Hiya,

Unfortunately I had an accident at the gym on Thursday that saw me wasting much of Friday in A&E, I worked my ass off in the evening however and have managed to get the first pass of the new PVP changes implemented.

Yellow skulls?

Here are the changes in today’s update…

  • If you have no skull, attacking a skulled player who has not attacked you first will:
    • PVP flag you, locking you out of safe zones
    • Give you a yellow skull that you and they can see
    • Make you a “justified” kill for them
  • Combat timer overhaul:
    • PVP cooldowns now persist through PVE actions, making it much easier to lose a skull
    • Killing a player gives you a 10 minute PVP cooldown
  • Deleted characters are now exempt from highscores
  • Deleted characters no longer show up in the moderator’s /view command
  • Fix for moderator logs UI crash

Server side hotfix @ 1am…

  • Monsters remembered how to switch targets

Why do we need yellow skulls?

In mirage skulls are used to indicate that a player has been involved in PVP combat and there will be no penalty for killing them. This wasn’t working with just white skulls as if you were white skulled attacking someone for whatever reason and other players jump into the fight against you, they could just run back into the safe zones if you fought back despite the fact you would actually be defending yourself at that point. Now, a yellow skull indicates that a player you haven’t attacked has decided to jump into the fight. Only you and that person can see that they have a yellow skull (so to bystanders it will still look like you are just being a murderous nutcase) but when you see a yellow skulled player it lets you (and the game) know a few things:

  • It is justified for you to kill them, there will be no penalty (when penalties are added)
  • They are now blocked from safe zones, just like you

So if I defend myself I get a yellow skull?

No. If you are minding your own business and someone comes and starts attacking you, you are free to both fight them back and run into the safe zone. If someone else who isn’t involved sees you getting attacked and decides to hit the white skulled player, they will get a yellow skull that the person attacking you will be able to see, and they will not be able to run into a safe zone like you can as they joined a fight.

This system will be greatly expanded upon in the near future. Cheers.

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Hello everyone,

This update fixes some issues surrounding the PVP implementation and makes more areas PVP enabled to make things a bit more interesting.

  • Fix for targeting while moving
  • Fix for not being able to target attack a player if you already have another target
  • PVP attack is now double tap instead of long-press
  • Long press now exclusively loots bags under other players / monsters
  • Fix for short skull time if you kill a player
  • New PVP zones:
    • Slime forest
    • Deeper Widow cave
    • Felwalkers
    • Inside Cyclopse plateau
    • Deepest Water Wyrm cave
    • Imp volcano

It is worth noting the patches that occurred last night as they are changes that are otherwise unlisted.

  • Mages and Rangers do full damage even when stood next to players (PVP only)
  • Knights do not throw knives at distance as it was preventing them from hitting their hardest (PVP only)

I’m sure there will be many more tweaks to come but this is a good start. Its interesting to already see little wars and guild arguments developing over hunting zones that are PVP enabled… suddenly it is very beneficial to form friendships and be part of a guild if you want to hunt effectively in the harder zones. I look forward to seeing how this pans out over the coming months, though I feel Guilds may now be needed sooner rather than later 😉

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Hey everyone,

So for those of you who haven’t been in game for a while the server has now been successfully migrated and Mirage now has high score lists for all skills as well as a bank for you to store your items and transfer them between characters 🙂 But that was last weekend, and I have been working my ass off since then! What is new?

PVP carnage under the town

The game now has a basic PVP system. Certain zones (at the time of writing just Hell and a special fun zone underneath the town) are flagged as PVP arenas, and in them you can kill each other. To start attacking a player simply hold your finger / mouse down on them instead of tapping them and the game will realise you are being aggressive and attack them. Beware however, attacking a player who isn’t skulled will result in you receiving a skull icon and being locked out of safe zones! If this happens, the only way to lose it is to avoid all combat for 60 seconds. Attacking a skulled player does not skull you or lock you out of a safe zone.

Here’s a full list of the changes that went live today:

  • Long press to loot bags underneath players / monsters
  • NPCs no longer spawn on top of players
  • Plus and minus buttons for the stack slider
  • The account name system is now an email address system
  • Email verification implemented
  • New “PVP” map type (added to hell and a new arena under town)
  • New “Town” map type that lets you walk on other players
  • Long-press to attack / stop attacking a targeted player
  • Combat cooldown timer increased to 1 minute for pvp flagged players
  • Skull icon added for pvp flagged players (thanks Mombi!)
  • Show an icon if a map is PVP or Town
  • PVP flagged players cannot enter safe zones or logout
  • Added /time command to show the server time
  • Map chat title now reflects the type of zone you are in
  • Various fixes for the ban and mute commands

There are bound to be all sorts of weird and wonderful issues but we had to start somewhere;)

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