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Showing results for tags 'Genesis'.
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Character name: Endorphin Suggestion type: Genesis server Suggestion content: Hello everybody! If you check https://oldsquad.ro/forum/forum/151-player-reports-warns/ you will see that there are many complaints about BL. Many of them cross the limit of common sense (one of them is Dominic's post about AlexMG) because the rules are not good. For any kind of swearing, the accused receives a maximum of several hours of chat silence for the first bad behavior. Playing with the same people everyday in this permanent server, I suggest drastically increasing the punishments. Many times people dont report these trash talking because they know what will happen... just mute for few hours.I am sure that if these swear words were about you, you would give permanent bans without blinking. Let's narrow this difference down a bit. How the suggestion can bring value: If a newcomer sees these discussions on the post, I'm sure he will give up playing. If the punishments are high, reporting will become rare, because they will not risk being punished. How would you personally implement your suggestion: For BL/Racism 1st offence = 1 day ban on the first 2 main chars 2nd time = 2 days ban on the first 2 main chars 3rd time = 4 days ban on the first 2 main chars 4th time = 4 days and so on
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Hi, I want to suggest Explosion Blade lvl 380 wep for MG to be done in one hand. I think it's fair since for sm, bk, dl, sum, all weapons are one handed and can be combine with a second weapon or shield. While for MG all power slash magic weapons except Runebastar sword, seed wep are two handed. Without a doubt, Explosion Blade is the best PVM weapon combo with the Muren Set. But I believe that one can also think about this issue, how not to lose MG from dmg for pvm. Like add pvm dmg for Power Slash spell. But in the case of my suggestion, I think it would improve the look of the MG. And maybe it would make this sword attractive for players. Let's not forget that together with Sylph Wind bow cannot be used for statue combination. Which makes it unusable, but it's actually a good weapon.
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Character name that is submitting it (for the potential reward): Doink Suggestion type (server/website/forum): Genesis Suggestion content (make sure to include enough details so your suggestion is clear enough): vRF got overbuffed and is currently outperforming every killer/dps character by such a large margin it's pointless to play anything else as a killer/dps. they have the best PVM performance in game without having to alter build from PVP - their pvp and pvm builds are the same after 2nd GR the tweaks to fix RF performance ended up scaling VRF burst damage so high they oneshot every other character besides excessively high vitality builds while being quite tanky themselves. There is no counterplay, running doesn't work as VRF sticks to targets way better than other melee characters and unlike getting iced by an ice elf you can not react with teleport other as the burst is too quick. On top of that they have built in undispellable ice from their mobility + burst skill - chain drive. This forced everyone to play insanely high vitality builds to have a chance of survival in group fights high vitality is only available for RF in CS resulting in vRFs dominating every other class. Tanks die in 2 hits, everything else in 1 hit. 15k vitality elf with blue fenrir, mana shield, swell and rf buff gets onetapped (chaindrive + pss skill) in CS with no counterplay by a single rf. Thanks to RF not suffering from the pitfalls of BK and SMG it is possible to assemble a pack of coordinated ragefighters and oneshot everything in your way. The only possible counter to a strat like that is another pack of ragefighters. Killer bk is supposed to have a similar role to VRF but unlike VRF it suffers from AOE reflect from combos and cyclone "walk back" bug pigeonholing it into a tank role (even with the 10-30% incoming damage increase). With 15k vit cap a single combo in a clump of people oneshots the BK. To top it off landing consecutive combos on the same target in a mass group fight is incredibly hard to pull off, meanwhile VRF gets all the perks of combos with just having to hold right click and cast 2 spells off cooldown in no particular order or timing while getting undispellable ice procs and sticking to target with minimal effort Ice arrow on the RF doesn't work - they can pounce on you through ice and keep moving with chain drive - full tank Ice elf outside of CS with close to 30k vit, blue fenrir, mana shield and swell died in 2 hits with DD procs... the best and only counter to VRF as of now is VRF... We have entered a heavily dominant VRF meta where other dps classes mostly serve to buff up the RF. Every time a class gets this dominant and oppressive it negatively affects the overall gameplay and forces players to metaslave and play whatever is OP. Unless ragefighter is tweaked to fall in line with other classes we are looking at everyone being forced to play ragefighter until the next big patch (3-4 months) in order to stay competetive. Class and build diversity along with a lot of horizontal progression elements are one of oldsquads biggest selling points, most other servers function in a way where certain classes are garbage while 1-2 classes outperform everything else. I'm 100% sure it is possible to find a middleground where vRF does not over or underperform. We went from vRF being useless in PVP to being the singlehandedly easiest to use and strongest pvp and pvm class in game in a single patch. How the suggestion can bring value: restore character diversity and viability (Optional) How would you personally implement your suggestion (your vision). Carefuly tweaking vRF pvp and pvm damage, potentially nerfing ignore defense. Ideally in a way so ragefighter still stays the melee assassin character/tankbuster it's meant to be but with possible counterplay.
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There are a few people, will not give names, that are abusing this bug 24/7 during boss fights and castle siege. How it workes When you are in party with SM, you don't click your party member to mass teleport, you click urself. (you need to be in the same guild) What happenes You can use teleport/mass teleport with almost no cooldown. Now make a tankish reflector SM build, abuse this, and your almost unkillable. (you can pretend on post later, that ur skilled) How to fix Make it not usable on urself, as its suppose to work. If this is not possible, add a cooldown to it. Video showing the bug in action
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Hey When im trying to start game i get this error? Just startet playing a few days ago with no problem. 9 hours ago everything was fine. Thanks in advance
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today at morning IT we all got disconected and recived warns, we were 9 players in. Please analyze this TY!
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Hello there. I hope we can make this server a better place to play. I have few suggestions. 1st. I think we should limit the member in the guild for CS purpuse. Last few weeks maybe months were a total desaster. My idea is very simple 10 Members in main guild and 10 in secundary guild. If you can gather 20 each side or even 3 guilds we could have a decent game. Or 15 people in one guild no alliances.We will avoid people with multiple accounts and VPN`s to leave afk every single week (a short check can show you that multiple people have 3-4 accounts connected) 2nd. Every abuse or cheat should be punished more severe. Very hard to try to enjoy an event when multiple people join events with multiple chars and leave afk. 3rd. Maybe @Gion could make again a soccer event once a week and maybe bring back the mountly event so new people can have acces to some rewards also. 4th. DMG on ene+str RF to be reduced. It`s a game breaker to have a char that can 1shot a spot and ks every single spot. Multiple people abusing this build in order to ks (check K7 and kr2) few people with 5-6 maybe even more rf`s leave afk on a spot and you can`t farm anything. Probably a very bad experience for new people also. 5th. Mute system should be changed to warn system/ban system as is 2 much toxicity from everyone. 2 much spam on post. Also an idea will be to increase the zen post .(maybe people will stop spaming..including me). Thanks . I hope for some good feedback not drama and arguing. Only a normal conversantion with arguments can make the server better. Regards Alegz.
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Hi, I keep getting this error for past two days. I can connect with one account, not the other one. There is nothing in my processes, tried with vpn and without. Different compatibilities, restarting several times. Couldnt find anything here or their website. Playing on Win 11, no viruses. Any ideas? Thank you
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My question is, why does someone get 2 consecutive penalties and someone doesn't? Is the "oldsquad" now encouraging racism? softening at the rules for them, ignoring their shit? What happened to the world? Why Pain get 2 consecutive warns for his words in same day https://imgur.com/a/AclKnat But shity racist dosen't ? although these are 2 different episodes not connected with each other that happened on different days. https://ibb.co/G7r73Xw
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Hi, I want to know how many beam knight I still need to kill. After killing one all i see is exp. People say that quest status should appear automatically where the exp is displayed, but it does not. I am at loss.
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Hello! Since yesterday's patch, I am unable to run the game. The PS Gameguard anti-cheat program detects some virtual machine stuff (Error: "virtual machine has been detected"). After hours of searching the internet for a fix on this, I still have no solution for it. (even on psdevs.com.br I couldn't find any explanation of what that error relates to or how it can be mitigated). Some sites (different games) suggested that even having VMware tools installed could be the issue - so I uninstalled it and deleted anything related to that (files, folders, registry entries, app data, local data etc). The game still does not work... Can you please help me on this one? Thank you.
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Hello, On 29.07.2024 (Monday) at 19:00 GMT+3 (Server Time) we'll have a global maintenance on our systems. Genesis will be down for 45~120 minutes. You will also have to either update the client via Launcher (after Maintenance is over) or download the new Genesis client that will be uploaded on that day after the maintenance, in order to continue playing. The following update will be up on Genesis after the Maintenance is over: ! IMPORTANT UPDATE: We're changing our servers rules (for both Genesis & Inception Sprints) as follows: Rule 2 & 3 (Insults & Racism): 1. Character bans are now removed as part of the punishment(s). Players will no longer get banned on Characters for either Insults or Racism. 1.1. Warns are no longer given for any type of reports, as well as old warns are no longer taken into consideration. 2. Now any type of insults, bad and/or abusive language, direct/indirect racism, etc. towards players will be punished with MUTE on Account(s) + IP from 6 hours up to 120 hours, as long as it is correctly reported. 2.1 The amount of MUTE time will now be decided based on case-by-case scenario and/or gravity (and/or previous history/antecedents) at the sole discretion of the staff. 2.2 Any decided MUTE time is final and can be different compared to similar situations. 2.3 Contesting a MUTE decided by staff in order to create dramas (accusing of giving an either too big or too small MUTE time) can get the involved contestant(s) banned and even HWID+IP banned, without further explanations. 2.4 The "provocation" part of the old rule is now removed. Instead, if the one who reported did also used bad language/insults towards the reported one (even if they were "smaller" or indirect), both the reported one and the one who reported will be MUTED. 2.5 The deadline for reports is 24 hours from the moment the BL/Insults/Racism happened, reports that pass the deadline will not be taken into consideration. Rule 5 (Selling for Real Money): 1. When reporting a seller for real money, no matter what it is involved in the initial offert (be it only an item, multiple items, or the account/character itself), the one that reported will receive the entire account that is banned for the real-money selling. 2. There's now a deadline of 24 hours to report a seller for real money, from the moment the initial sell proof/offert is created that you are presenting to the staff (not counting any ulterior discussions/proofs needed, only the initial one). 2.1 If the deadline of 24 hours is passed, you will no longer receive anything for the report, but if you report it past the deadline, the person & his accounts will still be banned. Rule 7 (Insistent Non-English Messages in /post or Gens Chat): For the players-made reports, the punishment is from 3 hours up to 24 hours, at the sole discretion of the staff. For the real-time staff catches in-game, the punishment is from 30 minutes up to 3 hours, at the sole discretion of the staff. Changelog: [ADDED] Released 2nd Grand Reset: If you reach 1 GR, 55 resets and level 400 you now unlock the 2nd Grand Reset. In order to do the 2nd Grand Reset you need to type /grandreset. Rewards for 2nd Grand Reset 2x PvP Artifacts & 2x PvM Artifacts. 2 weeks of Golden Fenrir (that can't die). 2x HoF Badges. 50 extra free points for each new Reset after the GR [that are accumulated up until 50 resets, where you'll have 2500 extra stat points compared to 50rr chars with only 1 GR]. 160 extra free points for each new QReset after the GR, between 50 and 55 resets. [so at 1 GR and 55rr you'll have 3300 more points compared to 55rr chars with only 1 GR]. Improved quests rewards when doing them again. Extra +1% Damage for every reset after 50rr. [with a total of +15% at 2 GR and 55RR]. [!] Higher top position. Requirements for 2nd Grand Reset Your character on Server 1 (Normal Maps). Level 400. 1 Grand Reset. 55 Resets. 1.800.000.000 Zen. 2x2 inventory space for Golden Fenrir. Extra info The EXP rate for 0-55 resets is a linear EXP with a 10% rate of the normal (NON-GR) EXP. The Quests are reset, you can start them again at 50 resets & all restrictions/requirements for the Quest System are being kept once you start them again. Note: After reaching 50 resets you must use /qreset again in order to progress to 55 resets. You keep the same amount of bonus % Damage as you had before the 2nd GR (earned from qresets & 1st GR). Each new reset after 2nd GR costs 200.000.000 Zen. [UPDATED] Quests System on 2nd GR: Objectives: Quest 1: Kill 110x Bloody Monsters Quest 2: Kill 3x Golden Budges & 5x White Wizards Quest 3: Win 3x Illusion Temple Events Quest 4: Kill 70x 'little' Rabbits Quest 5: Finish 9x Doppelganger Events Quest 6: Hunt down 4x Death Kings Quest 7: Kill Goldens: 30x BoK+1, 24x BoK+2, 20x BoK+3 Quest 8: Hunt down 3x Nightmares Quest 9: Give David 1x Old Box 2 and 2x Old Box 3 Quest 10: Kill 16x Derkons Quest 11: Finish 7x Imperial Events in less than 200 seconds Quest 12: Win 5x Chaos Castle Events Quest 13: Kill 65x BoK+5 Goldens Quest 14: Hunt down 8x Kunduns, 8x Witches, 5x Cursed Dragons Rewards: The first 2 quests from each tier will now reward you with: 25% chance for 1x DD Seed in Sphere. 10% 1x Old Box 5. 32.5% 1x PvP Artifact. 32.5% 1x PvM Artifact. The Quest Skip times on the 2nd GR quests are 4/6/8 days, based on quest tier. [UPDATED] Reduced the Zen cost of Resets between 0 and 50 when having 1 GR from 150kk per reset to 60kk per reset. [UPDATED] Increased the EXP of 0-55 resets & 1 GR by 50%. [UPDATED] Reduced the Quest Skip times on 0 GR from 1/2/2 days based on quest tier to 1/1/1 days. [UPDATED] Reduced the Quest Skip times on 1 GR from 2/3/4 days based on quest tier to 1/2/3 days. [UPDATED] Highly increased the HP & DEF of CC7 monsters. [UPDATED] PvP Artifact from CC7 can now be obtained ONLY by remaining the only character alive (basically it is no longer given as part of the CC win that can happen when time's up, and more than 1 character is still alive). [ADDED] You can now convert PvP Artifacts into PvM Artifacts and vice-versa. You need 2x PvP Artifacts and 500 Credits to get 1x PvM Artifact. You need 2x PvM Artifacts and 500 Credits to get 1x PvP Artifact. You can use /changeartifact <pvp|pvm> command in order to make the conversion, as long as you meet the requirements. Typing "/changeartifact pvp" will convert 2x PvP Artifacts into 1x PvM Artifact. Typing "/changeartifact pvm" will convert 2x PvM Artifacts into 1x PvP Artifact. This conversion is not meant to be a feasible, easy way to get access to the needed Artifacts, but more of an expensive, desperate way to get the missing Artifacts when you have too many from a specific type. [UPDATED] Increased the Enrage damage of Dark Mammoth & the Soul-Link Enrage damage of Dark Iron Knight. [UPDATED] Now when Dark Mammoth initially spawns, all characters in its 15x15 range are moved to lorencia. [FIXED] Anti-Hack error window getting stucked when trying to open a 3rd instance of the game. [FIXED] Anti-Hack closing the connection after ~3 minutes of reconnect time, it now allows up to 20-40 minutes of reconnect time, before closing the connection. [UPDATED] Maximum points in a single stat is now 30k instead of 27k. [UPDATED] Chain Drive Strengthener (ML) now also increases Chain Drive range from 2 to 3. [UPDATED] Reduced the PvP damage received by RF by 20%~40% based on attacking class. [UPDATED] Slightly reduced the stuck rate of RF when taking damage. [UPDATED] Increased the effects-power of Mana Shield, Sweal & EE buffs (CS) on RF. [UPDATED] Now if a BK has a mace & fenrir equipped, it can no longer damage other players with TS. [UPDATED] Increased the PvP damage received by BK by 10~30% based on attacking class. [UPDATED] Reduced BK's PvP damage by 10%. [UPDATED] Increased BK's Combo damage by 33%. [UPDATED] Reduced the stuck rate of BK when taking damage. [UPDATED] Increased the effects-power of Mana Shield & EE buffs (CS) on BK. [UPDATED] Cyclone Strengthener (ML - BK only), Slash Strengthener (ML), Falling Slash Strengthener (ML) & Lunge Strengthener (ML) now also increases the weapon skill range from 2 to 3. [UPDATED] Increased SM's Teleport cooldown from 4 seconds to 5.5 seconds. [UPDATED] Increased SM's PvP damage by 8%. [UPDATED] Reduced the Poison Resistance (ML), Lighting Resistance (ML) & Ice Resistance (ML) increases from 1.2%~9% to 0.38%~2.5%, since the actual resistance increase is way bigger than the % values. [UPDATED] Increased PvP damage % inside Chaos Castle by 14%, now matching the Duel % damage. [UPDATED] Increased Fire Slash debuff duration from 2 seconds to 3 seconds. [UPDATED] Increased Fire Slash debuff max rate from 20% to 25%. At some point in the future (probably winter), there will be new mix(es) for new obtainable items that will also use Artifacts, as well as more ways to obtain Artifacts. Cheers!
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Character name that is submitting it (for the potential reward). Rizzen Suggestion type (server/website/forum). Server Suggestion content (make sure to include enough details so your suggestion is clear enough). Overpowered Stun: The Blade Knight (BK) class can spam Twisting Slash, resulting in frequent and prolonged stuns. Gameplay Imbalance: Players are incentivized to invest heavily in Vitality (Vit) and rely on Twisting Slash, reducing the diversity of combat styles. Event Dominance: In events, BKs dominate by spamming Twisting Slash, leading to a lack of strategic depth and variety. How the suggestion can bring value. Encourages Combos: By nerfing the stun effect of Twisting Slash, BK players will need to utilize a broader range of skills and combos, aligning with the class’s intended playstyle. Skill Variety: Players will explore and master different skills and combinations, making the game more engaging and challenging. Equal Footing: Other classes will have a fairer chance in both PvE and PvP scenarios, reducing frustration and increasing enjoyment for all players. Event Diversity: Events will become more diverse and competitive, as BKs will no longer dominate simply by spamming a single skill. Reduced Monotony: By discouraging a single-skill reliance, players will experience more dynamic and varied combat. Skill Development: Players will develop better overall skills and understanding of the game mechanics, leading to a more satisfying gaming experience. (Optional) How would you personally implement your suggestion (your vision). Adjust Stun Duration: Reduce the stun duration of Twisting Slash to make it less overpowering but still useful. Introduce Cooldowns: Implement a cooldown period for Twisting Slash to prevent spamming. Skill Synergy: Enhance the effectiveness of other BK skills to encourage their use in combination with Twisting Slash. Nerfing the stun on Twisting Slash addresses a key imbalance in the game, fostering a more strategic, fair, and engaging environment. This change not only enhances the individual player experience but also contributes to the overall health and longevity of the game community.
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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.
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Hi! i dont know why but im already killed enough phoenix -icarus and death beam -tarkan2 but i cant see Quest item in my inventory
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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.
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Character name that is submitting it (for the potential reward). PACQUIAO/MagicGagi Suggestion type (server/website/forum). Server Suggestion content (make sure to include enough details so your suggestion is clear enough). Increasing the zen digits/value/total amount while on Store Mode: Limiting it to 99,999,999 means limited items to sell in-game. Maybe making it able to sell an item for at least 1 Billion to 1.8 Billion zen would benefit sellers/buyers. How the suggestion can bring value. Encourages Players: This will help the economy in-game. Less Hassle: Players that need the immediate item via zen trading would opt not to go to web market IF the item is available at some players posting store in-game. More Interaction between sellers/buyers. (Lorencia is like a ghost town to be honest, by doing it the Lorencia will be much more alive than ever before.) How would you personally implement your suggestion (your vision). Making patches/updates.
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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
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Whenever I try to vote, I am getting an error saying "You must have at least one character to vote". I've voted yesterday without a problem.
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Good Day! GM/Admins/Mods, Please fix the problem with SMG, after killing the mobs in the spot, the mobs remains (immortal/can't be killed). SMG only attacks that mob and ignore the other mobs making AFK/leveling harder -_-.
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Hello everyone, with this question first I mean no harm, just I am curious about how really the rules are and what are we allowed and not allowed to do (because some of the things we see in game is kinda unfair). The topic is about the rule with entering with 1 character (Main / Alt) in any events, but most particulary about CC and CS. I will address the question to Gion/admin if possible, obviously we dont want answers of players - who go around that rule and enter with more characters in CC 2/3/4/5/6/7 at same time with using VPNs or any other way to change their IP and get few rewards at a time since not many ppl enter the lower CCs and its a free win most of the time. (Same is for CS - Badabing is using more than 1 character per player for more PVP artefacts + rewards + buffs for the battle). So we have a video of that, proving and seing their afk players on statues and in the hall for farming stamper points as 2nd character per player. Just asking if this is fair, allowed and can we do it as well? (and if yes- why there is restriction of playing only 2 MUclients on 1 PC / IP and restriction for 1 character on1 IP for Imperial/DS/BC/CC/CS and etc.) If we cant stop someone from going around that rule of the server, why dont we remove it and everyone to do what abusers are doing already to go ahead and free farm. PS: its not nice/fair to see 1 player going in 4 CCs at the same time to get more rewards since we are allowed to join 1 CC event per time + having people on CS who clearly are playing with 2 or more characters and win more points for their Guild.
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Hi there, I recently rebuilt my elf and got Ice Arrow. I noticed that it doesn't work at arena. However, in the server info I read as follows: Teleport (SM) & Ice Arrow (AE) can be used only during the Team-KotH rounds and also during Last Laugh - Round 2 (KotH round). I participated in KotH today and it doesn't work, which is kinda sad given the 4k ene requirement. Is it a technical issue? Best regards Virulent/Everam