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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Fri Jun 28, 2013 6:53 pm 
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Panu wrote:
Tasdik wrote:
I'm in.

Let's have an orgy, shall we?


Said that last time and quit 3-5 days later


Easily solved, let's chain him to the chair.


My SRO craving has reached max capacity, open soon pleaseee!

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Fri Jun 28, 2013 6:56 pm 
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wish i could join, playing ff14 on my ps3 while i have no laptop. why must i always wanna return to sro....lol, i'm not normal obviously!!

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Fri Jun 28, 2013 7:02 pm 
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Sae wrote:
Panu wrote:
Tasdik wrote:
I'm in.

Let's have an orgy, shall we?


Said that last time and quit 3-5 days later


Easily solved, let's chain him to the chair.


My SRO craving has reached max capacity, open soon pleaseee!

Hot.


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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Fri Jun 28, 2013 7:59 pm 
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Tasdik wrote:
I'm in.

Let's have an orgy, shall we?

hmmm, well now i'll have to consider this

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Fri Jun 28, 2013 9:54 pm 
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And so it happens once more :sohappy:

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sat Jun 29, 2013 11:53 am 
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Quote:
in short words : server will be on once everything is done..when exactly? not sure
but i am sure that my next post will be saying "server will be on in xx hours" and will only do that post when everything is done


Sounds like a Salvation Reborn v2.0 to me.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sat Jun 29, 2013 6:16 pm 
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Skullbasher62 wrote:
Sounds like a Salvation Reborn v2.0 to me.

Soon?

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sat Jun 29, 2013 7:11 pm 
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lets hope this lasts! now time to get a gaming rig so i can play...need one for ff14, not so much sro lol! but id likely play sro more.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sat Jun 29, 2013 10:14 pm 
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Hideoki wrote:
lets hope this lasts! now time to get a gaming rig so i can play...need one for ff14, not so much sro lol! but id likely play sro more.


but theyre going to allow bots... so is it really worth it before the end of the month 2000 man bot fest comes to kill the 30 man legit team?

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 12:13 am 
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this whole legit versus bot is ded. were just playing a ded game on a ded pserver.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 3:11 am 
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ninshad wrote:
this whole legit versus bot is ded. were just playing a ded game on a ded pserver.

Spoiler!

you're gonna be ded once i find you :rant:

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 6:32 pm 
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lol, bots vs legits is fun! legits vs legits = a form of sro in-breeding elitism boring shiiiiit! i would love to pvp or gw some bot unions again like i did on isro. i really don't get why people wont play a bot pserver when im sure you can pve just fine, and pvp is always player vs player...it brings in more players, so meh...why not! just stay legit, and destroy leshit!

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 6:53 pm 
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You mean your guild of 30 people vs the rest of the server.
Last time I tried a 125 cap server every single space was taken by a bot.

Myth will be popular, therefore it will be loaded with bots. If SoX drops from cap level mobs you won't be able to find a spot because people will be running 3+ bots 24/7/365.

I may try Myth, but I doubt I'll get very far since 125 cap [and eventually 130 cap] is absolute shit. Chinese 2 hit each other and Euros 1 hit everything.
Hell's Fury, anyone? Dat 1 skill kill.


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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 8:05 pm 
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Rawr wrote:
You mean your guild of 30 people vs the rest of the server.
Last time I tried a 125 cap server every single space was taken by a bot.

Myth will be popular, therefore it will be loaded with bots. If SoX drops from cap level mobs you won't be able to find a spot because people will be running 3+ bots 24/7/365.

I may try Myth, but I doubt I'll get very far since 125 cap [and eventually 130 cap] is absolute shit. Chinese 2 hit each other and Euros 1 hit everything.
Hell's Fury, anyone? Dat 1 skill kill.


Chinese ints one hit everything too. Bladers don't suck for once at 125, but they're also terrible annoying. Bleed kb chain > kd > stab > stab > repeat

He's right though Hide, it may be fun for a little bit, but it just becomes pointless frustration after a while. You can occasionally find groups of fluent English speakers, very rarely, I found one a few months ago on a pvp server. They'll bot, no way around that, but at least you can talk to them.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 8:55 pm 
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especially if the best gear is found by drops... bots will be fully geared far faster than a legit guild. I already can see 8man bot parties controlled by one person using the "internet cafe" excuse.

Also if you just bot for gold, you could buy all the weap elixers, prot elixers that you want and some warrior botter will end up with +10 gear with 60%'s in no time... id be surprised if a "Auto alchemy" program hasnt been built yet

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 10:18 pm 
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Indeed, it would be a lot of fun in the beginning, but it will quickly go downhill as usual.
All the 120+ builds are very strong, but the PvP is crap because of it. If a sword nuker KDs you it's game over unless you've got a +8 set on and shield.

Also, there are several auto-alchemy tools out right now.

Until there's another legit 70-90 cap server that has 200+ players on daily I won't go back to SRO. I don't see it happening again anytime soon. :soosad:


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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Sun Jun 30, 2013 11:03 pm 
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all 120+ builds are strong? unless you are against a warlock who is using sleep stun lock or if you are against a team of warrior's with some clerics who can stay alive forever with fences and quotas...

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Mon Jul 01, 2013 12:35 am 
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Hideoki wrote:
lol, bots vs legits is fun! legits vs legits = a form of sro in-breeding elitism boring shiiiiit! i would love to pvp or gw some bot unions again like i did on isro. i really don't get why people wont play a bot pserver when im sure you can pve just fine, and pvp is always player vs player...it brings in more players, so meh...why not! just stay legit, and destroy leshit!


This. Yes.

You'd be surprised at how little the people that run 1 man parties know about their characters. if we have a legit 8 man eu party all who know what we're doin, we could destroy 2-3 parties of these guys, easy.. I speak from experience, even on 125 caps.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Mon Jul 01, 2013 12:35 am 
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Rawr wrote:
You mean your guild of 30 people vs the rest of the server.
Last time I tried a 125 cap server every single space was taken by a bot.

Myth will be popular, therefore it will be loaded with bots. If SoX drops from cap level mobs you won't be able to find a spot because people will be running 3+ bots 24/7/365.

I may try Myth, but I doubt I'll get very far since 125 cap [and eventually 130 cap] is absolute shit. Chinese 2 hit each other and Euros 1 hit everything.
Hell's Fury, anyone? Dat 1 skill kill.


This is because everyone +'s the shit out of their weapon and pay no attention to their sets. the increased skill damage is supposed to motivate you to work on your set.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Mon Jul 01, 2013 3:50 am 
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Don't know why I still crave playing this game every now and then.

Only waiting for a good 70 or 80 cap server shows up.. :soosad:


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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Mon Jul 01, 2013 5:52 am 
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Aristedis wrote:
Rawr wrote:
You mean your guild of 30 people vs the rest of the server.
Last time I tried a 125 cap server every single space was taken by a bot.

Myth will be popular, therefore it will be loaded with bots. If SoX drops from cap level mobs you won't be able to find a spot because people will be running 3+ bots 24/7/365.

I may try Myth, but I doubt I'll get very far since 125 cap [and eventually 130 cap] is absolute shit. Chinese 2 hit each other and Euros 1 hit everything.
Hell's Fury, anyone? Dat 1 skill kill.


This is because everyone +'s the shit out of their weapon and pay no attention to their sets. the increased skill damage is supposed to motivate you to work on your set.


Sorry, but nope. On a pvp server I played on, +14 weapons vs +14 sets, both all 100% stats, damage was still absurd. To survive a nuke or ghost spear from even a hybrid you had to be a glavie and on your shield, anything less and you were dead. Glavies on 125 cap have around 95k HP. The balance just isn't there.

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Mon Jul 01, 2013 8:11 am 
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From what we know, Synx may have balanced skills or something. Just wait for the server.

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Mon Jul 01, 2013 8:28 am 
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My faith in that is low, he's catering to the majority who wants bots, the majority wants stupidly OP skills too.

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 Post subject: Re: Myth Online - Cap 120, New Town, Custom Items, Fellow pets
PostPosted: Mon Jul 01, 2013 11:29 am 
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Synx said something about new gear that is obtainable by quests or something. I think he'll do something to make botting less useful, but let's wait and see. (And he'll ban afk buffers from fw)

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Mon Jul 01, 2013 7:00 pm 
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well, remember all the qq at fly on his salvation server? his work although not finished, was perfect imo. for pvp anyway, pve and content was a work in progress, jobbing was great, alchemy was good too! by good, i mean a +10 was DAMN 'arawynn was basically the +10 master' and ninjastyles +14 ring was ridiculous, along with aristos +14....but with all that said, +7 +8 sets were hard earned and felt like we were all able to achieve it, but those who put the effort in and did achieve, stood out and excelled! builds were great too, locks still op, but on my chinese int i could take any build in +7 gear aside from locks! oh, and if anybody remembers the illusive 'bowjob' that rogue was impossible! i actually think it was fly as he was guildless and rarely spoke, only appeared rarely too!

salvation ftw, fly's salvation i might add. i really miss that server, even wolfe and all the arguments we would have lol! and the yakuza breakup from relentless to infensus causing crazy shit for no reason lol. i doubt there will ever be an sro server like that again, fly if you're reading....please, save us old sro'ers!!! oh, and i miss ecsro's fembria, valhalla ftw!!

oh, rant over....this is a myth thread...mini rant again, but this server will never have the community of said servers!

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Mon Jul 01, 2013 7:01 pm 
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btw, typed that on a 3ds...lmao!

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Build 120% Pure Int S/S + Pure Force and 100% sun whore lol

PServer: Salvation - Active
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Build: Full Int Light/Cold/Bich level 70


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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Mon Jul 01, 2013 7:30 pm 
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Transfer, not breakup, wrong word. Besides Bisu being an asshat and getting a swift boot in the ass, the guild remained fairly intact.

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Mon Jul 01, 2013 8:43 pm 
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Bartic wrote:
From what we know, Synx may have balanced skills or something. Just wait for the server.


Well he has to Balance some Skills which are Indeed buggy like Hell's Fury (1417% total Damage, 349% each Hit, it should be 146% Damage each hit so the total count is 439%)

Though, some Builds do suffer like Wizard doesn't have the necessary Upgrades in terms of Debuffs like Combustion, Fear or other ones. They're all Lv.12 and their Upgrade is available at Lv.126.

This means Arabian Extension II comes with more Maps, more AoE Skills and more CHN Skills, new Uniques, basically it should Balance things out since a lot of Builds miss some serious Upgrades.

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Tue Jul 02, 2013 1:03 am 
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Hideoki wrote:
oh, and i miss ecsro's fembria, valhalla ftw!!


Hey Hideoki :) Valhalla is a great example of legits flourishing on a bot-infested server. I ran the guild and we we had an absolute blast despite the bots with their full-sox sets. We did a lot of bot hunting & harassing on the server too.

With the right people, Myth can be a lot of fun. I also agree with Aristedis, a well organized group of legits on a voice server will be no match for people who don't even level their own characters.

And instead of it being Infensus vs. BHA/Relentless like on Salvation... we'll all be working together again (hopefully).

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 Post subject: Re: Myth Reborn :: Cap 125, Arabia update, Triggered Instances,
PostPosted: Tue Jul 02, 2013 6:22 am 
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