 30 participants, Round1 is over when there are 20 players left. If there are more than 26 participants, Round1 is over when there are 18 players left. If there are more than 22 participants, Round1 is over when there are 16 players left. If there are more than 18 participants, Round1 is over when there are 14 players left. If there are more than 14 participants, Round1 is over when there are 12 players left. If there are more than 12 participants, Round1 is over when there are 10 players left. Everyone starts with 6 lives. Killing a player does remove 1 life from him. For every 4 lives taken you gain an extra life. If you reach 0 lives, you are eliminated. You can also take only x lives from the same player as following: If there are >= 24 players remaining in the LMS round, you can only take 1 life from the same player. If there are < 24 players remaining in the LMS round, you can only take 2 lives from the same player. Round2: KotH Round During this round you need to farm as many Points as possible within 10 minutes. You're earning 10 points whenever you kill a player. The 2nd time you kill the same character you will earn 9 points, 3rd time 8 points, and so on until you'll get only 2 points for killing the same character (and the value will stay at 2 points, no longer decreasing). You're losing 2 + 8% of your current points for each of your deaths. Example: If you have 120 points, if you die you lose 2 + 10 (8% of 120, rounded) = 12 points. After 10 minutes, TOP8 characters with most Points will be qualified for the last round (3), the rest of players being eliminated. Round3: Last Laugh - Final Round A virtual bracket will be generated for the 8 players left, it will be based on the Points gathered during round 2 as following: TOP1 points will play vs TOP8 points. TOP3 points will play vs TOP6 points. TOP4 points will play vs TOP5 points. TOP2 points will play vs TOP7 points. Then each character will be moved to a different Arena cage where the matches are being played.  In cages you are playing 1v1 with your opponent. Both chars start as "chained" and the game is starting in 5 seconds. The first character to kill the other for 2 times will advance in the bracket (Best of 3). You do receive a clear of all buffs/effects after a kill and you start from different corners again. SD is not restored during the match. After winning a match you advance in bracket and either wait or face your next opponent from Winner bracket. After winning/losing a game you will be redirected to a new cage. After each finished game, if your SD is not full, you will receive a Complex Potion that you can use ONLY before the start of the next game, to restore your SD to full. You need to be fast! Players that lose in the Winner bracket are being sent into Loser bracket where they face other bracket losers. Games on Loser bracket are the same as on Winner bracket (Best out of 3). If you lose a game on Loser bracket you are eliminated from the Tournament, if you win you advance in the Loser bracket up until Grand Finals. Grand Finals are BO5 (Best out of 5). Rewards System
      There are 3 types of rewards that Arena Tournament is offering: Participation reward Everyone that does participate at an Arena Tournament event (except of Last Laugh round) will receive a Gladiator's Pride buff. Note: Leaving the event or disconnecting during the event before it is over or before you are eliminated won't grant you the buff! Gladiator's Pride will increase the NORMAL bonus EXPERIENCE granted by the Mercenary Squad Seal with +20%. Gladiator's Pride will increase the MASTER bonus EXPERIENCE granted by the Mercenary Squad Seal with +14%. Example: Your current Mercenary Seal does grant you +5% NORMAL EXP, if you get Gladiator's Pride, the buff is raised from +5% to +25%. Example2: Your current Mercenary Seal does grant you +6% MASTER EXP, if you get Gladiator's Pride, the buff is raised from +6% to +20%. The duration for the Gladiator's Pride is based on your event performance and it does work in all places where the Mercenary Seal does work as well: Duration: 2 hours if you are eliminated after 1st Team-KotH round. Duration: 2.5 hours if you are eliminated after 2nd Team-KotH round. Duration: 3 hours if you are eliminated after 3rd Team-KotH round. Duration: 4 hours if you are eliminated during 4th Team-KotH round (LMS round). Note: Because winners from each day aren't able to participate to the rest of the Arenas from that week, being part of the winners of an Arena will grant you access to Gladiator's Pride buff every day starting from the day you've won the Arena up until the Saturday's Arena (included). This means that if you will be ONLINE on normal maps (Server 1) every day at the start of the Arena Tournament you will get 4 hours of Gladiator's Pride as if you were a participant in the last Team-KotH round. Note2: Not being online and on normal maps (Server 1) when Arena Tournament does start won't grant you the buff! Weekly win reward The winners (and only the winners) from each Arena Tournament round will win access to the Sunday's round (Last Laugh). The Last Laugh does also have a separate guaranteed reward for the participants (as long as you just join the Event and you stay until it is over / you are eliminated). Current Last Laugh guaranteed reward is: 5x Jewel of Harmony. Note: Leaving the event or disconnecting during the event before it is over or before you are eliminated won't grant you the guaranteed reward! Last Laugh performance reward Based on your performance at Last Laugh, the following rewards will be given: +1 Jewel of Chaos for every 2 players that are eliminated from the Tournament before you. Example: If there are 30 participants at Last Laugh, the 30th place will win extra 0x Jewel of Chaos, 26th place will win extra 2x Jewel of Chaos, 12th place will win extra 9x Jewel of Chaos, etc. Note: Leaving the event or disconnecting during the event before it is over or before you are eliminated won't grant you the performance reward! TOP3 extra rewards: Winner of Last Laugh: 1x Golden Fenrir with 5 days duration, 1x HoF + Legends Group (forum) + 3x Piece of Horn. Note: The Legends Group is active only for the duration of the edition, not permanent. Note2: Winning 3x Arenas during the edition will grant you permanent Legends Group. 2nd place of Last Laugh: 1x HoF + 2x Piece of Horn. 3rd place of Last Laugh: 1x HoF + 1x Piece of Horn. Final example of Last Laugh winner full reward (with an example of 30 participants): 5x Jewel of Harmony (guaranteed reward) + 14x Jewel of Chaos (performance reward) + 1x HoF (TOP3 reward) + 5 days Golden Fenrir + Legends Group (forum) & 3x Piece of Horn (TOP1 reward). If you get disqualified or if you get disconnected from LL round you'll win half of the consolation prize (+1 if it is not an even number). Example: If the current consolation reward is 5x JoH, if you get disqualified / disconnected from LL you'll still get 3x JoH. Note: This is not applied to performance reward, you'll lose it entirely. Note2: In the disconnect case, you'll receive your *half* reward in Jewel Wallet instead of character inventory (as it is disconnected) - it will also send you a notification on web.
    2. Haha
      ADMIN got a reaction from Knightmare in Summoners nerf (WHY)   
      Damn, I'm pretty newb in business then, should've nerfed MG or AE which are the most played classes right now, in order to maximize profit, not the least played class.
      I'm sorry, will learn from this mistake! 🤑
    3. Haha
      ADMIN got a reaction from Phantomel in Summoners nerf (WHY)   
      Damn, I'm pretty newb in business then, should've nerfed MG or AE which are the most played classes right now, in order to maximize profit, not the least played class.
      I'm sorry, will learn from this mistake! 🤑
    4. Like
      ADMIN got a reaction from Tautvis in Patch 5.3.3.0 - 29.10.2021 - Stage 2   
      Release date: 29.10.2021 at 10:00 - A small server restart will be needed, make sure to update the client via Launcher as well.
      Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 2!
      Note: Everyone that progressed the Stage (having level 300+ and 10rr) can type /stagereward in order to take the reward, after patch is up!
      Note2: We're also adding new OPTIONAL versions of Full Client, Manual patch and No-Launcher patch. Check the downloads section after the Patch is up!
      Note3: The new Full Client will offer the possibility to improve graphics, check the ImproveGameGraphics folder from it, if you're interested.
      Note4: We still have 1-3 slots open for our Council. If you're interested, PM here or on discord either me or @Gion 
      Changelog:
      [UPDATED] You can now continue to reset up to 15 resets. [UPDATED] EXP for Stage 2 (10rr) is now removed. 10th reset does have the same exp table like 9th reset had. [UPDATED] 2nd Newbies EXP boost added: 0rr: 400% EXP (constant level 1-350). 1rr: 400% EXP (constant level 1-360). 2rr: 400% EXP (constant level 1-370). 3rr: 350% EXP (constant level 1-380). 4rr: 300% EXP (constant level 1-390). 5rr: +200% EXP. 6rr: +160% EXP. 7rr: +120% EXP. 8rr: +80% EXP. 9rr: +40% EXP. [UPDATED] Maximum points in a single stat is now 16.000 instead of 8.000. [UPDATED] IT stats on event can now be random between 2 and 20 resets. [UPDATED] Maximum VIT at CS can now be 10000 instead of 5000. [UPDATED] Released Old Box 3 & Old Box 4. [UPDATED] Released Rare Items drop from Old Boxes. [UPDATED] Released Swamp access. [UPDATED] Cursed Dragon has been buffed in terms of HP & DEF. Now it can also drop OB1~4. [UPDATED] Released Bloody Witch Queen. [UPDATED] Balgass HP buffed. [UPDATED] Droprate of Feather & Crest (Icarus) slightly increased. [UPDATED] Released Quest 3 (NPC can be found in Lorencia). [UPDATED] Quest 3 - Part 1 has been reworked: Instead of being based purely on RNG (some people finishing it in few hours, others in few days), it is now based only on your activity: Minimum level 380 to farm the first part (it won't count on lower level than 380). After starting the quest 3 you need to relog (or move to another sub-server) in order to be registered for the counter and start farming. If you don't do that, when killing quest monsters system will tell you to relog. To finish the quest you need to kill 50 / 50 / 50 (tarkan quest mobs, icarus quest mobs, aida quest mobs). Your current progress is announced on every kill. When you kill 50 from one quest monster type, you receive the quest item type of that monster in inventory. The kill is counted only on last-hit. You can afk farm it or active farm it to finish it faster. Note: You can continue your progress even if you do reset, but only after reaching level 380+ again. [UPDATED] Released Professional VIP. [UPDATED] Released access to Chaos Machine (on website) from +11 to +12. [UPDATED] Released Reset Skill Tree. [UPDATED] Released Increase ADD Option. [UPDATED] Released Character Market. [UPDATED] Limit of Market items raised to 25 / day. [UPDATED] ML released. Maximum 30 right now. [UPDATED] BC8, DS7 & CC7 are now available for ML. [UPDATED] Illusion Temple 4 & 5 is now available. [UPDATED] IT Rewards: Winners of IT 1 can win: 35% 10b/10s/10life, 25% OB1, 15% OB2 and 25% Feather/Crest. Winners of IT 2 can win: 34% 10b/10s/10life, 25% OB2, 15% OB3, 25% Feather/Crest and 1% Feather of Condor. Winners of IT 3 can win: 33% 10b/10s/10life/10c, 30% Old Box 3, 35% Feather/Crest and 2% Feather of Condor. Winners of IT 4 can win: 67% 10s/10life/10c/10gemstones, 30% Old Box 4 and 3% Feather of Condor. Winners of IT 5 can win: 52% 10s/10life/10c/10gemstones, 40% Old Box 4, 5% Feather of Condor, 3% Old Box 5. [UPDATED] Maximum number of players in guild is now 25. [UPDATED] Released Imperial Guardian Event & Suspicious Scrap of Paper in drop (mobs over level 90). Note: Weekly rankings & rewards will start from this Monday. Until then, records are counted but not rewarded (for rankings). Rewards: Bosses are rewarding 3 Jewels (B/S/Life) + 10% chance for Talisman of Chaos Assembly & 90% chance for the 4th Jewel. Sunday's last boss does have 100% chance for TOCA. Final reward is delivered to each participant individually, no matter how many players are in the party (everyone gets same reward). Optional objective: Kill the Statues and get 1~3 extra Jewels (Bless/Soul/Life/Chaos) that anyone from party can pick up. Weekly ranking rewards: Having 35+ Points = 2x TOCA. Having 25-34 points = 1x TOCA. Having 15-24 points = 10x Jewel of Harmony. Having 5-14 points = 5x Jewel of Harmony. [UPDATED] Minimum raid kills in order to be eligible for gens rewards is now 25 instead of 50. Starting from next Gens Season, not current one. [UPDATED] Mercenary Squad Quest will now ignore players from same alliance as well (not only same guild). [UPDATED] Jewel of Guardian Zen value is now 300.000 Zen instead of 2.500.000 Zen. There's already a lower senior mix cost and 10% market tax revenue to help up with mixes & upgrades. [UPDATED] Death King HP buffed. [UPDATED] Death King Enrage damage buffed to 2500 + extra 300 per player in range. [FIXED] Qwarp for Kanturu3 not working for all possible coordonates of the target. [UPDATED] OSGM Weekly Events Rewards: Consolation at events: 1x Jewel of Chaos + 5x OSP 5th place at events: 1x Jewel of Chaos + 2x BoK+4 + 10x OSP 4th place at events: 2x Jewel of Chaos + 2x BoK+4 + 15x OSP 3rd place at events: 2x Jewel of Chaos + 2x BoK+5 + 20x OSP 2nd place at events: 3x Jewel of Chaos + 2x BoK+5 + 30x OSP 1st place at events: 3x Jewel of Chaos + 3x BoK+5 + 40x OSP [ADDED] New OSGM Event: Death Roll Event More info: https://oldsquad.ro/forum/topic/4538-death-roll-event/ + Other small fixes / adjustments / improvements. Dynamic Characters Balance tweaks
      Fortunately, outside of SUM, the rest of chars are in a pretty balanced state so far.
      SUM:
      Increased PvP damage taken from rest of chars by 8-15%. Overall PvP damage nerfed with 10%. Overall PvM damage nerfed with 6%.
    5. Angry
      ADMIN got a reaction from Tokyo in Patch 5.3.3.0 - 29.10.2021 - Stage 2   
      Release date: 29.10.2021 at 10:00 - A small server restart will be needed, make sure to update the client via Launcher as well.
      Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 2!
      Note: Everyone that progressed the Stage (having level 300+ and 10rr) can type /stagereward in order to take the reward, after patch is up!
      Note2: We're also adding new OPTIONAL versions of Full Client, Manual patch and No-Launcher patch. Check the downloads section after the Patch is up!
      Note3: The new Full Client will offer the possibility to improve graphics, check the ImproveGameGraphics folder from it, if you're interested.
      Note4: We still have 1-3 slots open for our Council. If you're interested, PM here or on discord either me or @Gion 
      Changelog:
      [UPDATED] You can now continue to reset up to 15 resets. [UPDATED] EXP for Stage 2 (10rr) is now removed. 10th reset does have the same exp table like 9th reset had. [UPDATED] 2nd Newbies EXP boost added: 0rr: 400% EXP (constant level 1-350). 1rr: 400% EXP (constant level 1-360). 2rr: 400% EXP (constant level 1-370). 3rr: 350% EXP (constant level 1-380). 4rr: 300% EXP (constant level 1-390). 5rr: +200% EXP. 6rr: +160% EXP. 7rr: +120% EXP. 8rr: +80% EXP. 9rr: +40% EXP. [UPDATED] Maximum points in a single stat is now 16.000 instead of 8.000. [UPDATED] IT stats on event can now be random between 2 and 20 resets. [UPDATED] Maximum VIT at CS can now be 10000 instead of 5000. [UPDATED] Released Old Box 3 & Old Box 4. [UPDATED] Released Rare Items drop from Old Boxes. [UPDATED] Released Swamp access. [UPDATED] Cursed Dragon has been buffed in terms of HP & DEF. Now it can also drop OB1~4. [UPDATED] Released Bloody Witch Queen. [UPDATED] Balgass HP buffed. [UPDATED] Droprate of Feather & Crest (Icarus) slightly increased. [UPDATED] Released Quest 3 (NPC can be found in Lorencia). [UPDATED] Quest 3 - Part 1 has been reworked: Instead of being based purely on RNG (some people finishing it in few hours, others in few days), it is now based only on your activity: Minimum level 380 to farm the first part (it won't count on lower level than 380). After starting the quest 3 you need to relog (or move to another sub-server) in order to be registered for the counter and start farming. If you don't do that, when killing quest monsters system will tell you to relog. To finish the quest you need to kill 50 / 50 / 50 (tarkan quest mobs, icarus quest mobs, aida quest mobs). Your current progress is announced on every kill. When you kill 50 from one quest monster type, you receive the quest item type of that monster in inventory. The kill is counted only on last-hit. You can afk farm it or active farm it to finish it faster. Note: You can continue your progress even if you do reset, but only after reaching level 380+ again. [UPDATED] Released Professional VIP. [UPDATED] Released access to Chaos Machine (on website) from +11 to +12. [UPDATED] Released Reset Skill Tree. [UPDATED] Released Increase ADD Option. [UPDATED] Released Character Market. [UPDATED] Limit of Market items raised to 25 / day. [UPDATED] ML released. Maximum 30 right now. [UPDATED] BC8, DS7 & CC7 are now available for ML. [UPDATED] Illusion Temple 4 & 5 is now available. [UPDATED] IT Rewards: Winners of IT 1 can win: 35% 10b/10s/10life, 25% OB1, 15% OB2 and 25% Feather/Crest. Winners of IT 2 can win: 34% 10b/10s/10life, 25% OB2, 15% OB3, 25% Feather/Crest and 1% Feather of Condor. Winners of IT 3 can win: 33% 10b/10s/10life/10c, 30% Old Box 3, 35% Feather/Crest and 2% Feather of Condor. Winners of IT 4 can win: 67% 10s/10life/10c/10gemstones, 30% Old Box 4 and 3% Feather of Condor. Winners of IT 5 can win: 52% 10s/10life/10c/10gemstones, 40% Old Box 4, 5% Feather of Condor, 3% Old Box 5. [UPDATED] Maximum number of players in guild is now 25. [UPDATED] Released Imperial Guardian Event & Suspicious Scrap of Paper in drop (mobs over level 90). Note: Weekly rankings & rewards will start from this Monday. Until then, records are counted but not rewarded (for rankings). Rewards: Bosses are rewarding 3 Jewels (B/S/Life) + 10% chance for Talisman of Chaos Assembly & 90% chance for the 4th Jewel. Sunday's last boss does have 100% chance for TOCA. Final reward is delivered to each participant individually, no matter how many players are in the party (everyone gets same reward). Optional objective: Kill the Statues and get 1~3 extra Jewels (Bless/Soul/Life/Chaos) that anyone from party can pick up. Weekly ranking rewards: Having 35+ Points = 2x TOCA. Having 25-34 points = 1x TOCA. Having 15-24 points = 10x Jewel of Harmony. Having 5-14 points = 5x Jewel of Harmony. [UPDATED] Minimum raid kills in order to be eligible for gens rewards is now 25 instead of 50. Starting from next Gens Season, not current one. [UPDATED] Mercenary Squad Quest will now ignore players from same alliance as well (not only same guild). [UPDATED] Jewel of Guardian Zen value is now 300.000 Zen instead of 2.500.000 Zen. There's already a lower senior mix cost and 10% market tax revenue to help up with mixes & upgrades. [UPDATED] Death King HP buffed. [UPDATED] Death King Enrage damage buffed to 2500 + extra 300 per player in range. [FIXED] Qwarp for Kanturu3 not working for all possible coordonates of the target. [UPDATED] OSGM Weekly Events Rewards: Consolation at events: 1x Jewel of Chaos + 5x OSP 5th place at events: 1x Jewel of Chaos + 2x BoK+4 + 10x OSP 4th place at events: 2x Jewel of Chaos + 2x BoK+4 + 15x OSP 3rd place at events: 2x Jewel of Chaos + 2x BoK+5 + 20x OSP 2nd place at events: 3x Jewel of Chaos + 2x BoK+5 + 30x OSP 1st place at events: 3x Jewel of Chaos + 3x BoK+5 + 40x OSP [ADDED] New OSGM Event: Death Roll Event More info: https://oldsquad.ro/forum/topic/4538-death-roll-event/ + Other small fixes / adjustments / improvements. Dynamic Characters Balance tweaks
      Fortunately, outside of SUM, the rest of chars are in a pretty balanced state so far.
      SUM:
      Increased PvP damage taken from rest of chars by 8-15%. Overall PvP damage nerfed with 10%. Overall PvM damage nerfed with 6%.
    6. Like
      ADMIN got a reaction from Gion in Patch 5.3.3.0 - 29.10.2021 - Stage 2   
      Release date: 29.10.2021 at 10:00 - A small server restart will be needed, make sure to update the client via Launcher as well.
      Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 2!
      Note: Everyone that progressed the Stage (having level 300+ and 10rr) can type /stagereward in order to take the reward, after patch is up!
      Note2: We're also adding new OPTIONAL versions of Full Client, Manual patch and No-Launcher patch. Check the downloads section after the Patch is up!
      Note3: The new Full Client will offer the possibility to improve graphics, check the ImproveGameGraphics folder from it, if you're interested.
      Note4: We still have 1-3 slots open for our Council. If you're interested, PM here or on discord either me or @Gion 
      Changelog:
      [UPDATED] You can now continue to reset up to 15 resets. [UPDATED] EXP for Stage 2 (10rr) is now removed. 10th reset does have the same exp table like 9th reset had. [UPDATED] 2nd Newbies EXP boost added: 0rr: 400% EXP (constant level 1-350). 1rr: 400% EXP (constant level 1-360). 2rr: 400% EXP (constant level 1-370). 3rr: 350% EXP (constant level 1-380). 4rr: 300% EXP (constant level 1-390). 5rr: +200% EXP. 6rr: +160% EXP. 7rr: +120% EXP. 8rr: +80% EXP. 9rr: +40% EXP. [UPDATED] Maximum points in a single stat is now 16.000 instead of 8.000. [UPDATED] IT stats on event can now be random between 2 and 20 resets. [UPDATED] Maximum VIT at CS can now be 10000 instead of 5000. [UPDATED] Released Old Box 3 & Old Box 4. [UPDATED] Released Rare Items drop from Old Boxes. [UPDATED] Released Swamp access. [UPDATED] Cursed Dragon has been buffed in terms of HP & DEF. Now it can also drop OB1~4. [UPDATED] Released Bloody Witch Queen. [UPDATED] Balgass HP buffed. [UPDATED] Droprate of Feather & Crest (Icarus) slightly increased. [UPDATED] Released Quest 3 (NPC can be found in Lorencia). [UPDATED] Quest 3 - Part 1 has been reworked: Instead of being based purely on RNG (some people finishing it in few hours, others in few days), it is now based only on your activity: Minimum level 380 to farm the first part (it won't count on lower level than 380). After starting the quest 3 you need to relog (or move to another sub-server) in order to be registered for the counter and start farming. If you don't do that, when killing quest monsters system will tell you to relog. To finish the quest you need to kill 50 / 50 / 50 (tarkan quest mobs, icarus quest mobs, aida quest mobs). Your current progress is announced on every kill. When you kill 50 from one quest monster type, you receive the quest item type of that monster in inventory. The kill is counted only on last-hit. You can afk farm it or active farm it to finish it faster. Note: You can continue your progress even if you do reset, but only after reaching level 380+ again. [UPDATED] Released Professional VIP. [UPDATED] Released access to Chaos Machine (on website) from +11 to +12. [UPDATED] Released Reset Skill Tree. [UPDATED] Released Increase ADD Option. [UPDATED] Released Character Market. [UPDATED] Limit of Market items raised to 25 / day. [UPDATED] ML released. Maximum 30 right now. [UPDATED] BC8, DS7 & CC7 are now available for ML. [UPDATED] Illusion Temple 4 & 5 is now available. [UPDATED] IT Rewards: Winners of IT 1 can win: 35% 10b/10s/10life, 25% OB1, 15% OB2 and 25% Feather/Crest. Winners of IT 2 can win: 34% 10b/10s/10life, 25% OB2, 15% OB3, 25% Feather/Crest and 1% Feather of Condor. Winners of IT 3 can win: 33% 10b/10s/10life/10c, 30% Old Box 3, 35% Feather/Crest and 2% Feather of Condor. Winners of IT 4 can win: 67% 10s/10life/10c/10gemstones, 30% Old Box 4 and 3% Feather of Condor. Winners of IT 5 can win: 52% 10s/10life/10c/10gemstones, 40% Old Box 4, 5% Feather of Condor, 3% Old Box 5. [UPDATED] Maximum number of players in guild is now 25. [UPDATED] Released Imperial Guardian Event & Suspicious Scrap of Paper in drop (mobs over level 90). Note: Weekly rankings & rewards will start from this Monday. Until then, records are counted but not rewarded (for rankings). Rewards: Bosses are rewarding 3 Jewels (B/S/Life) + 10% chance for Talisman of Chaos Assembly & 90% chance for the 4th Jewel. Sunday's last boss does have 100% chance for TOCA. Final reward is delivered to each participant individually, no matter how many players are in the party (everyone gets same reward). Optional objective: Kill the Statues and get 1~3 extra Jewels (Bless/Soul/Life/Chaos) that anyone from party can pick up. Weekly ranking rewards: Having 35+ Points = 2x TOCA. Having 25-34 points = 1x TOCA. Having 15-24 points = 10x Jewel of Harmony. Having 5-14 points = 5x Jewel of Harmony. [UPDATED] Minimum raid kills in order to be eligible for gens rewards is now 25 instead of 50. Starting from next Gens Season, not current one. [UPDATED] Mercenary Squad Quest will now ignore players from same alliance as well (not only same guild). [UPDATED] Jewel of Guardian Zen value is now 300.000 Zen instead of 2.500.000 Zen. There's already a lower senior mix cost and 10% market tax revenue to help up with mixes & upgrades. [UPDATED] Death King HP buffed. [UPDATED] Death King Enrage damage buffed to 2500 + extra 300 per player in range. [FIXED] Qwarp for Kanturu3 not working for all possible coordonates of the target. [UPDATED] OSGM Weekly Events Rewards: Consolation at events: 1x Jewel of Chaos + 5x OSP 5th place at events: 1x Jewel of Chaos + 2x BoK+4 + 10x OSP 4th place at events: 2x Jewel of Chaos + 2x BoK+4 + 15x OSP 3rd place at events: 2x Jewel of Chaos + 2x BoK+5 + 20x OSP 2nd place at events: 3x Jewel of Chaos + 2x BoK+5 + 30x OSP 1st place at events: 3x Jewel of Chaos + 3x BoK+5 + 40x OSP [ADDED] New OSGM Event: Death Roll Event More info: https://oldsquad.ro/forum/topic/4538-death-roll-event/ + Other small fixes / adjustments / improvements. Dynamic Characters Balance tweaks
      Fortunately, outside of SUM, the rest of chars are in a pretty balanced state so far.
      SUM:
      Increased PvP damage taken from rest of chars by 8-15%. Overall PvP damage nerfed with 10%. Overall PvM damage nerfed with 6%.
    7. Like
      ADMIN got a reaction from Zmora in Patch 5.2.2.0 - 12.10.2021 - Stage 1.1   
      The following tweaks are up:
      [UPDATED] Zen Penalty: Penalty is now -0.25% per level instead of -0.5%. Penalty maximum value is now 50% instead of 80%. [UPDATED] Zen Table: Lorencia / Noria / Elbeland: OLD: 30% chance for zen. Base zen: 50 + MonsterLevel*20 zen. NEW: 40% chance for zen. Base zen: 50 + MonsterLevel*20 zen. Devias: OLD: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. NEW: 35% chance for zen. Base zen: 600 + MonsterLevel*35 zen. Kalima 1: OLD: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. NEW: 35% chance for zen. Base zen: 600 + MonsterLevel*35 zen. Dungeon: OLD: 20% zen chance. Base zen: 600 + MonsterLevel*30 zen. NEW: 30% chance for zen. Base zen: 1200 + MonsterLevel*45 zen. Atlans: OLD: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. NEW: 30% chance for zen. Base zen: 1600 + MonsterLevel*50 zen. LostTower: OLD: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. NEW: 30% chance for zen. Base zen: 1600 + MonsterLevel*50 zen. Kalima 2: OLD: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. NEW: 30% chance for zen. Base zen: 1600 + MonsterLevel*50 zen. Tarkan: OLD: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. NEW: 25% chance for zen. Base zen: 3000 + MonsterLevel*60 zen. Aida: OLD: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. NEW: 25% chance for zen. Base zen: 3000 + MonsterLevel*60 zen. Kalima 3: OLD: 15% zen chance.  Base zen: 1500 + MonsterLevel*40 zen. NEW: 25% chance for zen. Base zen: 3000 + MonsterLevel*60 zen. Icarus: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*45 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*70 zen. CryWolf: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*80 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*20 zen. Kanturu: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*90 zen. Kalima 4: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*90 zen. Karutan1: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*90 zen. Karutan2: OLD: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. NEW: 18% chance for zen. Base zen: 6000 + MonsterLevel*100 zen. Kalima 5: OLD: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. NEW: 18% chance for zen. Base zen: 6000 + MonsterLevel*100 zen. Relics: OLD: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. NEW: 18% chance for zen. Base zen: 8000 + MonsterLevel*110 zen. Kalima 6: OLD: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. NEW: 18% chance for zen. Base zen: 8000 + MonsterLevel*110 zen. Raklion: OLD: 12% zen chance. Base zen: 5000 + MonterLevel*70 zen. NEW: 18% chance for zen. Base zen: 10000 + MonsterLevel*120 zen. Vulcanus: OLD: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. NEW: 18% chance for zen. Base zen: 10000 + MonsterLevel*120 zen. Kalima 7: OLD: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. NEW: 18% chance for zen. Base zen: 10000 + MonsterLevel*120 zen. Swamp: OLD: 12% zen chance. Base zen: 6500 + MonsterLevel*75 zen. NEW: 18% chance for zen. Base zen: 13000 + MonsterLevel*130 zen. [UPDATED] Reset Table (Zen): Reset cost starts from 20kk and goes up as following: Each extra reset until 4 resets = + 3.000.000 zen per reset. The 4th reset = 32.000.000 zen. Each extra reset until 10 resets = + 7.000.000 zen per reset. The 10th reset = 74.000.000 zen. Each extra reset until 20 resets = + 12.000.000 zen per reset. The 20th reset = 194.000.000 zen. Each extra reset until 30 resets = + 18.000.000 zen per reset. [UPDATED] Senior Mix Zen cost is now 250kk zen per Mix. Note: In order to use the new cost we'll add a new command that you'll be able to use in front of the Senior. It will be up today or tomorrow, until then, starting from now, you can still use the senior as you did until now, and we'll manually refund you 750kk zen on the mixes until the command is up.
    8. Hype
      ADMIN got a reaction from Gion in Patch 5.2.2.0 - 12.10.2021 - Stage 1.1   
      Release date: 12.10.2021 at 22:30 - A small server restart will be needed, make sure to update the client via Launcher as well.
      Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 1.1!
      Note: Everyone that progressed the Stage (having level 300+ and 5rr) can type /stagereward in order to take the reward, after patch is up!
      Changelog:
      [UPDATED] You can now continue to reset up to 10 resets. [UPDATED] EXP for Stage 1.1 (5rr) is now removed. 5th reset does have the same exp table like the 4th reset had. [UPDATED] Newbies EXP boost added: 0rr: +200% EXP 1rr: +160% EXP 2rr: +120% EXP 3rr: +80% EXP 4rr: +40% EXP [UPDATED] Now level 80 ring will drop small wings for the class that drops it. [UPDATED] Drop of starter skills (ES/TS/DS/etc.) has been raised. [UPDATED] Maximum number of players in guild is now 22. [UPDATED] Released BoK+5 Goldens. [UPDATED] Released Crywolf Event (mobs now have normal HP/DMG values). [UPDATED] Released Kanturu Event. [UPDATED] Released Gens System & Rewards. Note: Gens Maps bonus exp is now +12%. Note2: First Gens Season will end on 01.11.2021. Note3: Rewards for 1st Gens Season: First place from Vanert & Duprian: 2x TOCA & 20x Jewel of Harmony. HoF badge. 2nd place from Varnert & Duprian: 2x TOCA & 10x Jewel of Harmony. 3rd place from Vanert & Duprian: 1x TOCA & 10x Jewel of Harmony. 4th place form Vanert & Duprian: 20x Jewel of Harmony. 5th place from V & D 15x Jewel of Harmony. There are 25(50) extra rewards for top 5~30 players from Vanert and Duprian: 5x Jewel of Harmony. [UPDATED] In order to be eligible for Gens Rewards, you need to have at least 50 Raid Kills, during the 15 days of a Gens Season, no matter your total points or rank, else you won't be registered for rewards and your rank spot will be given to another player for the rewards. [ADDED] Handicap advantage for Gens Families: Based on total number differences of Gens, the gens family with lower number of players will have higher number of total rewards.  Example: If by default there are 30 rewards for Vanert and 30 rewards for Duprian, now based on difference of total players there can be 20-30 rewards for the higher populated gens and 30-40 rewards for the lower populated gens (total number of rewards will always be 60, as default). Note: Only TOP 500 characters part of Gens are counted for Gens proportions. Handicap intervals: If Difference <= 6% (interval of 50-53% players for one gens or another): 30 Rewards - 30 Rewards (both families getting same amount of rewards). If Difference > 6% and Difference <= 12% (interval of 54-56% players for one family or another): 28 Rewards for higher population Family - 32 Rewards for the lower population Family. If difference > 12% and Difference <= 18% (interval of 57-59% players for one family or another): 26 Rewards for higher population Family - 34 Rewards for the lower population Family. If Difference > 18% and Difference <= 24% (interval of 60-62% players for one family or another): 24 Rewards for higher population Family - 36 Rewards for the lower population Family. If Difference > 24% and Difference <= 30% (interval of 63-65% players for one family or another): 22 Rewards for higher population Family - 38 Rewards for the lower population Family. If Difference > 30% (66%+ players for one family or another): 20 Rewards for higher population Family - 40 Rewards for the lower population Family. [UPDATED] Released Mercenary Squad. You can write /registerpvp to join it. Note: You need at least 3 resets to join the Squad. Note2: When your target is in a higher map than your level, you can use /qwarp. [UPDATED] Released Illusion Temple 1, 2, 3 & IT Ticket in drop. Note: Current Stats in IT: Default 500/500/500/500 + 300 command (DL) & extra 2-10rr points, based on class, random.  [ADDED] New rule related to IT Anti-Game: You can now also report IT anti-game by creating a report on forum, apart from the /warn and the automated punishments. We only accept reports where the IT anti-game can be seen clearly, and only VIDEO reports, screenshots aren't accepted. Punishment for manual IT reports is 14 days ban from IT on account & ip. [UPDATED] Now /entries will also show you the minimum level you need for the next BC/DS invitation level. [UPDATED] Market Tax is now 1kk Zen. [UPDATED] Restriction to Vote is now minimum 2 resets. [FIXED] Excellent shields not dropping with HP option (somehow HP was shared with ZEN as option, so by disabling zen option they were both disabled). Note: This fix is up since few days ago. [UPDATED] Summon skill (DL) is now disabled in Lost Tower and Devias while Death King is alive. [UPDATED] You can no longer have extra buffs (outside of your own class buffs) in 15x15 range of Death King. [UPDATED] Death King HP buffed. [UPDATED] Now Death King enrage damage is dynamic: Formula: 1800 extra damage + 150 damage per character in his 15x15 range. Example: If there are 10 players in his 15x15 range, the enrage damage is 1800+1500 = 3300 damage. [ADDED] Warehouse (NPC) in Aida 1. Note: It is up since few days ago. [FIXED] Elves not being able to use other weapons (outside of Bows/Crossbows) during Skeletons Invasion. Note: This fix is up since few days ago. [FIXED] Wings ignore check during Skeletons Invasion not working in some cases. Note: This fix is up since few days ago. [UPDATED] Now during skeletons invasion you can't have ignore from ancients (if you have the ignore option active from the ancient set you'll have to put items off until it is disabled). [ADDED] Custom Zen System. Normal monsters from the game will no longer "drop" the zen on the floor, instead, the Zen system is replaced from scratch: While leveling you will have a 12%~30% chance of getting Zen after killing (last-hit) a monster. The Zen will go directly into your Inventory (without you picking anything) and will still notice you on system like it does for the normal zen ("XX Zen Obtained"). There is a basic value (minimum value per map) and a dynamic value based on the monster level you kill (higher the level of monster, higher the zen) as well as Zen penalty based on the difference of your own level vs map level. The EXP you take does no longer matter, neither who does the "last-hit" of the monster. All Zen is now linear and it is calculated for every character. Based on this concept and core, we can add a lot of interesting things (different extra bonuses based on events, gens, mercenary, etc. etc.) There can be special conditions for future based on almost anything (from maps to monsters to events to pk state and so on, a lot of doors open). Extra changes related to Zen (for balance purposes with the new Zen System): Dealer VIP bonus is now +25%. PRO VIP bonus is now + 15%. Hunter VIP bonus based on Reset price is now 80% from the normal reset price. PRO VIP bonus based on Reset price is now 90% from the normal reset price. Dealer price for Post is now 60.000. PRO price for Post is now 80.000. Excellent option (Zen) will now add +10% Zen per item. Having Rudolf while farming will now give you +10% Zen. There's also an extra bonus ZEN (compared to normal, solo-player zen) if the party has 4 or 5 people in the same range (25% for 4, 35% for 5). Keep in mind that on the new System, all the mobs does apply this bonuses, no matter who last-hits the mob. Note: Zen Bonuses are additive not multiplicative which means you get separate bonuses based only on the base zen. Examples: Solo case: You will get the base Zen of that map / monster for every kill. If you have VIP, you will get the base zen + the bonus from the VIP. If you have Items with +Zen, you will get the base zen + the bonus from the Zen Items. If you have both VIP and items with +Zen, you will get the base zen + the bonus from the VIP + the bonus from the Zen Items. Example: Base zen: 5.000 VIP bonus: 25% 4 items with Zen (4x10%) = 40% bonus Zen from items. Final Zen that you get: 5.000 + vip bonus (5.000*0.25) + zen items (5.000*0.4) = 8.250 final Zen that you get, under this conditions. Party case: Whenever a monster is killed, everyone in the same party with the killer (the one who last-hits) and in the monster's map and 8x8 range (including the killer itself) will get Zen as following:  All players will receive the same amount of base zen that a solo player would get, for killing the same monster and in same conditions. Each player from party will receive INDIVIDUAL Zen bonus based on his own VIP level and his own Items with Zen. Example of party configuration and zen drop: 4 Players in party, everyone in range. Base zen: 5.000 (the Zen that a solo player would take as well). Party bonus: 25%. Player 1: NON-VIP Player 2: VIP Pro Player 3: VIP Dealer Player 4: NON-VIP but 3x items with Zen. In this configuration, players will get the following amount of zen on the same monster killed: Player 1: 5.000 + party bonus (25%) = 5000 + 1250 = 6.250 Zen received. Player 2: 5.000 + party bonus (25%) + vip bonus (15%) = 5.000 + 1250 + 750 = 7.000 Zen received. Player 3: 5.000 + party bonus (25%) + vip bonus (25%) = 5.000 + 1250 + 1.250 = 7.500 Zen received. Player 4: 5.000 + party bonus (25%) + zen items (3x10%) = 5.000 + 1250 + 1500 = 7.750 Zen received. As you will notice, there are several advantages: Each player will have his own bonuses based on what he individually have (no longer shared bonuses between all members). The bonuses will be applied no matter who last-hits the monster. Farming zen in full party (4/5) will be better than farming zen alone. Zen Penalty: If you have more than 20 levels over the average level of the map you are currently farming, you will start gaining penalty on Zen. For every 1 level after the first 20 levels difference, you lose 0.5% zen from the Base Zen. Example: Devias is a level 27 map (average of Devias1-4). After level 47, if you continue to farm in Devias you will get -0.5% base zen for each level over 47, up to a maximum of 80% penalty. So, if you farm on Devias at level 207+, you will get only 20% Base Zen. Note: Penalty is also individual, the penalties are for each individual character from a party, based on its level. Zen Table: Lorencia / Noria / Elbeland: 30% chance for zen. Base zen: 50 + MonsterLevel*20 zen. Devias: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Kalima 1: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Dungeon: 20% zen chance. Base zen: 600 + MonsterLevel*30 zen. Atlans: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. LostTower: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Kalima 2: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Tarkan: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Aida: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Kalima 3: 15% zen chance.  Base zen: 1500 + MonsterLevel*40 zen. Icarus: 12% zen chance. Base zen: 2000 + MonsterLevel*45 zen. CryWolf: 12% zen chance. Base zen: 2000 + MonsterLevel*50 zen. Kanturu: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Kalima 4: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan1: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan2: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Kalima 5: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Relics: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Kalima 6: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Raklion: 12% zen chance. Base zen: 5000 + MonterLevel*70 zen. Vulcanus: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Kalima 7: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Swamp: 12% zen chance. Base zen: 6500 + MonsterLevel*75 zen. Note: Zen is not gained on Events (BC, DS, CC, IT, etc.). Downsides of this system:  Not newbie-friendly (hard to understand it as a 1st time player that doesn't read forum as well). Losing the visuals for Zen and removing a nostalgic thing from the game. Upsides of this system: Does fix the inflation coming from newbies boost. Will balance the zen out during Stage exp. Will let players with max level to continue to gain Zen. It is more fair for everyone. It promotes farming in party vs farming solo. Does highly nerf Farmers vs main chars. It offers the possibility to extend it even more and adds opportunities for new rewards. It makes +ZEN option a really great option for PvM & farm, for the main characters as well. The flow of Zen will be more easily controllable as part of the economy, no longer being chaotic and random based on exp differences, who does the last-hit, and so on.
      We highly believe that this new Zen System will really make Zen shine now in economy, and will give us news ways of "playing" with Zen.
      Keep in mind that the values can be tweaked in the next period, based on the actual feedback. The goal is to have a balanced economy around Zen (not too much to become irrelevant, not too low to transform it into the main currency).
      Dynamic Characters Balance:
      Our feedback for chars looks pretty good so far, most chars are more or less in a balanced state, so there aren't too many changes related to chars on this stage, we'll have a better look at especially PvP (now that it will be more frequent) until the 10rr stage.
      Chars tweaks:
      DL:
      Fire Burst % skill damage raised with 20%. Fire Scream % skill damage nerfed with 18%. Obs: DL was and currently is a bit too powerful character on both Hunt & PvP (apart from all his other advantages) due to the burst of FS when positioned correctly. We're tuning it down to get it in line with rest of chars. While his PvM power was good early on, it is falling down right now and we're helping it by buffing the Fire Burst damage. SM:
      PvP damage raised with 8%. Obs: While we all know SM is scaling better as game progress, we feel like it should be a bit more in line with rest of chars right now, he will most probably be nerfed back later on. MG:
      PvP damage nerfed with 12%. Obs: Our PvM king was also a bit too powerful on PvP until now, we're tuning it down a bit.
       
    9. Like
      ADMIN got a reaction from Zmora in Patch 5.2.2.0 - 12.10.2021 - Stage 1.1   
      Release date: 12.10.2021 at 22:30 - A small server restart will be needed, make sure to update the client via Launcher as well.
      Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 1.1!
      Note: Everyone that progressed the Stage (having level 300+ and 5rr) can type /stagereward in order to take the reward, after patch is up!
      Changelog:
      [UPDATED] You can now continue to reset up to 10 resets. [UPDATED] EXP for Stage 1.1 (5rr) is now removed. 5th reset does have the same exp table like the 4th reset had. [UPDATED] Newbies EXP boost added: 0rr: +200% EXP 1rr: +160% EXP 2rr: +120% EXP 3rr: +80% EXP 4rr: +40% EXP [UPDATED] Now level 80 ring will drop small wings for the class that drops it. [UPDATED] Drop of starter skills (ES/TS/DS/etc.) has been raised. [UPDATED] Maximum number of players in guild is now 22. [UPDATED] Released BoK+5 Goldens. [UPDATED] Released Crywolf Event (mobs now have normal HP/DMG values). [UPDATED] Released Kanturu Event. [UPDATED] Released Gens System & Rewards. Note: Gens Maps bonus exp is now +12%. Note2: First Gens Season will end on 01.11.2021. Note3: Rewards for 1st Gens Season: First place from Vanert & Duprian: 2x TOCA & 20x Jewel of Harmony. HoF badge. 2nd place from Varnert & Duprian: 2x TOCA & 10x Jewel of Harmony. 3rd place from Vanert & Duprian: 1x TOCA & 10x Jewel of Harmony. 4th place form Vanert & Duprian: 20x Jewel of Harmony. 5th place from V & D 15x Jewel of Harmony. There are 25(50) extra rewards for top 5~30 players from Vanert and Duprian: 5x Jewel of Harmony. [UPDATED] In order to be eligible for Gens Rewards, you need to have at least 50 Raid Kills, during the 15 days of a Gens Season, no matter your total points or rank, else you won't be registered for rewards and your rank spot will be given to another player for the rewards. [ADDED] Handicap advantage for Gens Families: Based on total number differences of Gens, the gens family with lower number of players will have higher number of total rewards.  Example: If by default there are 30 rewards for Vanert and 30 rewards for Duprian, now based on difference of total players there can be 20-30 rewards for the higher populated gens and 30-40 rewards for the lower populated gens (total number of rewards will always be 60, as default). Note: Only TOP 500 characters part of Gens are counted for Gens proportions. Handicap intervals: If Difference <= 6% (interval of 50-53% players for one gens or another): 30 Rewards - 30 Rewards (both families getting same amount of rewards). If Difference > 6% and Difference <= 12% (interval of 54-56% players for one family or another): 28 Rewards for higher population Family - 32 Rewards for the lower population Family. If difference > 12% and Difference <= 18% (interval of 57-59% players for one family or another): 26 Rewards for higher population Family - 34 Rewards for the lower population Family. If Difference > 18% and Difference <= 24% (interval of 60-62% players for one family or another): 24 Rewards for higher population Family - 36 Rewards for the lower population Family. If Difference > 24% and Difference <= 30% (interval of 63-65% players for one family or another): 22 Rewards for higher population Family - 38 Rewards for the lower population Family. If Difference > 30% (66%+ players for one family or another): 20 Rewards for higher population Family - 40 Rewards for the lower population Family. [UPDATED] Released Mercenary Squad. You can write /registerpvp to join it. Note: You need at least 3 resets to join the Squad. Note2: When your target is in a higher map than your level, you can use /qwarp. [UPDATED] Released Illusion Temple 1, 2, 3 & IT Ticket in drop. Note: Current Stats in IT: Default 500/500/500/500 + 300 command (DL) & extra 2-10rr points, based on class, random.  [ADDED] New rule related to IT Anti-Game: You can now also report IT anti-game by creating a report on forum, apart from the /warn and the automated punishments. We only accept reports where the IT anti-game can be seen clearly, and only VIDEO reports, screenshots aren't accepted. Punishment for manual IT reports is 14 days ban from IT on account & ip. [UPDATED] Now /entries will also show you the minimum level you need for the next BC/DS invitation level. [UPDATED] Market Tax is now 1kk Zen. [UPDATED] Restriction to Vote is now minimum 2 resets. [FIXED] Excellent shields not dropping with HP option (somehow HP was shared with ZEN as option, so by disabling zen option they were both disabled). Note: This fix is up since few days ago. [UPDATED] Summon skill (DL) is now disabled in Lost Tower and Devias while Death King is alive. [UPDATED] You can no longer have extra buffs (outside of your own class buffs) in 15x15 range of Death King. [UPDATED] Death King HP buffed. [UPDATED] Now Death King enrage damage is dynamic: Formula: 1800 extra damage + 150 damage per character in his 15x15 range. Example: If there are 10 players in his 15x15 range, the enrage damage is 1800+1500 = 3300 damage. [ADDED] Warehouse (NPC) in Aida 1. Note: It is up since few days ago. [FIXED] Elves not being able to use other weapons (outside of Bows/Crossbows) during Skeletons Invasion. Note: This fix is up since few days ago. [FIXED] Wings ignore check during Skeletons Invasion not working in some cases. Note: This fix is up since few days ago. [UPDATED] Now during skeletons invasion you can't have ignore from ancients (if you have the ignore option active from the ancient set you'll have to put items off until it is disabled). [ADDED] Custom Zen System. Normal monsters from the game will no longer "drop" the zen on the floor, instead, the Zen system is replaced from scratch: While leveling you will have a 12%~30% chance of getting Zen after killing (last-hit) a monster. The Zen will go directly into your Inventory (without you picking anything) and will still notice you on system like it does for the normal zen ("XX Zen Obtained"). There is a basic value (minimum value per map) and a dynamic value based on the monster level you kill (higher the level of monster, higher the zen) as well as Zen penalty based on the difference of your own level vs map level. The EXP you take does no longer matter, neither who does the "last-hit" of the monster. All Zen is now linear and it is calculated for every character. Based on this concept and core, we can add a lot of interesting things (different extra bonuses based on events, gens, mercenary, etc. etc.) There can be special conditions for future based on almost anything (from maps to monsters to events to pk state and so on, a lot of doors open). Extra changes related to Zen (for balance purposes with the new Zen System): Dealer VIP bonus is now +25%. PRO VIP bonus is now + 15%. Hunter VIP bonus based on Reset price is now 80% from the normal reset price. PRO VIP bonus based on Reset price is now 90% from the normal reset price. Dealer price for Post is now 60.000. PRO price for Post is now 80.000. Excellent option (Zen) will now add +10% Zen per item. Having Rudolf while farming will now give you +10% Zen. There's also an extra bonus ZEN (compared to normal, solo-player zen) if the party has 4 or 5 people in the same range (25% for 4, 35% for 5). Keep in mind that on the new System, all the mobs does apply this bonuses, no matter who last-hits the mob. Note: Zen Bonuses are additive not multiplicative which means you get separate bonuses based only on the base zen. Examples: Solo case: You will get the base Zen of that map / monster for every kill. If you have VIP, you will get the base zen + the bonus from the VIP. If you have Items with +Zen, you will get the base zen + the bonus from the Zen Items. If you have both VIP and items with +Zen, you will get the base zen + the bonus from the VIP + the bonus from the Zen Items. Example: Base zen: 5.000 VIP bonus: 25% 4 items with Zen (4x10%) = 40% bonus Zen from items. Final Zen that you get: 5.000 + vip bonus (5.000*0.25) + zen items (5.000*0.4) = 8.250 final Zen that you get, under this conditions. Party case: Whenever a monster is killed, everyone in the same party with the killer (the one who last-hits) and in the monster's map and 8x8 range (including the killer itself) will get Zen as following:  All players will receive the same amount of base zen that a solo player would get, for killing the same monster and in same conditions. Each player from party will receive INDIVIDUAL Zen bonus based on his own VIP level and his own Items with Zen. Example of party configuration and zen drop: 4 Players in party, everyone in range. Base zen: 5.000 (the Zen that a solo player would take as well). Party bonus: 25%. Player 1: NON-VIP Player 2: VIP Pro Player 3: VIP Dealer Player 4: NON-VIP but 3x items with Zen. In this configuration, players will get the following amount of zen on the same monster killed: Player 1: 5.000 + party bonus (25%) = 5000 + 1250 = 6.250 Zen received. Player 2: 5.000 + party bonus (25%) + vip bonus (15%) = 5.000 + 1250 + 750 = 7.000 Zen received. Player 3: 5.000 + party bonus (25%) + vip bonus (25%) = 5.000 + 1250 + 1.250 = 7.500 Zen received. Player 4: 5.000 + party bonus (25%) + zen items (3x10%) = 5.000 + 1250 + 1500 = 7.750 Zen received. As you will notice, there are several advantages: Each player will have his own bonuses based on what he individually have (no longer shared bonuses between all members). The bonuses will be applied no matter who last-hits the monster. Farming zen in full party (4/5) will be better than farming zen alone. Zen Penalty: If you have more than 20 levels over the average level of the map you are currently farming, you will start gaining penalty on Zen. For every 1 level after the first 20 levels difference, you lose 0.5% zen from the Base Zen. Example: Devias is a level 27 map (average of Devias1-4). After level 47, if you continue to farm in Devias you will get -0.5% base zen for each level over 47, up to a maximum of 80% penalty. So, if you farm on Devias at level 207+, you will get only 20% Base Zen. Note: Penalty is also individual, the penalties are for each individual character from a party, based on its level. Zen Table: Lorencia / Noria / Elbeland: 30% chance for zen. Base zen: 50 + MonsterLevel*20 zen. Devias: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Kalima 1: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Dungeon: 20% zen chance. Base zen: 600 + MonsterLevel*30 zen. Atlans: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. LostTower: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Kalima 2: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Tarkan: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Aida: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Kalima 3: 15% zen chance.  Base zen: 1500 + MonsterLevel*40 zen. Icarus: 12% zen chance. Base zen: 2000 + MonsterLevel*45 zen. CryWolf: 12% zen chance. Base zen: 2000 + MonsterLevel*50 zen. Kanturu: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Kalima 4: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan1: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan2: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Kalima 5: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Relics: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Kalima 6: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Raklion: 12% zen chance. Base zen: 5000 + MonterLevel*70 zen. Vulcanus: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Kalima 7: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Swamp: 12% zen chance. Base zen: 6500 + MonsterLevel*75 zen. Note: Zen is not gained on Events (BC, DS, CC, IT, etc.). Downsides of this system:  Not newbie-friendly (hard to understand it as a 1st time player that doesn't read forum as well). Losing the visuals for Zen and removing a nostalgic thing from the game. Upsides of this system: Does fix the inflation coming from newbies boost. Will balance the zen out during Stage exp. Will let players with max level to continue to gain Zen. It is more fair for everyone. It promotes farming in party vs farming solo. Does highly nerf Farmers vs main chars. It offers the possibility to extend it even more and adds opportunities for new rewards. It makes +ZEN option a really great option for PvM & farm, for the main characters as well. The flow of Zen will be more easily controllable as part of the economy, no longer being chaotic and random based on exp differences, who does the last-hit, and so on.
      We highly believe that this new Zen System will really make Zen shine now in economy, and will give us news ways of "playing" with Zen.
      Keep in mind that the values can be tweaked in the next period, based on the actual feedback. The goal is to have a balanced economy around Zen (not too much to become irrelevant, not too low to transform it into the main currency).
      Dynamic Characters Balance:
      Our feedback for chars looks pretty good so far, most chars are more or less in a balanced state, so there aren't too many changes related to chars on this stage, we'll have a better look at especially PvP (now that it will be more frequent) until the 10rr stage.
      Chars tweaks:
      DL:
      Fire Burst % skill damage raised with 20%. Fire Scream % skill damage nerfed with 18%. Obs: DL was and currently is a bit too powerful character on both Hunt & PvP (apart from all his other advantages) due to the burst of FS when positioned correctly. We're tuning it down to get it in line with rest of chars. While his PvM power was good early on, it is falling down right now and we're helping it by buffing the Fire Burst damage. SM:
      PvP damage raised with 8%. Obs: While we all know SM is scaling better as game progress, we feel like it should be a bit more in line with rest of chars right now, he will most probably be nerfed back later on. MG:
      PvP damage nerfed with 12%. Obs: Our PvM king was also a bit too powerful on PvP until now, we're tuning it down a bit.
       
    10. Hype
      ADMIN got a reaction from Wanheda in Patch 5.2.2.0 - 12.10.2021 - Stage 1.1   
      Release date: 12.10.2021 at 22:30 - A small server restart will be needed, make sure to update the client via Launcher as well.
      Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 1.1!
      Note: Everyone that progressed the Stage (having level 300+ and 5rr) can type /stagereward in order to take the reward, after patch is up!
      Changelog:
      [UPDATED] You can now continue to reset up to 10 resets. [UPDATED] EXP for Stage 1.1 (5rr) is now removed. 5th reset does have the same exp table like the 4th reset had. [UPDATED] Newbies EXP boost added: 0rr: +200% EXP 1rr: +160% EXP 2rr: +120% EXP 3rr: +80% EXP 4rr: +40% EXP [UPDATED] Now level 80 ring will drop small wings for the class that drops it. [UPDATED] Drop of starter skills (ES/TS/DS/etc.) has been raised. [UPDATED] Maximum number of players in guild is now 22. [UPDATED] Released BoK+5 Goldens. [UPDATED] Released Crywolf Event (mobs now have normal HP/DMG values). [UPDATED] Released Kanturu Event. [UPDATED] Released Gens System & Rewards. Note: Gens Maps bonus exp is now +12%. Note2: First Gens Season will end on 01.11.2021. Note3: Rewards for 1st Gens Season: First place from Vanert & Duprian: 2x TOCA & 20x Jewel of Harmony. HoF badge. 2nd place from Varnert & Duprian: 2x TOCA & 10x Jewel of Harmony. 3rd place from Vanert & Duprian: 1x TOCA & 10x Jewel of Harmony. 4th place form Vanert & Duprian: 20x Jewel of Harmony. 5th place from V & D 15x Jewel of Harmony. There are 25(50) extra rewards for top 5~30 players from Vanert and Duprian: 5x Jewel of Harmony. [UPDATED] In order to be eligible for Gens Rewards, you need to have at least 50 Raid Kills, during the 15 days of a Gens Season, no matter your total points or rank, else you won't be registered for rewards and your rank spot will be given to another player for the rewards. [ADDED] Handicap advantage for Gens Families: Based on total number differences of Gens, the gens family with lower number of players will have higher number of total rewards.  Example: If by default there are 30 rewards for Vanert and 30 rewards for Duprian, now based on difference of total players there can be 20-30 rewards for the higher populated gens and 30-40 rewards for the lower populated gens (total number of rewards will always be 60, as default). Note: Only TOP 500 characters part of Gens are counted for Gens proportions. Handicap intervals: If Difference <= 6% (interval of 50-53% players for one gens or another): 30 Rewards - 30 Rewards (both families getting same amount of rewards). If Difference > 6% and Difference <= 12% (interval of 54-56% players for one family or another): 28 Rewards for higher population Family - 32 Rewards for the lower population Family. If difference > 12% and Difference <= 18% (interval of 57-59% players for one family or another): 26 Rewards for higher population Family - 34 Rewards for the lower population Family. If Difference > 18% and Difference <= 24% (interval of 60-62% players for one family or another): 24 Rewards for higher population Family - 36 Rewards for the lower population Family. If Difference > 24% and Difference <= 30% (interval of 63-65% players for one family or another): 22 Rewards for higher population Family - 38 Rewards for the lower population Family. If Difference > 30% (66%+ players for one family or another): 20 Rewards for higher population Family - 40 Rewards for the lower population Family. [UPDATED] Released Mercenary Squad. You can write /registerpvp to join it. Note: You need at least 3 resets to join the Squad. Note2: When your target is in a higher map than your level, you can use /qwarp. [UPDATED] Released Illusion Temple 1, 2, 3 & IT Ticket in drop. Note: Current Stats in IT: Default 500/500/500/500 + 300 command (DL) & extra 2-10rr points, based on class, random.  [ADDED] New rule related to IT Anti-Game: You can now also report IT anti-game by creating a report on forum, apart from the /warn and the automated punishments. We only accept reports where the IT anti-game can be seen clearly, and only VIDEO reports, screenshots aren't accepted. Punishment for manual IT reports is 14 days ban from IT on account & ip. [UPDATED] Now /entries will also show you the minimum level you need for the next BC/DS invitation level. [UPDATED] Market Tax is now 1kk Zen. [UPDATED] Restriction to Vote is now minimum 2 resets. [FIXED] Excellent shields not dropping with HP option (somehow HP was shared with ZEN as option, so by disabling zen option they were both disabled). Note: This fix is up since few days ago. [UPDATED] Summon skill (DL) is now disabled in Lost Tower and Devias while Death King is alive. [UPDATED] You can no longer have extra buffs (outside of your own class buffs) in 15x15 range of Death King. [UPDATED] Death King HP buffed. [UPDATED] Now Death King enrage damage is dynamic: Formula: 1800 extra damage + 150 damage per character in his 15x15 range. Example: If there are 10 players in his 15x15 range, the enrage damage is 1800+1500 = 3300 damage. [ADDED] Warehouse (NPC) in Aida 1. Note: It is up since few days ago. [FIXED] Elves not being able to use other weapons (outside of Bows/Crossbows) during Skeletons Invasion. Note: This fix is up since few days ago. [FIXED] Wings ignore check during Skeletons Invasion not working in some cases. Note: This fix is up since few days ago. [UPDATED] Now during skeletons invasion you can't have ignore from ancients (if you have the ignore option active from the ancient set you'll have to put items off until it is disabled). [ADDED] Custom Zen System. Normal monsters from the game will no longer "drop" the zen on the floor, instead, the Zen system is replaced from scratch: While leveling you will have a 12%~30% chance of getting Zen after killing (last-hit) a monster. The Zen will go directly into your Inventory (without you picking anything) and will still notice you on system like it does for the normal zen ("XX Zen Obtained"). There is a basic value (minimum value per map) and a dynamic value based on the monster level you kill (higher the level of monster, higher the zen) as well as Zen penalty based on the difference of your own level vs map level. The EXP you take does no longer matter, neither who does the "last-hit" of the monster. All Zen is now linear and it is calculated for every character. Based on this concept and core, we can add a lot of interesting things (different extra bonuses based on events, gens, mercenary, etc. etc.) There can be special conditions for future based on almost anything (from maps to monsters to events to pk state and so on, a lot of doors open). Extra changes related to Zen (for balance purposes with the new Zen System): Dealer VIP bonus is now +25%. PRO VIP bonus is now + 15%. Hunter VIP bonus based on Reset price is now 80% from the normal reset price. PRO VIP bonus based on Reset price is now 90% from the normal reset price. Dealer price for Post is now 60.000. PRO price for Post is now 80.000. Excellent option (Zen) will now add +10% Zen per item. Having Rudolf while farming will now give you +10% Zen. There's also an extra bonus ZEN (compared to normal, solo-player zen) if the party has 4 or 5 people in the same range (25% for 4, 35% for 5). Keep in mind that on the new System, all the mobs does apply this bonuses, no matter who last-hits the mob. Note: Zen Bonuses are additive not multiplicative which means you get separate bonuses based only on the base zen. Examples: Solo case: You will get the base Zen of that map / monster for every kill. If you have VIP, you will get the base zen + the bonus from the VIP. If you have Items with +Zen, you will get the base zen + the bonus from the Zen Items. If you have both VIP and items with +Zen, you will get the base zen + the bonus from the VIP + the bonus from the Zen Items. Example: Base zen: 5.000 VIP bonus: 25% 4 items with Zen (4x10%) = 40% bonus Zen from items. Final Zen that you get: 5.000 + vip bonus (5.000*0.25) + zen items (5.000*0.4) = 8.250 final Zen that you get, under this conditions. Party case: Whenever a monster is killed, everyone in the same party with the killer (the one who last-hits) and in the monster's map and 8x8 range (including the killer itself) will get Zen as following:  All players will receive the same amount of base zen that a solo player would get, for killing the same monster and in same conditions. Each player from party will receive INDIVIDUAL Zen bonus based on his own VIP level and his own Items with Zen. Example of party configuration and zen drop: 4 Players in party, everyone in range. Base zen: 5.000 (the Zen that a solo player would take as well). Party bonus: 25%. Player 1: NON-VIP Player 2: VIP Pro Player 3: VIP Dealer Player 4: NON-VIP but 3x items with Zen. In this configuration, players will get the following amount of zen on the same monster killed: Player 1: 5.000 + party bonus (25%) = 5000 + 1250 = 6.250 Zen received. Player 2: 5.000 + party bonus (25%) + vip bonus (15%) = 5.000 + 1250 + 750 = 7.000 Zen received. Player 3: 5.000 + party bonus (25%) + vip bonus (25%) = 5.000 + 1250 + 1.250 = 7.500 Zen received. Player 4: 5.000 + party bonus (25%) + zen items (3x10%) = 5.000 + 1250 + 1500 = 7.750 Zen received. As you will notice, there are several advantages: Each player will have his own bonuses based on what he individually have (no longer shared bonuses between all members). The bonuses will be applied no matter who last-hits the monster. Farming zen in full party (4/5) will be better than farming zen alone. Zen Penalty: If you have more than 20 levels over the average level of the map you are currently farming, you will start gaining penalty on Zen. For every 1 level after the first 20 levels difference, you lose 0.5% zen from the Base Zen. Example: Devias is a level 27 map (average of Devias1-4). After level 47, if you continue to farm in Devias you will get -0.5% base zen for each level over 47, up to a maximum of 80% penalty. So, if you farm on Devias at level 207+, you will get only 20% Base Zen. Note: Penalty is also individual, the penalties are for each individual character from a party, based on its level. Zen Table: Lorencia / Noria / Elbeland: 30% chance for zen. Base zen: 50 + MonsterLevel*20 zen. Devias: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Kalima 1: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Dungeon: 20% zen chance. Base zen: 600 + MonsterLevel*30 zen. Atlans: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. LostTower: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Kalima 2: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Tarkan: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Aida: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Kalima 3: 15% zen chance.  Base zen: 1500 + MonsterLevel*40 zen. Icarus: 12% zen chance. Base zen: 2000 + MonsterLevel*45 zen. CryWolf: 12% zen chance. Base zen: 2000 + MonsterLevel*50 zen. Kanturu: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Kalima 4: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan1: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan2: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Kalima 5: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Relics: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Kalima 6: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Raklion: 12% zen chance. Base zen: 5000 + MonterLevel*70 zen. Vulcanus: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Kalima 7: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Swamp: 12% zen chance. Base zen: 6500 + MonsterLevel*75 zen. Note: Zen is not gained on Events (BC, DS, CC, IT, etc.). Downsides of this system:  Not newbie-friendly (hard to understand it as a 1st time player that doesn't read forum as well). Losing the visuals for Zen and removing a nostalgic thing from the game. Upsides of this system: Does fix the inflation coming from newbies boost. Will balance the zen out during Stage exp. Will let players with max level to continue to gain Zen. It is more fair for everyone. It promotes farming in party vs farming solo. Does highly nerf Farmers vs main chars. It offers the possibility to extend it even more and adds opportunities for new rewards. It makes +ZEN option a really great option for PvM & farm, for the main characters as well. The flow of Zen will be more easily controllable as part of the economy, no longer being chaotic and random based on exp differences, who does the last-hit, and so on.
      We highly believe that this new Zen System will really make Zen shine now in economy, and will give us news ways of "playing" with Zen.
      Keep in mind that the values can be tweaked in the next period, based on the actual feedback. The goal is to have a balanced economy around Zen (not too much to become irrelevant, not too low to transform it into the main currency).
      Dynamic Characters Balance:
      Our feedback for chars looks pretty good so far, most chars are more or less in a balanced state, so there aren't too many changes related to chars on this stage, we'll have a better look at especially PvP (now that it will be more frequent) until the 10rr stage.
      Chars tweaks:
      DL:
      Fire Burst % skill damage raised with 20%. Fire Scream % skill damage nerfed with 18%. Obs: DL was and currently is a bit too powerful character on both Hunt & PvP (apart from all his other advantages) due to the burst of FS when positioned correctly. We're tuning it down to get it in line with rest of chars. While his PvM power was good early on, it is falling down right now and we're helping it by buffing the Fire Burst damage. SM:
      PvP damage raised with 8%. Obs: While we all know SM is scaling better as game progress, we feel like it should be a bit more in line with rest of chars right now, he will most probably be nerfed back later on. MG:
      PvP damage nerfed with 12%. Obs: Our PvM king was also a bit too powerful on PvP until now, we're tuning it down a bit.
       
    11. Like
      ADMIN got a reaction from Gion in A new Boss Fight approach   
      New additions to Death King:
      Now Death's Embrace duration is 60 seconds. This means that if there is no purge (by PKs) in 60 seconds after the Death's Embrace started, it is automatically purged (and the timer is reset). Added global messages to Lost Tower players during Death King: Messages with 3 / 2 / 1 seconds before Enrage. Message when Enrage is over. Messages after 10 & 30 seconds since Death's Embrace started and while Death's Embrace is active, with the number of players left to be killed in King's range in order to purge it. Message when Death's Embrace is purged (auto purged or by PKs).
    12. Like
      ADMIN reacted to Rookerria in quest item picked up and i cant get rid of it.   
      Thank you very much!! Have a good one!
    13. Hype
      ADMIN got a reaction from Zmora in Announcing Inception - #5 Edition - Back to Origins   
      Since we've released our Inception #5 announcement we've received a lot of feedback from both council members as well as random players.
      There are a lot of things planned for this edition, that will be worked & released during its lifespan, but I'll put here a wall of text with most of the changes that have been done so far since our initial announcement, that are currently live on Test Server as well as on official server:
      Chars:
      All classes have been balanced for start & early game in terms of Hunt & PvM. They are pretty close compared to how they used to be on early. We didn't focused too much on PvP aspect (they're based on 30rr balance), things will be tweaked there after first Stage. Rageful Blow is now the main PvM skill for BK early on (has been buffed). Same can be said about Summoner and Lightning Shock. EMG no longer has the extra defence buff. Dragon Roar is now a level 100 skill (from 150). Dark Side is now a level 120 skill (from 180). AG cost reduced for Rageful Blow, Fire Slash and Lightning Shock. Improvements:
      Max Mana option (excellent) is now 15% instead of 4%. %Mana per mob option (excellent) is now 7% per mob instead of 12% per mob. Pendant of Ability now increases AG by +10%/+20%/+30% instead of +1%/+2%/+3%. Pendant of Ability (non exc) can drop with only +10% AG. Pendant of Ability (exc) can drop with +10~30% AG. Ring of Magic now increases Mana by +10%/+20%/+30% instead of +1%/+2%/+3%. Ring of Magic (non exc) can drop with only +10% Mana. Ring of Magic (exc) can drop with +10~30% Mana. Excellent Shields can no longer have ZEN option. Party EXP system reworked from a default system to a custom system: The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Extras:
      You can type /dice and it will generate a random number from 1-100, as a system message, that everyone from your range can see it. You can type /dice xxx where xxx = any number < 10000, it will generate a random number from 1 to your number, that everyone from your range can see it. Note: There is a 5 seconds cooldown between each use. This idea is borrowed from WoW, let the deathrolls begin! Reward of Quiz is now 2x Bless instead of 1x Bless & 1x Chaos. Wings level 1 are now harder to obtain, changes: Chaos Item (Goblin) will now always come +0. Chaos Item (Goblin) will now have 12% chance for ADD4, and 88% chance for ADD+0. Jewel of Life removed for early game from WW drop table. Jewel of Life drop rate from mobs that can be farmed early on is slightly reduced. Reset price early on has been increased a little. New table: Resets cost starts from 60kk (from 40kk) and goes up as following: Each extra reset until 6 resets = + 15.000.000 zen per reset (from + 10.000.000 per reset). The 6th reset = 135.000.000 zen (from 90.000.000) Each extra reset until 10 resets = + 25.000.000 zen per reset (from + 15.000.000 per reset). The 10th reset = 235.000.000 zen (from  150.000.000) Each extra reset until 20 resets = + 50.000.000 zen per reset. The 20th reset = 735.000.000 zen (from 650.000.000) Each extra reset until 30 resets = + 80.000.000 zen per reset. Early market cost for adding an item has been reduced: Cost is now 800k from 2kk. May be raised as game progress. The Zen value of JoG is now 2.5kk instead of 6kk. The Zen value of Creation is now 3kk instead of 5kk.
      For future (patches) we'll have a look at:
      New ways of getting OB1/OB2. Reduce the "luck" part of getting Fenrir. New Zen system. Maybe a que for IT, with random selected people that can join from the registered pool. A(nother) rework on Arena Tournament. & other interesting changes/improvements.
      We'll keep this topic updated if there will be any more *impactful* changes until the start.
      Cheers.
    14. Thanks
      ADMIN got a reaction from MrFIXXX in Announcing Inception - #5 Edition - Back to Origins   
      Since we've released our Inception #5 announcement we've received a lot of feedback from both council members as well as random players.
      There are a lot of things planned for this edition, that will be worked & released during its lifespan, but I'll put here a wall of text with most of the changes that have been done so far since our initial announcement, that are currently live on Test Server as well as on official server:
      Chars:
      All classes have been balanced for start & early game in terms of Hunt & PvM. They are pretty close compared to how they used to be on early. We didn't focused too much on PvP aspect (they're based on 30rr balance), things will be tweaked there after first Stage. Rageful Blow is now the main PvM skill for BK early on (has been buffed). Same can be said about Summoner and Lightning Shock. EMG no longer has the extra defence buff. Dragon Roar is now a level 100 skill (from 150). Dark Side is now a level 120 skill (from 180). AG cost reduced for Rageful Blow, Fire Slash and Lightning Shock. Improvements:
      Max Mana option (excellent) is now 15% instead of 4%. %Mana per mob option (excellent) is now 7% per mob instead of 12% per mob. Pendant of Ability now increases AG by +10%/+20%/+30% instead of +1%/+2%/+3%. Pendant of Ability (non exc) can drop with only +10% AG. Pendant of Ability (exc) can drop with +10~30% AG. Ring of Magic now increases Mana by +10%/+20%/+30% instead of +1%/+2%/+3%. Ring of Magic (non exc) can drop with only +10% Mana. Ring of Magic (exc) can drop with +10~30% Mana. Excellent Shields can no longer have ZEN option. Party EXP system reworked from a default system to a custom system: The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Extras:
      You can type /dice and it will generate a random number from 1-100, as a system message, that everyone from your range can see it. You can type /dice xxx where xxx = any number < 10000, it will generate a random number from 1 to your number, that everyone from your range can see it. Note: There is a 5 seconds cooldown between each use. This idea is borrowed from WoW, let the deathrolls begin! Reward of Quiz is now 2x Bless instead of 1x Bless & 1x Chaos. Wings level 1 are now harder to obtain, changes: Chaos Item (Goblin) will now always come +0. Chaos Item (Goblin) will now have 12% chance for ADD4, and 88% chance for ADD+0. Jewel of Life removed for early game from WW drop table. Jewel of Life drop rate from mobs that can be farmed early on is slightly reduced. Reset price early on has been increased a little. New table: Resets cost starts from 60kk (from 40kk) and goes up as following: Each extra reset until 6 resets = + 15.000.000 zen per reset (from + 10.000.000 per reset). The 6th reset = 135.000.000 zen (from 90.000.000) Each extra reset until 10 resets = + 25.000.000 zen per reset (from + 15.000.000 per reset). The 10th reset = 235.000.000 zen (from  150.000.000) Each extra reset until 20 resets = + 50.000.000 zen per reset. The 20th reset = 735.000.000 zen (from 650.000.000) Each extra reset until 30 resets = + 80.000.000 zen per reset. Early market cost for adding an item has been reduced: Cost is now 800k from 2kk. May be raised as game progress. The Zen value of JoG is now 2.5kk instead of 6kk. The Zen value of Creation is now 3kk instead of 5kk.
      For future (patches) we'll have a look at:
      New ways of getting OB1/OB2. Reduce the "luck" part of getting Fenrir. New Zen system. Maybe a que for IT, with random selected people that can join from the registered pool. A(nother) rework on Arena Tournament. & other interesting changes/improvements.
      We'll keep this topic updated if there will be any more *impactful* changes until the start.
      Cheers.
    15. Like
      ADMIN got a reaction from Alex. in Announcing Inception - #5 Edition - Back to Origins   
      Since we've released our Inception #5 announcement we've received a lot of feedback from both council members as well as random players.
      There are a lot of things planned for this edition, that will be worked & released during its lifespan, but I'll put here a wall of text with most of the changes that have been done so far since our initial announcement, that are currently live on Test Server as well as on official server:
      Chars:
      All classes have been balanced for start & early game in terms of Hunt & PvM. They are pretty close compared to how they used to be on early. We didn't focused too much on PvP aspect (they're based on 30rr balance), things will be tweaked there after first Stage. Rageful Blow is now the main PvM skill for BK early on (has been buffed). Same can be said about Summoner and Lightning Shock. EMG no longer has the extra defence buff. Dragon Roar is now a level 100 skill (from 150). Dark Side is now a level 120 skill (from 180). AG cost reduced for Rageful Blow, Fire Slash and Lightning Shock. Improvements:
      Max Mana option (excellent) is now 15% instead of 4%. %Mana per mob option (excellent) is now 7% per mob instead of 12% per mob. Pendant of Ability now increases AG by +10%/+20%/+30% instead of +1%/+2%/+3%. Pendant of Ability (non exc) can drop with only +10% AG. Pendant of Ability (exc) can drop with +10~30% AG. Ring of Magic now increases Mana by +10%/+20%/+30% instead of +1%/+2%/+3%. Ring of Magic (non exc) can drop with only +10% Mana. Ring of Magic (exc) can drop with +10~30% Mana. Excellent Shields can no longer have ZEN option. Party EXP system reworked from a default system to a custom system: The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Extras:
      You can type /dice and it will generate a random number from 1-100, as a system message, that everyone from your range can see it. You can type /dice xxx where xxx = any number < 10000, it will generate a random number from 1 to your number, that everyone from your range can see it. Note: There is a 5 seconds cooldown between each use. This idea is borrowed from WoW, let the deathrolls begin! Reward of Quiz is now 2x Bless instead of 1x Bless & 1x Chaos. Wings level 1 are now harder to obtain, changes: Chaos Item (Goblin) will now always come +0. Chaos Item (Goblin) will now have 12% chance for ADD4, and 88% chance for ADD+0. Jewel of Life removed for early game from WW drop table. Jewel of Life drop rate from mobs that can be farmed early on is slightly reduced. Reset price early on has been increased a little. New table: Resets cost starts from 60kk (from 40kk) and goes up as following: Each extra reset until 6 resets = + 15.000.000 zen per reset (from + 10.000.000 per reset). The 6th reset = 135.000.000 zen (from 90.000.000) Each extra reset until 10 resets = + 25.000.000 zen per reset (from + 15.000.000 per reset). The 10th reset = 235.000.000 zen (from  150.000.000) Each extra reset until 20 resets = + 50.000.000 zen per reset. The 20th reset = 735.000.000 zen (from 650.000.000) Each extra reset until 30 resets = + 80.000.000 zen per reset. Early market cost for adding an item has been reduced: Cost is now 800k from 2kk. May be raised as game progress. The Zen value of JoG is now 2.5kk instead of 6kk. The Zen value of Creation is now 3kk instead of 5kk.
      For future (patches) we'll have a look at:
      New ways of getting OB1/OB2. Reduce the "luck" part of getting Fenrir. New Zen system. Maybe a que for IT, with random selected people that can join from the registered pool. A(nother) rework on Arena Tournament. & other interesting changes/improvements.
      We'll keep this topic updated if there will be any more *impactful* changes until the start.
      Cheers.
    16. Like
      ADMIN got a reaction from DadSpike in Announcing Inception - #5 Edition - Back to Origins   
      Since we've released our Inception #5 announcement we've received a lot of feedback from both council members as well as random players.
      There are a lot of things planned for this edition, that will be worked & released during its lifespan, but I'll put here a wall of text with most of the changes that have been done so far since our initial announcement, that are currently live on Test Server as well as on official server:
      Chars:
      All classes have been balanced for start & early game in terms of Hunt & PvM. They are pretty close compared to how they used to be on early. We didn't focused too much on PvP aspect (they're based on 30rr balance), things will be tweaked there after first Stage. Rageful Blow is now the main PvM skill for BK early on (has been buffed). Same can be said about Summoner and Lightning Shock. EMG no longer has the extra defence buff. Dragon Roar is now a level 100 skill (from 150). Dark Side is now a level 120 skill (from 180). AG cost reduced for Rageful Blow, Fire Slash and Lightning Shock. Improvements:
      Max Mana option (excellent) is now 15% instead of 4%. %Mana per mob option (excellent) is now 7% per mob instead of 12% per mob. Pendant of Ability now increases AG by +10%/+20%/+30% instead of +1%/+2%/+3%. Pendant of Ability (non exc) can drop with only +10% AG. Pendant of Ability (exc) can drop with +10~30% AG. Ring of Magic now increases Mana by +10%/+20%/+30% instead of +1%/+2%/+3%. Ring of Magic (non exc) can drop with only +10% Mana. Ring of Magic (exc) can drop with +10~30% Mana. Excellent Shields can no longer have ZEN option. Party EXP system reworked from a default system to a custom system: The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Extras:
      You can type /dice and it will generate a random number from 1-100, as a system message, that everyone from your range can see it. You can type /dice xxx where xxx = any number < 10000, it will generate a random number from 1 to your number, that everyone from your range can see it. Note: There is a 5 seconds cooldown between each use. This idea is borrowed from WoW, let the deathrolls begin! Reward of Quiz is now 2x Bless instead of 1x Bless & 1x Chaos. Wings level 1 are now harder to obtain, changes: Chaos Item (Goblin) will now always come +0. Chaos Item (Goblin) will now have 12% chance for ADD4, and 88% chance for ADD+0. Jewel of Life removed for early game from WW drop table. Jewel of Life drop rate from mobs that can be farmed early on is slightly reduced. Reset price early on has been increased a little. New table: Resets cost starts from 60kk (from 40kk) and goes up as following: Each extra reset until 6 resets = + 15.000.000 zen per reset (from + 10.000.000 per reset). The 6th reset = 135.000.000 zen (from 90.000.000) Each extra reset until 10 resets = + 25.000.000 zen per reset (from + 15.000.000 per reset). The 10th reset = 235.000.000 zen (from  150.000.000) Each extra reset until 20 resets = + 50.000.000 zen per reset. The 20th reset = 735.000.000 zen (from 650.000.000) Each extra reset until 30 resets = + 80.000.000 zen per reset. Early market cost for adding an item has been reduced: Cost is now 800k from 2kk. May be raised as game progress. The Zen value of JoG is now 2.5kk instead of 6kk. The Zen value of Creation is now 3kk instead of 5kk.
      For future (patches) we'll have a look at:
      New ways of getting OB1/OB2. Reduce the "luck" part of getting Fenrir. New Zen system. Maybe a que for IT, with random selected people that can join from the registered pool. A(nother) rework on Arena Tournament. & other interesting changes/improvements.
      We'll keep this topic updated if there will be any more *impactful* changes until the start.
      Cheers.
    17. Thanks
      ADMIN got a reaction from Archie in Announcing Inception - #5 Edition - Back to Origins   
      Since we've released our Inception #5 announcement we've received a lot of feedback from both council members as well as random players.
      There are a lot of things planned for this edition, that will be worked & released during its lifespan, but I'll put here a wall of text with most of the changes that have been done so far since our initial announcement, that are currently live on Test Server as well as on official server:
      Chars:
      All classes have been balanced for start & early game in terms of Hunt & PvM. They are pretty close compared to how they used to be on early. We didn't focused too much on PvP aspect (they're based on 30rr balance), things will be tweaked there after first Stage. Rageful Blow is now the main PvM skill for BK early on (has been buffed). Same can be said about Summoner and Lightning Shock. EMG no longer has the extra defence buff. Dragon Roar is now a level 100 skill (from 150). Dark Side is now a level 120 skill (from 180). AG cost reduced for Rageful Blow, Fire Slash and Lightning Shock. Improvements:
      Max Mana option (excellent) is now 15% instead of 4%. %Mana per mob option (excellent) is now 7% per mob instead of 12% per mob. Pendant of Ability now increases AG by +10%/+20%/+30% instead of +1%/+2%/+3%. Pendant of Ability (non exc) can drop with only +10% AG. Pendant of Ability (exc) can drop with +10~30% AG. Ring of Magic now increases Mana by +10%/+20%/+30% instead of +1%/+2%/+3%. Ring of Magic (non exc) can drop with only +10% Mana. Ring of Magic (exc) can drop with +10~30% Mana. Excellent Shields can no longer have ZEN option. Party EXP system reworked from a default system to a custom system: The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Extras:
      You can type /dice and it will generate a random number from 1-100, as a system message, that everyone from your range can see it. You can type /dice xxx where xxx = any number < 10000, it will generate a random number from 1 to your number, that everyone from your range can see it. Note: There is a 5 seconds cooldown between each use. This idea is borrowed from WoW, let the deathrolls begin! Reward of Quiz is now 2x Bless instead of 1x Bless & 1x Chaos. Wings level 1 are now harder to obtain, changes: Chaos Item (Goblin) will now always come +0. Chaos Item (Goblin) will now have 12% chance for ADD4, and 88% chance for ADD+0. Jewel of Life removed for early game from WW drop table. Jewel of Life drop rate from mobs that can be farmed early on is slightly reduced. Reset price early on has been increased a little. New table: Resets cost starts from 60kk (from 40kk) and goes up as following: Each extra reset until 6 resets = + 15.000.000 zen per reset (from + 10.000.000 per reset). The 6th reset = 135.000.000 zen (from 90.000.000) Each extra reset until 10 resets = + 25.000.000 zen per reset (from + 15.000.000 per reset). The 10th reset = 235.000.000 zen (from  150.000.000) Each extra reset until 20 resets = + 50.000.000 zen per reset. The 20th reset = 735.000.000 zen (from 650.000.000) Each extra reset until 30 resets = + 80.000.000 zen per reset. Early market cost for adding an item has been reduced: Cost is now 800k from 2kk. May be raised as game progress. The Zen value of JoG is now 2.5kk instead of 6kk. The Zen value of Creation is now 3kk instead of 5kk.
      For future (patches) we'll have a look at:
      New ways of getting OB1/OB2. Reduce the "luck" part of getting Fenrir. New Zen system. Maybe a que for IT, with random selected people that can join from the registered pool. A(nother) rework on Arena Tournament. & other interesting changes/improvements.
      We'll keep this topic updated if there will be any more *impactful* changes until the start.
      Cheers.
    18. Like
      ADMIN got a reaction from MrFIXXX in Announcing Inception - #5 Edition - Back to Origins   
      Hello OldSquaders & Guests,
      It's something else that marks the beginning of autumn, outside of the weather, the (re) start of school / studies and so on and that's our INCEPTION!
      We are eager and proud in the same time to officially announce the 5th edition of our signature server - Inception, the server where everything started, the server that is so loved by many of you that are waiting every single year to experience it once again, to conquer our world and to fight once again for supremacy.
      Edition after edition, patch after patch, we've all been witness to the beautiful evolution of this server, to the high level it reached in terms of gameplay and the unique things it offers to be considered one of the best international *resets* server.
      Never aiming for anything less but greatness, this edition is coming stronger than ever, with even more changes towards a balanced gameplay and a high level competition as you're all used to.
      Inception # 5 - Back to Origins - Starting officially on Friday, 10 September 2021 at 19:00 GMT+3 (mobs spawning at 20:00 GMT+3).
      Public Test Server will be opened for public with 5 ~ 8 days before the start.
      So, spread the word, gather your teams, and prepare for a new journey! The crown is waiting for its kings!
      Some of the new things / changes that this edition will have:
      Now there will be a ML limit on each Stage as following: When ML is released after 10rr Stage, maximum ML is 30. After 15rr Stage is done, maximum ML is raised to 70. After 20rr Stage is done, maximum ML is raised to 110. After 25rr Stage is done, maximum ML is raised to 200+30 (really slow extra 30 ML). Instead of raising with +25%/+20% based on each ML interval, the ML experience will instead raise with +15/+10%. Jewel of Creation will no longer be dropped from monsters (only events / part of rewards from the existing alternatives). Instead, Jewel of Creation will be released on drop from monsters only when Sockets are also released. The same will apply for Spheres (they will only be released to drop from monsters - Vulcanus - only when Sockets are released). Guild System is reworked: All characters classes can now have the same amount of Members in Guild (no longer DL advantage). Maximum number of players in guild will now change with Stages as following: Maximum number of players in guild at start: 20 Maximum number of players in guild after Stage1.1 (5rr): 22 Maximum number of players in guild after Stage 2 (10rr): 25  Maximum number of players in guild after Stage 2.1 (15rr): 27  Maximum number of players in guild after Stage 3 (20rr): 30 Maximum number of players in guild after Stage 3.1 (25rr): 35 Introducing World Bosses Invasions: While Medusa had her own "army", into Cursed Dragon & Bloody Witch Queen, Selupan thought he's strong enough alone, but the past has proven him wrong. Learning from his own mistakes, he has built a new army of himself, that will attack our world 2 times per day, 1 set time (evening) and 1 random time (any period outside of evening). He has 4 minions: Dark Mammoth, Dark Giant, Dark Coolutin & Dark Iron Knight. They will all invade in the same time, each of them on a different map (yet to be decided). They are harder to beat and they offer World Drop (anyone can pick their drop) as well as credits for everyone in their range when they die. Dark Iron Knight - Very high damage, lower HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Mammoth - Low damage, very high HP / DEF, can have special abilities, spawns in a normal map (free PK near them).  Dark Giant - Medium damage & HP / DEF, can have special abilities, spawns in a Gens map. Dark Coolutin - Medium damage & HP / DEF, can have special abilities, in his 25x25 space, the zone is NON-PVP (no matter mercenaries or not). World Bosses will be released after Stage 2.1 (15rr). More info about them later on. Minimum 2 Fridays/Saturdays per month there will be a special event organized by Gion: Soccer Night (free for all, random teams with registered participants). Guild War (2v2 / 3v3 / 5v5 between teams/guilds). Except of Kundun, first bosses will only be released after the BoK+5 Goldens are also released (compared to last edition when they were released before BoK+5) - which means after Stage 1.1 (5rr). Gens Raids will only be released when Mercenary Squad is released as well (5rr Stage). The EXP bonus on Gens Maps will be only 5% instead of 12% until Gens Raids are released. Now there's a cooldown on the Warp Character from website, you can only warp once every 30 minutes. Exception: You can warp any time to Lorencia, without a cooldown (but it will reset your cooldown for rest of maps). Stage Rewards improved: Now except of the items won on Stage 2 & 3 (10rr & 20rr), the winners will also get the stage progress reward. 2 options items from BoKs will be more rare than they were, while luck will be seen more often instead. Instead of having a higher chance for luck but a lower one for 2 options on higher BoKs, there's now a higher chance for luck and lower chance for 2 options on lower BoKs, and vice-versa for higher BoKs. All BoKs now have a 2% chance of dropping items with 3 options. First part of Quest 3 has been reworked: Instead of being based on luck (some people farming it too much while others finish it really fast) the items dropped for quest will be gathered only from a "special" invasion, where mobs will drop the quest item with 100% chance. More info later on. Handicap from CS has been increased. We feel like it was too low as it was, not having too much impact on making the win harder multiple times in a row, as it should have. New Handicap: 1st win: On next CS the team starts with -1500 points. 2nd win (consecutive): On next CS the team starts with -3500 points. 3rd win (consecutive): On next CS the team starts with -6000 points. 4th win (consecutive): On next CS the team starts with -6000 points and 2/3 of VIT limit for GM (if limit is 15000 the GM will have a limit of 10000 VIT). 5th win (consecutive) and onwards: On next CS the team starts with -9000 points and 2/3 of VIT limit for GM. Maximum number points that can be reduced (by doing the upgrades) is now 25% of total Handicap points (instead of 40%). All maps (except of starting maps) will have -10 levels restriction when going "by walk" (something that didn't worked correctly until now). We've added 2 new (custom) gates in game, to the maps that lacked them from WebZen: You can now travel "by walk" from Kanturu Relics to Vulcanus (with -10 levels restriction) as well as from Vulcanus to Kanturu Relics (same gate). You can now travel "by walk" from Vulcanus to Swamp of Peace (same restriction, level 380 and 10+ resets) as well as from Swamp of Peace to Vulcanus (same gate). In order to discourage "same class stacking" in early game while also keeping the advantage of DL/RF/MG classes for "non-vip" players the following change is added: Until first "non-vip" player reaches level 200, DL/MG/RF will be able to go in maps at the same levels like rest of classes. After first "non-vip" player reaches level 200, the restriction will be lifted back. This is only for 0rr, where restriction is normally disabled. For 1rr+ restriction to maps is always up. Devias: Minimum level 15. Elbeland: Minimum level 20. Rest of 0rr maps: The "by walk" level of normal classes (-10 levels compared to the Move list of normal classes). Party EXP updated: Solo: 100% EXP 2 Players: 102% EXP. 3 Players: 104% EXP. 4 Players: 107% EXP. 5 Players: 110% EXP. 4 Players Gold (different races): 114%. 5 Players Gold (different races): 117%. The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Reduced the number of Giants from Lorencia to avoid "hot-spots" early game. More early game spots have been added: 6 spots in Devias (Devias4 -> down). 7 spots in Dungeon (3x Dungeon1, 4x Dungeon2). 4 spots in Elbeland (2x Elbeland2, 2x Elbeland3). Along with this specific changes, there are few more things that were updated during Phoenix and will be seen on Inception as well, apart from the fixes and improvements, as well as some unwritten changes (adjustments/improvements/small tweaks).
      The official info topic has been updated with the 5# edition information.
      Note: Keep in mind that the information isn't 100% final and it may suffer changes until the launch day, as we will receive your feedback.
      Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-everything-you-need-to-know/
      And if you're curious about Arena Tournament - we hate that we still couldn't stop the "guild stacking" on the previous implementation, which destroys the fun that this event should offer. We have some new ideas for it (like randomly assigned players from Arena that will give extra points if killed during x seconds, which may help in forcing guild-mates to kill each-others as well) or going even further as virtually registering your character's guild when going at CS as your Main guild (no matter if you stay guildless or on different guild during the next week) and creating restrictions / bonuses based on Main guild and so on.
      But again, we're afraid that we'll spend again a lot of time on it and the result will be the same. Unless people start playing such Event for fun and quit tryharding, or unless you have real ideas that can prevent this things, we'll most probably hold on Arena Tournament.
      There's another option of transforming it into a guild/team based event, with teams and same tournament style, or, an option to transform it in fully 1v1 double elimination event.
       
      Also we're building the new Council group for this edition, if you want to be part of it feel free to contact either me or Gion. More info: https://discord.com/channels/364735762907922442/367652192821444608/874984233922330643
      Cheers!
      #MakeMUGreatAgain!
    19. Hype
      ADMIN got a reaction from BetleyKOX in Test Server is now open!   
      Hello,
      The Test Server for Inception is now available for Public.
      You can download the official client here:
      https://oldsquad.ro/forum/topic/1176-inception-downloads/
      You can find the Test Server commands here:
      https://oldsquad.ro/forum/topic/3328-inception-test-server-commands/
      Cheers!
       
    20. Hype
      ADMIN got a reaction from Cerberus in Test Server is now open!   
      Hello,
      The Test Server for Inception is now available for Public.
      You can download the official client here:
      https://oldsquad.ro/forum/topic/1176-inception-downloads/
      You can find the Test Server commands here:
      https://oldsquad.ro/forum/topic/3328-inception-test-server-commands/
      Cheers!
       
    21. Thanks
      ADMIN got a reaction from Zmora in [Inception] Official Information (everything you need to know)   
      OldSquadMU - Inception - Info
                          
      ⇓
      Why to choose US?
      Basic Info
      Gameplay Info
      Old Box System & Rare Items
      Events Info
      Spots Info
      Drop Info & Economy System
      Chaos Machine Info
      Special / HOT Features that you should KNOW!
      PvP System - All details & features
      Medals, Excellent (BoKs) & Ancient Tiers
      Castle Siege System V3 - Unique 
      Arena Tournament V3 - Most Complex PvP Event

      Extra Info Topics:

      Server RULES: Click Me
      Info about CREDITS: Click Me
      Everything about Characters Builds, Info & Buffs Formulas: Click Me
      Test Server Commands: Click Me
      + Many, many, many other things!

      Let's bring MU Online to the next level!
    22. Like
      ADMIN got a reaction from Tekashi69 in Announcing Inception - #5 Edition - Back to Origins   
      Hello OldSquaders & Guests,
      It's something else that marks the beginning of autumn, outside of the weather, the (re) start of school / studies and so on and that's our INCEPTION!
      We are eager and proud in the same time to officially announce the 5th edition of our signature server - Inception, the server where everything started, the server that is so loved by many of you that are waiting every single year to experience it once again, to conquer our world and to fight once again for supremacy.
      Edition after edition, patch after patch, we've all been witness to the beautiful evolution of this server, to the high level it reached in terms of gameplay and the unique things it offers to be considered one of the best international *resets* server.
      Never aiming for anything less but greatness, this edition is coming stronger than ever, with even more changes towards a balanced gameplay and a high level competition as you're all used to.
      Inception # 5 - Back to Origins - Starting officially on Friday, 10 September 2021 at 19:00 GMT+3 (mobs spawning at 20:00 GMT+3).
      Public Test Server will be opened for public with 5 ~ 8 days before the start.
      So, spread the word, gather your teams, and prepare for a new journey! The crown is waiting for its kings!
      Some of the new things / changes that this edition will have:
      Now there will be a ML limit on each Stage as following: When ML is released after 10rr Stage, maximum ML is 30. After 15rr Stage is done, maximum ML is raised to 70. After 20rr Stage is done, maximum ML is raised to 110. After 25rr Stage is done, maximum ML is raised to 200+30 (really slow extra 30 ML). Instead of raising with +25%/+20% based on each ML interval, the ML experience will instead raise with +15/+10%. Jewel of Creation will no longer be dropped from monsters (only events / part of rewards from the existing alternatives). Instead, Jewel of Creation will be released on drop from monsters only when Sockets are also released. The same will apply for Spheres (they will only be released to drop from monsters - Vulcanus - only when Sockets are released). Guild System is reworked: All characters classes can now have the same amount of Members in Guild (no longer DL advantage). Maximum number of players in guild will now change with Stages as following: Maximum number of players in guild at start: 20 Maximum number of players in guild after Stage1.1 (5rr): 22 Maximum number of players in guild after Stage 2 (10rr): 25  Maximum number of players in guild after Stage 2.1 (15rr): 27  Maximum number of players in guild after Stage 3 (20rr): 30 Maximum number of players in guild after Stage 3.1 (25rr): 35 Introducing World Bosses Invasions: While Medusa had her own "army", into Cursed Dragon & Bloody Witch Queen, Selupan thought he's strong enough alone, but the past has proven him wrong. Learning from his own mistakes, he has built a new army of himself, that will attack our world 2 times per day, 1 set time (evening) and 1 random time (any period outside of evening). He has 4 minions: Dark Mammoth, Dark Giant, Dark Coolutin & Dark Iron Knight. They will all invade in the same time, each of them on a different map (yet to be decided). They are harder to beat and they offer World Drop (anyone can pick their drop) as well as credits for everyone in their range when they die. Dark Iron Knight - Very high damage, lower HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Mammoth - Low damage, very high HP / DEF, can have special abilities, spawns in a normal map (free PK near them).  Dark Giant - Medium damage & HP / DEF, can have special abilities, spawns in a Gens map. Dark Coolutin - Medium damage & HP / DEF, can have special abilities, in his 25x25 space, the zone is NON-PVP (no matter mercenaries or not). World Bosses will be released after Stage 2.1 (15rr). More info about them later on. Minimum 2 Fridays/Saturdays per month there will be a special event organized by Gion: Soccer Night (free for all, random teams with registered participants). Guild War (2v2 / 3v3 / 5v5 between teams/guilds). Except of Kundun, first bosses will only be released after the BoK+5 Goldens are also released (compared to last edition when they were released before BoK+5) - which means after Stage 1.1 (5rr). Gens Raids will only be released when Mercenary Squad is released as well (5rr Stage). The EXP bonus on Gens Maps will be only 5% instead of 12% until Gens Raids are released. Now there's a cooldown on the Warp Character from website, you can only warp once every 30 minutes. Exception: You can warp any time to Lorencia, without a cooldown (but it will reset your cooldown for rest of maps). Stage Rewards improved: Now except of the items won on Stage 2 & 3 (10rr & 20rr), the winners will also get the stage progress reward. 2 options items from BoKs will be more rare than they were, while luck will be seen more often instead. Instead of having a higher chance for luck but a lower one for 2 options on higher BoKs, there's now a higher chance for luck and lower chance for 2 options on lower BoKs, and vice-versa for higher BoKs. All BoKs now have a 2% chance of dropping items with 3 options. First part of Quest 3 has been reworked: Instead of being based on luck (some people farming it too much while others finish it really fast) the items dropped for quest will be gathered only from a "special" invasion, where mobs will drop the quest item with 100% chance. More info later on. Handicap from CS has been increased. We feel like it was too low as it was, not having too much impact on making the win harder multiple times in a row, as it should have. New Handicap: 1st win: On next CS the team starts with -1500 points. 2nd win (consecutive): On next CS the team starts with -3500 points. 3rd win (consecutive): On next CS the team starts with -6000 points. 4th win (consecutive): On next CS the team starts with -6000 points and 2/3 of VIT limit for GM (if limit is 15000 the GM will have a limit of 10000 VIT). 5th win (consecutive) and onwards: On next CS the team starts with -9000 points and 2/3 of VIT limit for GM. Maximum number points that can be reduced (by doing the upgrades) is now 25% of total Handicap points (instead of 40%). All maps (except of starting maps) will have -10 levels restriction when going "by walk" (something that didn't worked correctly until now). We've added 2 new (custom) gates in game, to the maps that lacked them from WebZen: You can now travel "by walk" from Kanturu Relics to Vulcanus (with -10 levels restriction) as well as from Vulcanus to Kanturu Relics (same gate). You can now travel "by walk" from Vulcanus to Swamp of Peace (same restriction, level 380 and 10+ resets) as well as from Swamp of Peace to Vulcanus (same gate). In order to discourage "same class stacking" in early game while also keeping the advantage of DL/RF/MG classes for "non-vip" players the following change is added: Until first "non-vip" player reaches level 200, DL/MG/RF will be able to go in maps at the same levels like rest of classes. After first "non-vip" player reaches level 200, the restriction will be lifted back. This is only for 0rr, where restriction is normally disabled. For 1rr+ restriction to maps is always up. Devias: Minimum level 15. Elbeland: Minimum level 20. Rest of 0rr maps: The "by walk" level of normal classes (-10 levels compared to the Move list of normal classes). Party EXP updated: Solo: 100% EXP 2 Players: 102% EXP. 3 Players: 104% EXP. 4 Players: 107% EXP. 5 Players: 110% EXP. 4 Players Gold (different races): 114%. 5 Players Gold (different races): 117%. The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Reduced the number of Giants from Lorencia to avoid "hot-spots" early game. More early game spots have been added: 6 spots in Devias (Devias4 -> down). 7 spots in Dungeon (3x Dungeon1, 4x Dungeon2). 4 spots in Elbeland (2x Elbeland2, 2x Elbeland3). Along with this specific changes, there are few more things that were updated during Phoenix and will be seen on Inception as well, apart from the fixes and improvements, as well as some unwritten changes (adjustments/improvements/small tweaks).
      The official info topic has been updated with the 5# edition information.
      Note: Keep in mind that the information isn't 100% final and it may suffer changes until the launch day, as we will receive your feedback.
      Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-everything-you-need-to-know/
      And if you're curious about Arena Tournament - we hate that we still couldn't stop the "guild stacking" on the previous implementation, which destroys the fun that this event should offer. We have some new ideas for it (like randomly assigned players from Arena that will give extra points if killed during x seconds, which may help in forcing guild-mates to kill each-others as well) or going even further as virtually registering your character's guild when going at CS as your Main guild (no matter if you stay guildless or on different guild during the next week) and creating restrictions / bonuses based on Main guild and so on.
      But again, we're afraid that we'll spend again a lot of time on it and the result will be the same. Unless people start playing such Event for fun and quit tryharding, or unless you have real ideas that can prevent this things, we'll most probably hold on Arena Tournament.
      There's another option of transforming it into a guild/team based event, with teams and same tournament style, or, an option to transform it in fully 1v1 double elimination event.
       
      Also we're building the new Council group for this edition, if you want to be part of it feel free to contact either me or Gion. More info: https://discord.com/channels/364735762907922442/367652192821444608/874984233922330643
      Cheers!
      #MakeMUGreatAgain!
    23. Like
      ADMIN got a reaction from Zmora in Announcing Inception - #5 Edition - Back to Origins   
      Hello OldSquaders & Guests,
      It's something else that marks the beginning of autumn, outside of the weather, the (re) start of school / studies and so on and that's our INCEPTION!
      We are eager and proud in the same time to officially announce the 5th edition of our signature server - Inception, the server where everything started, the server that is so loved by many of you that are waiting every single year to experience it once again, to conquer our world and to fight once again for supremacy.
      Edition after edition, patch after patch, we've all been witness to the beautiful evolution of this server, to the high level it reached in terms of gameplay and the unique things it offers to be considered one of the best international *resets* server.
      Never aiming for anything less but greatness, this edition is coming stronger than ever, with even more changes towards a balanced gameplay and a high level competition as you're all used to.
      Inception # 5 - Back to Origins - Starting officially on Friday, 10 September 2021 at 19:00 GMT+3 (mobs spawning at 20:00 GMT+3).
      Public Test Server will be opened for public with 5 ~ 8 days before the start.
      So, spread the word, gather your teams, and prepare for a new journey! The crown is waiting for its kings!
      Some of the new things / changes that this edition will have:
      Now there will be a ML limit on each Stage as following: When ML is released after 10rr Stage, maximum ML is 30. After 15rr Stage is done, maximum ML is raised to 70. After 20rr Stage is done, maximum ML is raised to 110. After 25rr Stage is done, maximum ML is raised to 200+30 (really slow extra 30 ML). Instead of raising with +25%/+20% based on each ML interval, the ML experience will instead raise with +15/+10%. Jewel of Creation will no longer be dropped from monsters (only events / part of rewards from the existing alternatives). Instead, Jewel of Creation will be released on drop from monsters only when Sockets are also released. The same will apply for Spheres (they will only be released to drop from monsters - Vulcanus - only when Sockets are released). Guild System is reworked: All characters classes can now have the same amount of Members in Guild (no longer DL advantage). Maximum number of players in guild will now change with Stages as following: Maximum number of players in guild at start: 20 Maximum number of players in guild after Stage1.1 (5rr): 22 Maximum number of players in guild after Stage 2 (10rr): 25  Maximum number of players in guild after Stage 2.1 (15rr): 27  Maximum number of players in guild after Stage 3 (20rr): 30 Maximum number of players in guild after Stage 3.1 (25rr): 35 Introducing World Bosses Invasions: While Medusa had her own "army", into Cursed Dragon & Bloody Witch Queen, Selupan thought he's strong enough alone, but the past has proven him wrong. Learning from his own mistakes, he has built a new army of himself, that will attack our world 2 times per day, 1 set time (evening) and 1 random time (any period outside of evening). He has 4 minions: Dark Mammoth, Dark Giant, Dark Coolutin & Dark Iron Knight. They will all invade in the same time, each of them on a different map (yet to be decided). They are harder to beat and they offer World Drop (anyone can pick their drop) as well as credits for everyone in their range when they die. Dark Iron Knight - Very high damage, lower HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Mammoth - Low damage, very high HP / DEF, can have special abilities, spawns in a normal map (free PK near them).  Dark Giant - Medium damage & HP / DEF, can have special abilities, spawns in a Gens map. Dark Coolutin - Medium damage & HP / DEF, can have special abilities, in his 25x25 space, the zone is NON-PVP (no matter mercenaries or not). World Bosses will be released after Stage 2.1 (15rr). More info about them later on. Minimum 2 Fridays/Saturdays per month there will be a special event organized by Gion: Soccer Night (free for all, random teams with registered participants). Guild War (2v2 / 3v3 / 5v5 between teams/guilds). Except of Kundun, first bosses will only be released after the BoK+5 Goldens are also released (compared to last edition when they were released before BoK+5) - which means after Stage 1.1 (5rr). Gens Raids will only be released when Mercenary Squad is released as well (5rr Stage). The EXP bonus on Gens Maps will be only 5% instead of 12% until Gens Raids are released. Now there's a cooldown on the Warp Character from website, you can only warp once every 30 minutes. Exception: You can warp any time to Lorencia, without a cooldown (but it will reset your cooldown for rest of maps). Stage Rewards improved: Now except of the items won on Stage 2 & 3 (10rr & 20rr), the winners will also get the stage progress reward. 2 options items from BoKs will be more rare than they were, while luck will be seen more often instead. Instead of having a higher chance for luck but a lower one for 2 options on higher BoKs, there's now a higher chance for luck and lower chance for 2 options on lower BoKs, and vice-versa for higher BoKs. All BoKs now have a 2% chance of dropping items with 3 options. First part of Quest 3 has been reworked: Instead of being based on luck (some people farming it too much while others finish it really fast) the items dropped for quest will be gathered only from a "special" invasion, where mobs will drop the quest item with 100% chance. More info later on. Handicap from CS has been increased. We feel like it was too low as it was, not having too much impact on making the win harder multiple times in a row, as it should have. New Handicap: 1st win: On next CS the team starts with -1500 points. 2nd win (consecutive): On next CS the team starts with -3500 points. 3rd win (consecutive): On next CS the team starts with -6000 points. 4th win (consecutive): On next CS the team starts with -6000 points and 2/3 of VIT limit for GM (if limit is 15000 the GM will have a limit of 10000 VIT). 5th win (consecutive) and onwards: On next CS the team starts with -9000 points and 2/3 of VIT limit for GM. Maximum number points that can be reduced (by doing the upgrades) is now 25% of total Handicap points (instead of 40%). All maps (except of starting maps) will have -10 levels restriction when going "by walk" (something that didn't worked correctly until now). We've added 2 new (custom) gates in game, to the maps that lacked them from WebZen: You can now travel "by walk" from Kanturu Relics to Vulcanus (with -10 levels restriction) as well as from Vulcanus to Kanturu Relics (same gate). You can now travel "by walk" from Vulcanus to Swamp of Peace (same restriction, level 380 and 10+ resets) as well as from Swamp of Peace to Vulcanus (same gate). In order to discourage "same class stacking" in early game while also keeping the advantage of DL/RF/MG classes for "non-vip" players the following change is added: Until first "non-vip" player reaches level 200, DL/MG/RF will be able to go in maps at the same levels like rest of classes. After first "non-vip" player reaches level 200, the restriction will be lifted back. This is only for 0rr, where restriction is normally disabled. For 1rr+ restriction to maps is always up. Devias: Minimum level 15. Elbeland: Minimum level 20. Rest of 0rr maps: The "by walk" level of normal classes (-10 levels compared to the Move list of normal classes). Party EXP updated: Solo: 100% EXP 2 Players: 102% EXP. 3 Players: 104% EXP. 4 Players: 107% EXP. 5 Players: 110% EXP. 4 Players Gold (different races): 114%. 5 Players Gold (different races): 117%. The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Reduced the number of Giants from Lorencia to avoid "hot-spots" early game. More early game spots have been added: 6 spots in Devias (Devias4 -> down). 7 spots in Dungeon (3x Dungeon1, 4x Dungeon2). 4 spots in Elbeland (2x Elbeland2, 2x Elbeland3). Along with this specific changes, there are few more things that were updated during Phoenix and will be seen on Inception as well, apart from the fixes and improvements, as well as some unwritten changes (adjustments/improvements/small tweaks).
      The official info topic has been updated with the 5# edition information.
      Note: Keep in mind that the information isn't 100% final and it may suffer changes until the launch day, as we will receive your feedback.
      Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-everything-you-need-to-know/
      And if you're curious about Arena Tournament - we hate that we still couldn't stop the "guild stacking" on the previous implementation, which destroys the fun that this event should offer. We have some new ideas for it (like randomly assigned players from Arena that will give extra points if killed during x seconds, which may help in forcing guild-mates to kill each-others as well) or going even further as virtually registering your character's guild when going at CS as your Main guild (no matter if you stay guildless or on different guild during the next week) and creating restrictions / bonuses based on Main guild and so on.
      But again, we're afraid that we'll spend again a lot of time on it and the result will be the same. Unless people start playing such Event for fun and quit tryharding, or unless you have real ideas that can prevent this things, we'll most probably hold on Arena Tournament.
      There's another option of transforming it into a guild/team based event, with teams and same tournament style, or, an option to transform it in fully 1v1 double elimination event.
       
      Also we're building the new Council group for this edition, if you want to be part of it feel free to contact either me or Gion. More info: https://discord.com/channels/364735762907922442/367652192821444608/874984233922330643
      Cheers!
      #MakeMUGreatAgain!
    24. Like
      ADMIN got a reaction from Exilia in Announcing Inception - #5 Edition - Back to Origins   
      Hello OldSquaders & Guests,
      It's something else that marks the beginning of autumn, outside of the weather, the (re) start of school / studies and so on and that's our INCEPTION!
      We are eager and proud in the same time to officially announce the 5th edition of our signature server - Inception, the server where everything started, the server that is so loved by many of you that are waiting every single year to experience it once again, to conquer our world and to fight once again for supremacy.
      Edition after edition, patch after patch, we've all been witness to the beautiful evolution of this server, to the high level it reached in terms of gameplay and the unique things it offers to be considered one of the best international *resets* server.
      Never aiming for anything less but greatness, this edition is coming stronger than ever, with even more changes towards a balanced gameplay and a high level competition as you're all used to.
      Inception # 5 - Back to Origins - Starting officially on Friday, 10 September 2021 at 19:00 GMT+3 (mobs spawning at 20:00 GMT+3).
      Public Test Server will be opened for public with 5 ~ 8 days before the start.
      So, spread the word, gather your teams, and prepare for a new journey! The crown is waiting for its kings!
      Some of the new things / changes that this edition will have:
      Now there will be a ML limit on each Stage as following: When ML is released after 10rr Stage, maximum ML is 30. After 15rr Stage is done, maximum ML is raised to 70. After 20rr Stage is done, maximum ML is raised to 110. After 25rr Stage is done, maximum ML is raised to 200+30 (really slow extra 30 ML). Instead of raising with +25%/+20% based on each ML interval, the ML experience will instead raise with +15/+10%. Jewel of Creation will no longer be dropped from monsters (only events / part of rewards from the existing alternatives). Instead, Jewel of Creation will be released on drop from monsters only when Sockets are also released. The same will apply for Spheres (they will only be released to drop from monsters - Vulcanus - only when Sockets are released). Guild System is reworked: All characters classes can now have the same amount of Members in Guild (no longer DL advantage). Maximum number of players in guild will now change with Stages as following: Maximum number of players in guild at start: 20 Maximum number of players in guild after Stage1.1 (5rr): 22 Maximum number of players in guild after Stage 2 (10rr): 25  Maximum number of players in guild after Stage 2.1 (15rr): 27  Maximum number of players in guild after Stage 3 (20rr): 30 Maximum number of players in guild after Stage 3.1 (25rr): 35 Introducing World Bosses Invasions: While Medusa had her own "army", into Cursed Dragon & Bloody Witch Queen, Selupan thought he's strong enough alone, but the past has proven him wrong. Learning from his own mistakes, he has built a new army of himself, that will attack our world 2 times per day, 1 set time (evening) and 1 random time (any period outside of evening). He has 4 minions: Dark Mammoth, Dark Giant, Dark Coolutin & Dark Iron Knight. They will all invade in the same time, each of them on a different map (yet to be decided). They are harder to beat and they offer World Drop (anyone can pick their drop) as well as credits for everyone in their range when they die. Dark Iron Knight - Very high damage, lower HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Mammoth - Low damage, very high HP / DEF, can have special abilities, spawns in a normal map (free PK near them).  Dark Giant - Medium damage & HP / DEF, can have special abilities, spawns in a Gens map. Dark Coolutin - Medium damage & HP / DEF, can have special abilities, in his 25x25 space, the zone is NON-PVP (no matter mercenaries or not). World Bosses will be released after Stage 2.1 (15rr). More info about them later on. Minimum 2 Fridays/Saturdays per month there will be a special event organized by Gion: Soccer Night (free for all, random teams with registered participants). Guild War (2v2 / 3v3 / 5v5 between teams/guilds). Except of Kundun, first bosses will only be released after the BoK+5 Goldens are also released (compared to last edition when they were released before BoK+5) - which means after Stage 1.1 (5rr). Gens Raids will only be released when Mercenary Squad is released as well (5rr Stage). The EXP bonus on Gens Maps will be only 5% instead of 12% until Gens Raids are released. Now there's a cooldown on the Warp Character from website, you can only warp once every 30 minutes. Exception: You can warp any time to Lorencia, without a cooldown (but it will reset your cooldown for rest of maps). Stage Rewards improved: Now except of the items won on Stage 2 & 3 (10rr & 20rr), the winners will also get the stage progress reward. 2 options items from BoKs will be more rare than they were, while luck will be seen more often instead. Instead of having a higher chance for luck but a lower one for 2 options on higher BoKs, there's now a higher chance for luck and lower chance for 2 options on lower BoKs, and vice-versa for higher BoKs. All BoKs now have a 2% chance of dropping items with 3 options. First part of Quest 3 has been reworked: Instead of being based on luck (some people farming it too much while others finish it really fast) the items dropped for quest will be gathered only from a "special" invasion, where mobs will drop the quest item with 100% chance. More info later on. Handicap from CS has been increased. We feel like it was too low as it was, not having too much impact on making the win harder multiple times in a row, as it should have. New Handicap: 1st win: On next CS the team starts with -1500 points. 2nd win (consecutive): On next CS the team starts with -3500 points. 3rd win (consecutive): On next CS the team starts with -6000 points. 4th win (consecutive): On next CS the team starts with -6000 points and 2/3 of VIT limit for GM (if limit is 15000 the GM will have a limit of 10000 VIT). 5th win (consecutive) and onwards: On next CS the team starts with -9000 points and 2/3 of VIT limit for GM. Maximum number points that can be reduced (by doing the upgrades) is now 25% of total Handicap points (instead of 40%). All maps (except of starting maps) will have -10 levels restriction when going "by walk" (something that didn't worked correctly until now). We've added 2 new (custom) gates in game, to the maps that lacked them from WebZen: You can now travel "by walk" from Kanturu Relics to Vulcanus (with -10 levels restriction) as well as from Vulcanus to Kanturu Relics (same gate). You can now travel "by walk" from Vulcanus to Swamp of Peace (same restriction, level 380 and 10+ resets) as well as from Swamp of Peace to Vulcanus (same gate). In order to discourage "same class stacking" in early game while also keeping the advantage of DL/RF/MG classes for "non-vip" players the following change is added: Until first "non-vip" player reaches level 200, DL/MG/RF will be able to go in maps at the same levels like rest of classes. After first "non-vip" player reaches level 200, the restriction will be lifted back. This is only for 0rr, where restriction is normally disabled. For 1rr+ restriction to maps is always up. Devias: Minimum level 15. Elbeland: Minimum level 20. Rest of 0rr maps: The "by walk" level of normal classes (-10 levels compared to the Move list of normal classes). Party EXP updated: Solo: 100% EXP 2 Players: 102% EXP. 3 Players: 104% EXP. 4 Players: 107% EXP. 5 Players: 110% EXP. 4 Players Gold (different races): 114%. 5 Players Gold (different races): 117%. The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Reduced the number of Giants from Lorencia to avoid "hot-spots" early game. More early game spots have been added: 6 spots in Devias (Devias4 -> down). 7 spots in Dungeon (3x Dungeon1, 4x Dungeon2). 4 spots in Elbeland (2x Elbeland2, 2x Elbeland3). Along with this specific changes, there are few more things that were updated during Phoenix and will be seen on Inception as well, apart from the fixes and improvements, as well as some unwritten changes (adjustments/improvements/small tweaks).
      The official info topic has been updated with the 5# edition information.
      Note: Keep in mind that the information isn't 100% final and it may suffer changes until the launch day, as we will receive your feedback.
      Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-everything-you-need-to-know/
      And if you're curious about Arena Tournament - we hate that we still couldn't stop the "guild stacking" on the previous implementation, which destroys the fun that this event should offer. We have some new ideas for it (like randomly assigned players from Arena that will give extra points if killed during x seconds, which may help in forcing guild-mates to kill each-others as well) or going even further as virtually registering your character's guild when going at CS as your Main guild (no matter if you stay guildless or on different guild during the next week) and creating restrictions / bonuses based on Main guild and so on.
      But again, we're afraid that we'll spend again a lot of time on it and the result will be the same. Unless people start playing such Event for fun and quit tryharding, or unless you have real ideas that can prevent this things, we'll most probably hold on Arena Tournament.
      There's another option of transforming it into a guild/team based event, with teams and same tournament style, or, an option to transform it in fully 1v1 double elimination event.
       
      Also we're building the new Council group for this edition, if you want to be part of it feel free to contact either me or Gion. More info: https://discord.com/channels/364735762907922442/367652192821444608/874984233922330643
      Cheers!
      #MakeMUGreatAgain!
    25. Hype
      ADMIN got a reaction from Cerberus in Announcing Inception - #5 Edition - Back to Origins   
      Hello OldSquaders & Guests,
      It's something else that marks the beginning of autumn, outside of the weather, the (re) start of school / studies and so on and that's our INCEPTION!
      We are eager and proud in the same time to officially announce the 5th edition of our signature server - Inception, the server where everything started, the server that is so loved by many of you that are waiting every single year to experience it once again, to conquer our world and to fight once again for supremacy.
      Edition after edition, patch after patch, we've all been witness to the beautiful evolution of this server, to the high level it reached in terms of gameplay and the unique things it offers to be considered one of the best international *resets* server.
      Never aiming for anything less but greatness, this edition is coming stronger than ever, with even more changes towards a balanced gameplay and a high level competition as you're all used to.
      Inception # 5 - Back to Origins - Starting officially on Friday, 10 September 2021 at 19:00 GMT+3 (mobs spawning at 20:00 GMT+3).
      Public Test Server will be opened for public with 5 ~ 8 days before the start.
      So, spread the word, gather your teams, and prepare for a new journey! The crown is waiting for its kings!
      Some of the new things / changes that this edition will have:
      Now there will be a ML limit on each Stage as following: When ML is released after 10rr Stage, maximum ML is 30. After 15rr Stage is done, maximum ML is raised to 70. After 20rr Stage is done, maximum ML is raised to 110. After 25rr Stage is done, maximum ML is raised to 200+30 (really slow extra 30 ML). Instead of raising with +25%/+20% based on each ML interval, the ML experience will instead raise with +15/+10%. Jewel of Creation will no longer be dropped from monsters (only events / part of rewards from the existing alternatives). Instead, Jewel of Creation will be released on drop from monsters only when Sockets are also released. The same will apply for Spheres (they will only be released to drop from monsters - Vulcanus - only when Sockets are released). Guild System is reworked: All characters classes can now have the same amount of Members in Guild (no longer DL advantage). Maximum number of players in guild will now change with Stages as following: Maximum number of players in guild at start: 20 Maximum number of players in guild after Stage1.1 (5rr): 22 Maximum number of players in guild after Stage 2 (10rr): 25  Maximum number of players in guild after Stage 2.1 (15rr): 27  Maximum number of players in guild after Stage 3 (20rr): 30 Maximum number of players in guild after Stage 3.1 (25rr): 35 Introducing World Bosses Invasions: While Medusa had her own "army", into Cursed Dragon & Bloody Witch Queen, Selupan thought he's strong enough alone, but the past has proven him wrong. Learning from his own mistakes, he has built a new army of himself, that will attack our world 2 times per day, 1 set time (evening) and 1 random time (any period outside of evening). He has 4 minions: Dark Mammoth, Dark Giant, Dark Coolutin & Dark Iron Knight. They will all invade in the same time, each of them on a different map (yet to be decided). They are harder to beat and they offer World Drop (anyone can pick their drop) as well as credits for everyone in their range when they die. Dark Iron Knight - Very high damage, lower HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Mammoth - Low damage, very high HP / DEF, can have special abilities, spawns in a normal map (free PK near them).  Dark Giant - Medium damage & HP / DEF, can have special abilities, spawns in a Gens map. Dark Coolutin - Medium damage & HP / DEF, can have special abilities, in his 25x25 space, the zone is NON-PVP (no matter mercenaries or not). World Bosses will be released after Stage 2.1 (15rr). More info about them later on. Minimum 2 Fridays/Saturdays per month there will be a special event organized by Gion: Soccer Night (free for all, random teams with registered participants). Guild War (2v2 / 3v3 / 5v5 between teams/guilds). Except of Kundun, first bosses will only be released after the BoK+5 Goldens are also released (compared to last edition when they were released before BoK+5) - which means after Stage 1.1 (5rr). Gens Raids will only be released when Mercenary Squad is released as well (5rr Stage). The EXP bonus on Gens Maps will be only 5% instead of 12% until Gens Raids are released. Now there's a cooldown on the Warp Character from website, you can only warp once every 30 minutes. Exception: You can warp any time to Lorencia, without a cooldown (but it will reset your cooldown for rest of maps). Stage Rewards improved: Now except of the items won on Stage 2 & 3 (10rr & 20rr), the winners will also get the stage progress reward. 2 options items from BoKs will be more rare than they were, while luck will be seen more often instead. Instead of having a higher chance for luck but a lower one for 2 options on higher BoKs, there's now a higher chance for luck and lower chance for 2 options on lower BoKs, and vice-versa for higher BoKs. All BoKs now have a 2% chance of dropping items with 3 options. First part of Quest 3 has been reworked: Instead of being based on luck (some people farming it too much while others finish it really fast) the items dropped for quest will be gathered only from a "special" invasion, where mobs will drop the quest item with 100% chance. More info later on. Handicap from CS has been increased. We feel like it was too low as it was, not having too much impact on making the win harder multiple times in a row, as it should have. New Handicap: 1st win: On next CS the team starts with -1500 points. 2nd win (consecutive): On next CS the team starts with -3500 points. 3rd win (consecutive): On next CS the team starts with -6000 points. 4th win (consecutive): On next CS the team starts with -6000 points and 2/3 of VIT limit for GM (if limit is 15000 the GM will have a limit of 10000 VIT). 5th win (consecutive) and onwards: On next CS the team starts with -9000 points and 2/3 of VIT limit for GM. Maximum number points that can be reduced (by doing the upgrades) is now 25% of total Handicap points (instead of 40%). All maps (except of starting maps) will have -10 levels restriction when going "by walk" (something that didn't worked correctly until now). We've added 2 new (custom) gates in game, to the maps that lacked them from WebZen: You can now travel "by walk" from Kanturu Relics to Vulcanus (with -10 levels restriction) as well as from Vulcanus to Kanturu Relics (same gate). You can now travel "by walk" from Vulcanus to Swamp of Peace (same restriction, level 380 and 10+ resets) as well as from Swamp of Peace to Vulcanus (same gate). In order to discourage "same class stacking" in early game while also keeping the advantage of DL/RF/MG classes for "non-vip" players the following change is added: Until first "non-vip" player reaches level 200, DL/MG/RF will be able to go in maps at the same levels like rest of classes. After first "non-vip" player reaches level 200, the restriction will be lifted back. This is only for 0rr, where restriction is normally disabled. For 1rr+ restriction to maps is always up. Devias: Minimum level 15. Elbeland: Minimum level 20. Rest of 0rr maps: The "by walk" level of normal classes (-10 levels compared to the Move list of normal classes). Party EXP updated: Solo: 100% EXP 2 Players: 102% EXP. 3 Players: 104% EXP. 4 Players: 107% EXP. 5 Players: 110% EXP. 4 Players Gold (different races): 114%. 5 Players Gold (different races): 117%. The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Reduced the number of Giants from Lorencia to avoid "hot-spots" early game. More early game spots have been added: 6 spots in Devias (Devias4 -> down). 7 spots in Dungeon (3x Dungeon1, 4x Dungeon2). 4 spots in Elbeland (2x Elbeland2, 2x Elbeland3). Along with this specific changes, there are few more things that were updated during Phoenix and will be seen on Inception as well, apart from the fixes and improvements, as well as some unwritten changes (adjustments/improvements/small tweaks).
      The official info topic has been updated with the 5# edition information.
      Note: Keep in mind that the information isn't 100% final and it may suffer changes until the launch day, as we will receive your feedback.
      Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-everything-you-need-to-know/
      And if you're curious about Arena Tournament - we hate that we still couldn't stop the "guild stacking" on the previous implementation, which destroys the fun that this event should offer. We have some new ideas for it (like randomly assigned players from Arena that will give extra points if killed during x seconds, which may help in forcing guild-mates to kill each-others as well) or going even further as virtually registering your character's guild when going at CS as your Main guild (no matter if you stay guildless or on different guild during the next week) and creating restrictions / bonuses based on Main guild and so on.
      But again, we're afraid that we'll spend again a lot of time on it and the result will be the same. Unless people start playing such Event for fun and quit tryharding, or unless you have real ideas that can prevent this things, we'll most probably hold on Arena Tournament.
      There's another option of transforming it into a guild/team based event, with teams and same tournament style, or, an option to transform it in fully 1v1 double elimination event.
       
      Also we're building the new Council group for this edition, if you want to be part of it feel free to contact either me or Gion. More info: https://discord.com/channels/364735762907922442/367652192821444608/874984233922330643
      Cheers!
      #MakeMUGreatAgain!
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