Starwind
Guest
www.atomicide.com < for new info!!
Well ive got someone working on files for me, im starting the process of making all the sytems work etc, but here is what you can expect from the Atomicide.com server.
1. Land ownership: The server offers something new in the way of maps and guilds. There will be a large set of maps available from the outset to all players, these are called "Communal areas" and will offer the basic requirements for a character to level and grow, both financially and level wise. However in order to develop and increase your character either further or faster you need to ream up, make a guild, and buy a map. Maps that are set for specific guilds will provide better growth for those that own them.
In addition to aquiring land, you must also defend it. It is possible for rival guilds to attack you land and conquer it, this is done via the sabuk wall wars, where the guilds not only fight for the sabuk wall, but the rights to their maps, if you lose, you lose the wall and one of the maps you own. The system tries to keep it fair, the sabuk owners will only lose the sabuk wall war, however, should the wall be succesfully defended by the owners, the war will be repeated a few days later, (there is no choice in this). At this second war, should the defending team win for a second time, the attackers lose their map, if the attackers are succesful the second time, then it goes back to neutral status.
Land benefits, these are the benefits your guild will receive from owning the land, they inlclude increase hunting areas, harder mobs, better exp, better and more powerful items. and a "Map rare" <-- and item available on that map ONLY, thse items are the "super rare" kind.
This server is only for dedicted people, if your not gonna take up a challenge, then dont bother me by playing and complaining that its too hard. I understand that not everyone will want to be part of a team, although most do, so single players can still buy their own maps.
In addtition to owning maps you need to develop them. You have to "buy" some of the better NPC's like crafters etc, and you can also improve them to craft better and better stuff. Most of this is doen through resources such as wood etc, a certain amount of wood will allow you to build a shop a certain "skill factor" so a basic shop would be say 50 wood, but if u wanted to u could increase its allocation to 500 wood and get a much better NPC.
Exp - will be about X15 in communal areas, X20 in guild maps and there may be other areas with better exp depending on what i decide to do.
Drops - rares will be rare, meaning there wont be 30+ players all with the same item, items will be as customiseable as possible, without going too far.
Super-rares - these will be limited on the server as much as possible, and 90% will break when u die to keep a continual rotation going
Ultimate-items (one of a kind) these items will only ever be available one a time, they include a "summon army" ring, kit to make you invisible to everyone, and variations of "clear rings, teleport rings etc what will be customised at a specific NPC after completing a quest, and also a few very high stat items. These are key items that people will hunt for and if anyone were to complete the full set of items, then they will be able to trade them in for a set of even greater power (will only ever happen about 5 times on the server, if it ever happens at all) (players must be lvl 50 to use the first degree item, and lvl 75+ to use the final set)
Mobs - Mobs are customisable as maps, when a player aquires a map, they can build enterances to all generic temples, and they can also build pathways to their own personal temples, the personal temples contain mob sets chosen by the guild leader. A basic temple will have 2-3 floors, with a normal strength KR boss at the end, when the guild colelct enough of a resource from the KR boss, they "discover" new floors to the temple, and can go deeper (or higher) and reach more poweful bosses.
Generic items (ones obtained from communal areas) will be available up to about lvl 50 or so at the begining, and then will be constantly increased once other items are easily available.
Specialist items (those on guild maps) are better in quality, but not quantity, they go upto about lvl 75 at first and will be increased thereafter.
As usual you can expect the fundamentals that made all my other servers enjoyable, such as frequant events, constant updates, player input.....fun friendly, and non corrupt GM's. Im still sorting out hosting, and aso gotta do a hell of a lot of work on the files, but a full release is expected within 3-4 weeks with a beta Stage before-hand (beta characters will be wiped, but compensated in some format) If anyone has any contributions or would like to be involved, please PM me and let me know what you can do.
*POW*... New updates mother ****ers!
NEW Updates:
Skills:-
1. "Summon Undead Army" this is done via an NPC and will work like pet rental. You need to collect a special item from 6 different bosses to use this "skill" and it only works once. To use it again you must collect all 6 items again.
The "Skill" allows you to summon 5-10 Skeletons (tao ones,a nd not sure on the exact number yet) Which you can use for a general all purpose massacre of people, or mobs, either way i dont care.
2. Tetra-Storm Ring (mass tbolt) - Available in a ring (one size fits all :P) Current technical problems need to be ironed out before this is garunteed. There will only be 1 in the server at any time, the ring will be Dura 1/1. The Spell itself will be amazingly powerful (hence short life span of the item). It will be able to wipe out masses of mobs in seconds. (im going to look at ways to limit this, i would like to make it say Dura5 and unrepairable, this way it wpont be in the server for ages)
3. Invisible Set. Not sure how this will work in mir1.9 but basically a very low dura armour and weapon you can use to ake your character 100% invisible to everyone. (hair done via an NPC) I would like to see it used at sabuk wall wars etc by "Snipers" etc.
New Ideas:-
1. Trade routes, players will be able to establish trading routes between guilds that are allied, this allows you to quickly and conveniantly jump to an allies town to make use of features your own may not have.
2. Town Defences and Wars. IM going to look at a ways of implementing wars into towns, my cool idea is to use those "devil node" guys (the little stones thats do crazy ****) im going to set them to the archer gaurd settings (but with 0 DC). If people invade your town and destroy the stone, then they can obtain an item that allows them access to ur maps!!!
Defences will come in the form of more of the stones (ones that wont drop the item) and these will surround the "center stone" to protect it. Each defense upgrade you buy gives u one wall of stones.
Your town is prone to attacking 24/7 and so is everyone elses. Im going to look at even cooler security upgrades, like a solid wall around your town and an NPC that wil let u in only if ur in the guild list, and **** like that. Ill post more then i think of them
Other town defences (HOPEFULLY) will include the ability to summon extra archers around your town (that will act as pets <--- needs some thought) and some more ****.
Thats all i can think of for now but feel free to add more.
Well ive got someone working on files for me, im starting the process of making all the sytems work etc, but here is what you can expect from the Atomicide.com server.
1. Land ownership: The server offers something new in the way of maps and guilds. There will be a large set of maps available from the outset to all players, these are called "Communal areas" and will offer the basic requirements for a character to level and grow, both financially and level wise. However in order to develop and increase your character either further or faster you need to ream up, make a guild, and buy a map. Maps that are set for specific guilds will provide better growth for those that own them.
In addition to aquiring land, you must also defend it. It is possible for rival guilds to attack you land and conquer it, this is done via the sabuk wall wars, where the guilds not only fight for the sabuk wall, but the rights to their maps, if you lose, you lose the wall and one of the maps you own. The system tries to keep it fair, the sabuk owners will only lose the sabuk wall war, however, should the wall be succesfully defended by the owners, the war will be repeated a few days later, (there is no choice in this). At this second war, should the defending team win for a second time, the attackers lose their map, if the attackers are succesful the second time, then it goes back to neutral status.
Land benefits, these are the benefits your guild will receive from owning the land, they inlclude increase hunting areas, harder mobs, better exp, better and more powerful items. and a "Map rare" <-- and item available on that map ONLY, thse items are the "super rare" kind.
This server is only for dedicted people, if your not gonna take up a challenge, then dont bother me by playing and complaining that its too hard. I understand that not everyone will want to be part of a team, although most do, so single players can still buy their own maps.
In addtition to owning maps you need to develop them. You have to "buy" some of the better NPC's like crafters etc, and you can also improve them to craft better and better stuff. Most of this is doen through resources such as wood etc, a certain amount of wood will allow you to build a shop a certain "skill factor" so a basic shop would be say 50 wood, but if u wanted to u could increase its allocation to 500 wood and get a much better NPC.
Exp - will be about X15 in communal areas, X20 in guild maps and there may be other areas with better exp depending on what i decide to do.
Drops - rares will be rare, meaning there wont be 30+ players all with the same item, items will be as customiseable as possible, without going too far.
Super-rares - these will be limited on the server as much as possible, and 90% will break when u die to keep a continual rotation going
Ultimate-items (one of a kind) these items will only ever be available one a time, they include a "summon army" ring, kit to make you invisible to everyone, and variations of "clear rings, teleport rings etc what will be customised at a specific NPC after completing a quest, and also a few very high stat items. These are key items that people will hunt for and if anyone were to complete the full set of items, then they will be able to trade them in for a set of even greater power (will only ever happen about 5 times on the server, if it ever happens at all) (players must be lvl 50 to use the first degree item, and lvl 75+ to use the final set)
Mobs - Mobs are customisable as maps, when a player aquires a map, they can build enterances to all generic temples, and they can also build pathways to their own personal temples, the personal temples contain mob sets chosen by the guild leader. A basic temple will have 2-3 floors, with a normal strength KR boss at the end, when the guild colelct enough of a resource from the KR boss, they "discover" new floors to the temple, and can go deeper (or higher) and reach more poweful bosses.
Generic items (ones obtained from communal areas) will be available up to about lvl 50 or so at the begining, and then will be constantly increased once other items are easily available.
Specialist items (those on guild maps) are better in quality, but not quantity, they go upto about lvl 75 at first and will be increased thereafter.
As usual you can expect the fundamentals that made all my other servers enjoyable, such as frequant events, constant updates, player input.....fun friendly, and non corrupt GM's. Im still sorting out hosting, and aso gotta do a hell of a lot of work on the files, but a full release is expected within 3-4 weeks with a beta Stage before-hand (beta characters will be wiped, but compensated in some format) If anyone has any contributions or would like to be involved, please PM me and let me know what you can do.
*POW*... New updates mother ****ers!
NEW Updates:
Skills:-
1. "Summon Undead Army" this is done via an NPC and will work like pet rental. You need to collect a special item from 6 different bosses to use this "skill" and it only works once. To use it again you must collect all 6 items again.
The "Skill" allows you to summon 5-10 Skeletons (tao ones,a nd not sure on the exact number yet) Which you can use for a general all purpose massacre of people, or mobs, either way i dont care.
2. Tetra-Storm Ring (mass tbolt) - Available in a ring (one size fits all :P) Current technical problems need to be ironed out before this is garunteed. There will only be 1 in the server at any time, the ring will be Dura 1/1. The Spell itself will be amazingly powerful (hence short life span of the item). It will be able to wipe out masses of mobs in seconds. (im going to look at ways to limit this, i would like to make it say Dura5 and unrepairable, this way it wpont be in the server for ages)
3. Invisible Set. Not sure how this will work in mir1.9 but basically a very low dura armour and weapon you can use to ake your character 100% invisible to everyone. (hair done via an NPC) I would like to see it used at sabuk wall wars etc by "Snipers" etc.
New Ideas:-
1. Trade routes, players will be able to establish trading routes between guilds that are allied, this allows you to quickly and conveniantly jump to an allies town to make use of features your own may not have.
2. Town Defences and Wars. IM going to look at a ways of implementing wars into towns, my cool idea is to use those "devil node" guys (the little stones thats do crazy ****) im going to set them to the archer gaurd settings (but with 0 DC). If people invade your town and destroy the stone, then they can obtain an item that allows them access to ur maps!!!
Defences will come in the form of more of the stones (ones that wont drop the item) and these will surround the "center stone" to protect it. Each defense upgrade you buy gives u one wall of stones.
Your town is prone to attacking 24/7 and so is everyone elses. Im going to look at even cooler security upgrades, like a solid wall around your town and an NPC that wil let u in only if ur in the guild list, and **** like that. Ill post more then i think of them
Other town defences (HOPEFULLY) will include the ability to summon extra archers around your town (that will act as pets <--- needs some thought) and some more ****.
Thats all i can think of for now but feel free to add more.
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