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  • Doink

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    Everything posted by Doink

    1. Which buddies? If random people suddenly popped up inside my private /gamble instance and started dropping potions for my opponent, I'd be making videos and I sure as hell would check their names. You're cooking with the gas off and without the ingredients little buddy xD
    2. The association of Oinks and their MINIOiNks begs to differ. Everyone is welcome to have their opinion but in the end it's subjective. Most people play multiple characters with different names. It's an advantage during times of conflict and it allows them to act as multiple personas and aid them in subterfuge. In our experience, majority of random encounters the Oink legion had with MINIOiNks grouped up made people laugh and brightened their day . Not many people partake in goofy antics such as roleplaying anymore, it used to be an inseparable part of mmos. Nowadays most people incline to trashtalk, toxicity and in this game in particular, powertripping. If the Oink syndicate can brighten up peoples days merely by existing in contrast to all the hate and negativity in this game, it's worth putting ourselves at a disadvantage instead of adopting aliases.
    3. Now that there are finally actual fights at selu/medusa, not 3 people fighting in total, the twisting slash bk build is proving quite mediocre compared to actual killer characters. Also loses a lot of matchups in 1v1s since people learned how to counter it.
    4. I feel like both of those solutions could be abused with a different flavor or cheese strats though. It's a tough one to solve
    5. One way to balance all characters in CC would be to disable the ability to use pets (kind of like being unable to enter CC with a fenrir) and automatically equip every class with an unkillable (like the golden fenrir) and impossible to unequip custom pet that modifies their damage or absorbs damage. Each class would need different values based on testing 1v1 duels without mounts to achieve balance and make every class viable. Perhaps teleport wouldn't even need to be fully disabled, if the cooldown is increased in CC and SM damage is buffed accordingly it could make it less cheesy without removing one of the core components of SMs toolkit.
    6. Character name that is submitting it (for the potential reward): Doink Suggestion type (server/website/forum): Server Suggestion content (make sure to include enough details so your suggestion is clear enough): As of now the strongest and smartest way to win chaos castle is using a tanky SM - getting the highest amount of mob kills and then avoiding combat for 10 minutes until the timer runs out, winning by points. It is most optimal strategy to use yet it makes the event quite unenjoyable for the other participants - there is no way to counter it apart from bringing 5+ teammates with enough damage and disables to catch the SM. Even with an ice elf SM can teleport while iced so in the end it comes down to having overwhelming numbers and breaking the spirit of the event by bringing in a team. The only remaining disables are dl and bk stun. DL lacks the damage in CC to be able to kill SM and bk... well have a look at the footage below The whole idea of chaos castle is a chaotic free for all battle - no teaming, no chat allowed, everyone looks the same. Yet in order to stand a chance against cheese such as teleport SM one must come in with many allies and be in a discord call to circumvent the measures against communicating. Here is an example of an average cc7 match: For context, I didn't know who the MG was until the end of the event but since we both saw we're up against a SM the only logical thing was to team up and hope we somehow manage to catch him. My hp bar is blue because I placed a blue box over it to hide the hp numbers, yet due to an error on my part they were still visible, thus I blurred that area with youtube edit options after uploading. I carry a rave set + a 2 handed mace switch with imps/demons + ww rings for these exact scenarios yet even if you do everything in your power to counter this strat it's next to impossible to catch them unless you have a significant numbers advantage - 5 vs 1 etc. The only logical thing is to exclusively play SM in chaos castle. As a person who has all the characters this doesn't affect me as much but I think this sort of meta isn't enjoyable for almost anyone involved. In order to make CC a fun and balanced pvp event there would need to be more changes than just disabling teleport on SM. Many characters underperform without mounts and taking away SM teleport could potentially make the class too weak to compete in CC. How the suggestion can bring value: Make events more fun and competetive for all classes instead of catering to cheese antifun meta.
    7. Character name that is submitting it (for the potential reward): Doink Suggestion type (server/website/forum): server Suggestion content (make sure to include enough details so your suggestion is clear enough): As we all know mu online is a heavily gear/level based game. That's not a problem in competetive sprints but for the more laid back permanent server it creates a barrier of entry for new players - having to spend 3-6 months grinding pve before you get to compete in your first boss fights is a sufficient deterrent for most new players as is. In the previous update we got old rings, which I believe is not the right direction in the long run. Vertical progression adds new content for the veterans of the server but only deepens the gap potential new players have to overcome before being able to compete in almost any event or participate in pvp. Old rings are a perfect example of vertical progression - new items are released and they blow old items out of the water (power creep) - making the grind even more dissuading for new players who are wondering whether it's worth it to spend 6 months grinding before they get to the endgame. In contrast to that, horizontal progression adds new content, new items and goals to grind for for everyone, while not making the previous items obsolete and not extending the time new players need to sink into the game before they can become relevant/competetive. Meanwhile vertical progression creates an even bigger gap between veterans and new players as to obtain artifacts necessary for crafting old rings one must be able to be competetive in both pvp and endgame pve. A working example of horizontal progression on oldsquad are excellent ddi sets versus socket sets - both are viable and have their use, what determines which option is better for you is your class, build and playstyle. Same thing with grand reset giving only 3k stats and 5% extra damage - technically vertical but it's in a similar spirit to horizontal and a good direction to make the game playable quick instead of gatekeeping content behind months of afk farming. How the suggestion can bring value: Help new players stick around and keep the player numbers healthy long term while still giving people goals to grind for. Less barrier of entry for new players, more build variety. (Optional) How would you personally implement your suggestion (your vision): If old rings were implemented as horizontal progression, they could perhaps have less defensive stats and less hprec than best in slot rings obtainable from budges, trading the defensive bonuses for more offensive stats (dd, edr, etc). This would make them best in slot for pve and for killer characters while jewelry obtainable from budges could stay best in slot for beefier characters who benefit more from extra dd/hp/ref/hprec. Not saying to change old rings now but I think it would be more healthy if future content was made with all of this in mind.
    8. Again, if stun is considered an unfun mechanic by the majority of the community I'm all up for removal as long as BK is adequately compensated with a different feature that allows him to stay competetive and viable in 1v1 and teamfights, ideally making bk gameplay less frustrating and less based on luck - it has always been a character that lets the users skill shine, luck based mechanics are the antithesis of what BK represents. On the other side of the coin, every single class bar RF doesn't have to deal with stagger while essentially almost permastunning BK in fights (if you happen to cyclone a DL or Elf and get under them you are effectively permastunned, maybe 1 in 10 fights I manage to get out of that positon), yet when they get stunned suddenly it's an unfun mechanic. As of now even with stun it's incredibly painful to play this class in 1v1s without fenrir. If you do decide to go full ref tank to survive group engagements without fenrir you're still unable to catch up to mounted people and stun them, I have yet to see an umounted ref bk in a teamfight have any sort of impact apart from being a hard to kill buffer. If he gets on you you just walk away, there is nothing he can do to catch you. Even if he had 1k attack speed and you are oblivious enough to let an unmounted bk walk up to you, he will get staggered from ref, making it impossible to keep a target stunned for long - just walk away. It would be incredibly funny to see how teamfights will look like with no disabling abilities, ice ring +4 paired with potions of soul mean everyone will be unkillable and SM will become S tier . Perhaps buffing ice elf would fix this issue and give elf a second playstyle.
    9. Giving BK a mount which stops stagger and allows to cyclone + nerfing combo damage to compensate would be an interesting change. Same thing could be done with RF. Or enabling stagger while mounted so it's the same playing field for everyone. Edit: It would also remove a lot of the skill ceiling from bk vs bk duels and make bk a paradise for macro users which I'm not sure is a good thing. Ye bk has no way to catch anyone on a fenrir if they decide to kite him but the fact that on top of that the class straight up loses the manfight in most scenarios even if no mistakes are made is wild. Keep in mind that's while using animation cancels, left clicks to stop cyclone glitch and all the other fancy shit to push bk to its limits. I feel like chasing people is the least of bks problems right now, you can't even win 1v1s unless you get lucky stuns even if the opponent just facetanks and holds rightclick if they are on dl/summ/elf. If you do get a stun you have to land at least 4-5 combos in the span of 2 seconds and hope it's enough to finish them. If stun glitches out and only lasts for 0.5-1 seconds you're dead. If you get staggered from ref you're dead. If you make a mistake you're also dead. And that stun in the first 2-3 seconds of the fight is your only win condition. The rest of the fights where you don't stun you just die with nothing you can do about it. If you cyclone a DL/ELF you often end up positioned right inside of them, taking all of the instances of either multishot or chaotic deseier - getting completely stunlocked and taking the maximum potential damage with no way out. Generally bk is the one being chased in most matchups but you can't really run much since your character refuses to take any input including movement while being hit... Really all you can do is mount up or just lose every matchup apart from RF while tryharding your ass off, you have no disengage and before you even reach the target your sd is generally gone.
    10. I have been in test server and 1v1 duels for the past month trying to make combo bk work, at this point I don't think there is anywhere else to go in terms of mechanical skill and class knowledge. Combo bk just feels terrible to play against mounted characters no matter the build, being unable to move or cast any spells for the majority of the fight just isn't an enjoyable experience. I think the amount of combo bks in duels and arena speaks for itself... The amount of mechanical skill and knowledge required is insane compared to all the other classes, yet you can't use it anywhere apart from CC - the only place where combo bk shines. Despite that the fights in CC are boring as the other classes aren't balanced around fighting without fenrir/dark horse and the wins are mostly free unless you end up against a tank SM where the gameplay quickly changes to playing a game of catch until the timer runs out... In the off chance of a rework/rebalance, if anyone on the oldsquad team wants info about animation cancels, animation cancel attack speed breakpoints and other stuff necessary to get the most out of the class for accurate testing purposes, let me know. I'm switching to the DL meta and putting bk on the shelf for now. I don't even want to imagine how horrible rage fighter feels to play. To any aspiring BKs, I highly suggest making a DL and downloading Mortal Kombat instead to satisfy combo cravings , the class is reduced to a support buffer (tank in CS), the only fun you'll have fighting will be against other combo BKs and there are not many out there left.
    11. Karutan 2 has decreased jewel drop rates as it's a non pvp map. So does Kalima 7 and aida 2. Try levelling in pvp maps or better yet do devil square - lots of jewels drop in devil square.
    12. Can you elaborate on that? I didn't notice any difference in stun functionality with twisting slash vs with any other form of attack. Have you ever been stunned for a significant duration by a bk using twisting slash without fenrir on 😄 ? Was this in group scenarios or in 1v1s? In group fights I have never once seen that happen as anyone not wearing a fenrir is getting interrputed 24/7. If it did happen to you in a 1v1, try casting literally any spell on the bk or even wearing items that have + ref... If unmounted targets take damage they get "interrupted"/"staggered" whatever you wanna call it. That interrupt makes it so you can not move, attack or cast spells, essentially the same thing as stun but any class can do it to the unmounted bk In most group scenarios bk can just left click to stun, iirc the attack speed on left click is the same as on TS. TS is only good for gens maps where you can hit multiple enemies or for fenrir build BKs that actually deal some damage as the left click damage is nonexistent. In castle siege it's unusable 99% of the time as you'd be stunning both your allies and the enemies. Are you proposing the removal or a heavy nerf of bk stun? That leaves us with no viable crowd control classes in game, just dps and buffers. You do realize, that with full buffs even if you have 10 people attacking you, if you're on dark horse or fenrir, you can just move around spastically and dodge all their damage? It's very rare that I die in group settings at all without getting stunned first, even on low hp characters. Now if you do get stunned you should have a SM on your team (mana shield is a mandatory buff) that can cast teleport other to save you. Imagine how the fights would look like if nobody ever died... Stun works the same on all bk skills, the duration is supposed to be 2 seconds regardless of what type of attack caused the stun effect (left click, death stab, cyclone, twisting etc.). As I said previously though it is bugged and the duration is random, ranging from maybe 0.5 seconds up to 2 seconds - sometimes it just displays the visual effect and doesn't stun at all. That is not caused by elemental resistance either, it's random, so it's not even as powerful as it's supposed to be... As for mace, every BK has to run mace, the class appears to be balanced around the fact that you have a stun. Without it you have no way to kill people, they can just turn around and walk away after the first combo. Without mace your only purpose in group fights is to swell. SMG has the same problem with catching people as BK but unlike BK, SMG can at least function as a high single target dps character both in 1v1s and groups, thanks to his attacks not moving the enemy... Regarding 99% bk's going full vit, there is only a handful of BKs running full vit + agi. These are very hard to kill but it's doable if you're character that bypasses defense or in a group fight. They themselves can't kill anything and can't compete in ANY content including killing mobs on spot apart from Medusa/Selu/BQ and World Bosses. Regardless the majority of BKs run 1v1 duelling builds. Please re-read my previous posts 😕.
    13. I'm afraid that's impossible to do for groups, where bk will always be just the support/stunner. If they made bk combo deal enough damage to make bk a viable killer in group scenarios they would have to really overbuff his damage output. If you have a bk on the target the rest of the team can't really focus it down, so in order for comboing to not just grief your team and save the enemy you'd need to have enough damage to solo kill a target that's fully buffed. On top of that with everyone running around, standing on top of each other and the wild performance drops people get in group settings, combos are highly unreliable and unless you're running a NASA computer almost impossible (I wonder if we have a player with a pc powerful enough to combo at sufficient speed in a 30v30). If you're running duellist/dps bk instead of ref bk and you decide to dismount in a big teamfight, you're already permanently interrputed/staggered dead meat even with a shield. So you would need to have enough damage to compensate for multiple killer characters and on top of that you would need the survivability you lost from a fenrir as now you can't run away when enemies focus you (no ice elf, no stun needed, all they have to do is hit you and you can't move). There is just no way to make combo bk viable in a group setting without making BK absolutely broken. In terms of 1v1s it would be interesting if they gave bk a gapcloser or an ability to dash in/dash out of combat to stick to mounted enemies instead having to rely on them wanting to fight you. As of now if you're not also on a fenrir anyone can just walk away and there is nothing you can do to catch them. If they get low they can just turn around and kite you until they heal up. On the flip side if you get unlucky with combo procs (once again against high AS interrupts/staggers there is no way to guarantee your combos will land) or you don't get a single stun in, you have no way of turning back and resetting the fight against a mounted character. Or maybe an ability on a lets say 10 second cooldown which makes it impossible to be interrupted for 2-3 seconds or whatever value would be balanced. If the fenrir playstyle is removed there needs to be some compensation as bk is incredibly frustrating and unrewarding to play right now. If you do everything perfectly your main class mechanic straight up doesn't work and is fully based on luck against 5 out of 7 classes, you have no way to run from fights, no way to initiate fights (Cyclone has a range of 2, twisting slash range of 3, DL a range of 7. Even when fighting lets say a summoner or an elf I already have 0 SD before I even manage to get in range and start hitting them back). If that was the case it would be amazing if said compensation raised BKs skill ceiling instead of being an uninspired flat stat buff or dmg% buff. I assume there aren't enough developers to implement any of the above, what comes to mind as a possibly less time consuming alternative would be enabling the castle siege dash skill outside of castle siege. I wonder what the admins think about it, as of now I think that people losing to fenrir BKs are mostly having skill issues more than anything, yet I'd love if the meta playstyle would be to use combos, at least in small scale skirmishes and 1v1s. As of now the game punishes you for playing combo bk. You're mediocre in 1v1s and pvp events like arena, you can't use it in any group settings as you'd just grief your team and overall you're just better off playing a different class that performs just as well if not better in 1v1s without having to deal with BKs high skill floor and skill ceiling. BKs who still use combos as the main playstyle do it because it's fun despite being at a disadvantage doing so. Now the same could be said about elves, degenerated down to a stand in your face and hold down multishot playstyle with ice arrow being gutted and mostly useless, summoners unable to use many of their core spells in the main pvp events essentially demoted to another right click and Q class unless in CS or Gens maps, SMGs defense debuff getting instantly cleansed forcing him to play with just 1 spell and RF still being weak in general... I might be missing a lot of other things but I think many classes would benefit from changes, not just BK. Sadly most of the meta playstyles promote stat checking instead of individual skill expression with only a few exceptions. All of this only relates to endgame Genesis gameplay on max stats/ML/gear.
    14. Character name that is submitting it (for the potential reward): Doink Suggestion type (server/website/forum): Website Suggestion content (make sure to include enough details so your suggestion is clear enough): - using the web wallet to store jewels is a really great way to have an accurate overview of your jewel balance, instead of your jewels being scattered all around different wares/characters/alts. The main issue is withdrwaing the jewels, if you're crafting anything it gets very time consuming withdrawing 10 jewels at a time and then waiting out the incredibly long cooldown before you can withdraw 10 more. With many mixes requiring 400-500 jewels, this turns into a huge ordeal. Increasing or better yet fully removing the withdrawal limit (There is already a check in place which prevents withdrawals if you're out of ware space) would completely eliminate this issue and greately improve user experience. How the suggestion can bring value: Improving user experience
    15. I fully agree tweaking BK to make combo playstyle viable and stop the fenrir builds in 1v1s would be way more enjoyable than what we have now, but many of your main talking points were wrong and in Teamfight scenarios playing a bk without a fenrir, unless holding switches in CS, is pointless and you're better off offattacking your BK for buff and playing literally any other class including VRF
    16. Please make a bk, even if only on test server and play around with it, because you have no idea what you're talking about...
    17. Let me preface all of this by pointing out, that bk stun is glitched. It's supposed to last for 2 seconds, yet half the time it only lasts for 1 or less. I tested it with different rings/elemental resistances and the result was always the same... Now let me break down bk for you so you understand why it devolved into this cancerous braindead fenrir hold rightclick +Q +TS meta even in the 1v1s. 1v1s/Arenas Personally I play bk to combo and have entertaining fights where the players skill can shine, fights that don't revolve only around stat checking each other while holding left click + Q. Contrary to the popular belief of clueless macro BKs, a lot more is happening under the hood than just pressing 1,2,3 to get the optimal performance out of combo bk. Now if you do decide to spend 2-3 weeks in test server to figure out and get good at the mechanics of bk, you'll soon realize that the rest of the character roster is almost impossible to combo against, unless they get stunned. Why is that you may ask? Is it lack of skill of the bk? Low attack speed? I can assure you after playing max attack speed on 28ms ping and spending hours in test server figuring out if there is a way to combo through the stagger reliably, there is not. First of all, apart from rage fighter all the other classes get access to a mount, which eliminates stagger and gives them extra bonuses on top including higher movement speed to kite and reset from an unfavorable position. BK has none of that, you have to build tanky because by the time you reach lets say a DL, you're starting the fight with no SD and the DL can still knock you back once more. Getting low and want to reset a fight? Almost impossible to run against range characters as them hitting you quite often results in you being straight up unable to move. On MAX attack speed with the fastest possible combo, hitting a DL that's spamming deseier (which can't be juked, the radius is massive) or really any other mounted class with high attack speed, if you time your combo perfectly right as your stagger animation ends, it will still process only around 10-20% of the time. Why is that? The stagger frequency is faster than the maximum combo speed, thus your combo gets interrupted before you even finish it, even if your bk is running MAXIMUM attack speed. So your main source of damage - if you do everything 100% correctly and make 0 mistakes, is still based fully on luck. Either the combo processes or it gets interrupted, there is nothing you can do to influence the outcome. You have to play perfectly and in the end the result of the fight is fully determined by LUCK - either you get a lucky stun thus being able to actually hit a few combos before it ends or you get enough combos to process through the stagger to kill the enemy before they kill you, which if you're up against good players is incredibly rare and again - fully random. This makes all 1v1 matchups apart from Rage Fighter (which I never see anyone play, please for the love of god make that class viable for more than just DPS in hunts and buffing team) and BK mostly fully luck based, really boring and essentially turns them into a stat checking coin toss where the bk has to put in 100x more effort while still having lower odds of winning. You can of course build your bk around that but that results in a rock-paper-scissors problem, which other classes don't seem to suffer from as much. You build tanky with a shield to be able to survive the stagger fest and slowly work on getting an opening with a stun to actually use your main class ability? - Well if you build tanky enough to be able to survive the bursty builds you end up dealing incredibly low damage with combos. That is because you lose 10% damage from not dual wielding, all the bonuses of a socket weapon and to top it off falling slash (mace skill), requires far more attack speed than cyclone to make combo possible to use and it's still SLOWER than cyclone, despite dumping 4k extra points into agi. This destroys your kill potential but allows you to get an opening against most high attack speed mounted classes, giving you some, albeit very mediocre outplay potential. It won't help against glass cannon builds who will just outdps your defences and slowly kill you while you block, or instantly oneshot you the moment you let go of your shield and will do absolutely nothing against characters which bypass defense - rage fighters, SMG, BK combo. You decide to go for a high damage build to hopefuly oneshot the enemies before they oneshot you? - You're back to the coin toss gameplay, every single fight devolves into if you get lucky or not. Either way, you're not running a balanced build but a gimmick made to give you a chance to possibly win matchups against characters that hard counter you, while sacrificing a lot in other areas. SInce you can't change items inside of arena/gamble, you're forced to fully commit to 1 of these two builds and pray you don't come up against a character with a build that counters you - rock paper scissors. Fenrir build returns the coin toss meta, either you get lucky and get enough stuns to get the kill or you die to the superior damage of other classes. Is it healthy for the class or fun? No. Is it better than putting in 100x more effort than your opponent for the exact same result while running the risk of losing the whole event to a hard counter with absolutely nothing you can do to win? Absolutely. I'm all for making combo bk the better option, but as of now you're forced to absolutely play your heart out and play at a disadvantage compared to all the other mounted classes who can kite, reset fights by running away, get no stagger and get 10% dmg/DD on top of all that. Now regarding teamfights... In teamfights BK gets demoted to a support swell bot who helps by stunning the enemies. You have 2 options, either making your character useless for all sorts of content but teamfighting, going max vit/agi/ene with a mace and shield and being a swell bot that can't be killed but that also can't really do much in terms of stun considering any AOE damage or god forbid targetted damage will stagger you to oblivion, barely allowing you to attack to proc stun. Your other option is to have a more balanced build that allows you to experience other content in game as well, which absolutely requires you to be on a fenrir, otherwise you're dead meat. In non gens maps twisting slash on fenrir glitches out frequently, forcing the user to do various gimmicks just to be able to hit the opponent or only attack with left click, dealing minimal damage. In both cases this is a support BK who does not combo under any circumstance, unable to play dps/killer. Why is comboing bad in teamfights? 1. With a large amount of people on screen this ancient poorly optimized games performance drops to a point where combos become very unreliable. 2. Even if there was NO stagger and combos worked well in crowded areas, if you combo an enemy in a teamfight situation, you move the enemy and yourself. This causes every single one of the DPS players on your team to stop attacking as now both you and your enemy blinked away, at best trading the damage of your entire team for a single combo (with swell, erf buff and sm buff I'm not sure it's even possible to combo someone out by yourself, and with the nature of the combo it's impossible to use it in a team...), at worst having your own teammates killing you in the process. 3. You are chasing people who can't be staggered and have double the movement speed than you, with a measly 2 range gapcloser, good luck targetting someone and comboing them down... I would love if the best playstyle for bk was high skill high reward combo playstyle. In group settings bk gameplay gets very dull, all you can do is buff and support, but generally BK always shined in 1v1s where he could hold his own and had some of the biggest outplay potential if the user was skilled enough. As of now the only place where it's worth to combo is CC, where BK is indubitably the strongest character (apart from characters built to kill most mobs and then run for 10 minutes).
    18. First of all I have seen you do this as well countless times. Second of all, if the rules were to change how do you propose the admin team goes about enforcing this? How do they prove it's actually 1 person playing 2 characters when you can easily run a unique hwid and ip on every character? Only solution that comes to mind to verify it is indeed 1 person per character is tying the character to a government ID, one hwid and one IP. I think you can see where I'm going with this......
    19. First of all I'm pretty sure every message sent in game is logged, I saw your other thread with supposed screenshots of bad language with broken links. If I'm the bully and the perpetrator why not pull up our entire chat history and settle this once and for all? Second of all, before all of this I have been only nice and tolerant to you despite the way you treat me and others. In return you put a bounty on my entire guild and then started killing my characters in swamp. I confronted you, you lied to my face despite me having the death screens on 5 clients stating "You have been killed by NotAfraid" as you were telling me you did not kill me. Then you proceeded to power trip and tell me I won't be able to play the game anymore, now that I have dared to fight back and I'll only farm karutan 2 and kalima 7. Then you got the Voyagers guild and Monkey to start killing me as well. Now you're playing the victim? The only one victimizing you is yourself. You have flamed and insulted me on daily basis for weeks yet I always respond with banter. If that's against the rules it would be nice if it was clearly stated in the rules. As far as I know telling you to sit and calling you a noob is not bad language. Regarding account sharing, I'm multilogging 6 characters on 3 computers - Oink, Doink, Boink, Yoink, Zoink and EvilZoink. HWIDs are the same every time, if they are stored in logs this should be a simple check. As far as I know it's not against the rules either, half the server is doing it. I wonder where the other Oinks come from? I guess at this point you're seeing Oinks even in your sleep you angry rascal . You have been threatening everyone I know ever since all this started in the hopes of making me stop fighting you, crying in post, spamming my DMs, yet you never once considered reflecting on how you treat other people, at least simulating remorse or fake apologizing. As far as I know you're in your 40s, one would expect at least a hint of wisdom from a person your age. I really can't wrap my head around how someone could treat people the way you do, conjure up a narrative where they are the victim and then somehow convince themselves about it. I think you know very well what you're doing, but perhaps you just lack the third digit in the IQ department or have one too many chromosomes to pretend to be the victim, without your ego and malice showing through your fabrications. I hope one day you can find peace and perhaps even discover the joy of treating others like human beings. Yours truly, Doink 😉
    20. Hi, most people who start playing Oldsquad get the displeasure of meeting MrBlue early on in their journey, when they are low rr and easy prey for this bully. My experience has been exactly the same. I waited until my characters got a littlebit stronger to fight back and this is the result. I didn't care about the constant barrage of insults he's throwing my way every day since I started fighting back but I think death threats is a bit too far. I didn't find a tag that would cover death threats so I used the bad language tag, but I think threatening to kill someone in real life is a whole different ballpark than just bad language... He plays on multiple characters - MrBlue, NotAfraid, Matilda, Pedal4eto, Gei4eto, Mom4eto https://postimg.cc/w3rH3pDT
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