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With update 2.41, we wanted to add a one-on-one mode (1v1) for the Interserver Kolossium (ISK). Here are the details. Up until now, we've been reluctant about promoting 1v1 PvP, primarily for the following reasons: The difficulty in finding a satisfactory way of balancing this game mode. The risk of dividing players between too large a number of PvP modes and reducing the number of visits to the Kolossium (increased waiting times). We now have some potential answers to these problems and that's why we wanted to introduce a 1v1 Kolossium mode. We know that 1v1 PvP is a very important and passionate aspect of the game to some players. It offers quick-fire confrontations that bring out a single winner. This is also, theoretically, a more accessible activity because it doesn't require knowledge of the synergies between classes. How It Works The 1v1 Kolossium will work on the same basis as the other Kolossium modes. The player will be able to register for 1v1 mode and the matchmaking system will search for a suitable opponent and suggest that both players engage in combat. If they agree, they will then be teleported directly onto the fight map. 1v1 mode will have a specific ranking (like the two 3v3 solo and 3v3 team modes, which each have their own ranking) because characters vary greatly in efficiency in these game modes. Balancing Class balancing in 1v1 has always been problematic because of themarkedly different roles, abilities, and game mechanics between classes. It is our opinion that 1v1 PvP is currently the least balanced PvP experience. The abilities and game mechanics are so different that classes suffer a big "Nemesis”-type mechanic (class A may find it almost impossible to defeat class B, who has very powerful abilities to counter class A). To get around this issue, we're going to dynamically register the results of each class against the other game classes (by level groupings and in 1v1 only) so we can calculate class A's average chances of beating class B. This information will then be used by the matchmaking system to offer more balanced fights. For example, if characters from the Sadida class have a better chance of beating characters from the Iop class in 1v1, the matchmaking system will take this statistic into account and will look for a “less effective" Sadida character to go head to head against a “more effective" Iop character to compensate for this imbalance between the two classes and offer a fight in which, theoretically, both characters should have a 50% chance of winning. Waiting Time Since the introduction of the ISK, the number of people visiting the Kolossium has increased considerably and we think we will be able to introduce this 1v1 PvP mode without significantly reducing the number of people in 3v3 mode. It's difficult to predict how players who currently use 3v3 mode will to react to the arrival of 1v1 mode, but we know that some of our 1v1 mode fans don't play in the current 3v3 Kolossium mode. Their arrival will, therefore, increase the global Kolossium audience rather than reduce the number of players in 3v3 mode. We also plan to look into the feasibility of simultaneous registration for several game modes (1v1 and 3v3 solo) to allow players to "populate" several Kolossium waiting lines at the same time (as soon as a fight becomes available in either game mode, it will be offered to the player). This sort of feature isn't planned for the release of 1v1 mode; it's just a possibility we're looking into. Rewards 1v1 mode will offer the same type of reward as the classic Kolossium (experience, Kolossokens, and kamas). We would like players to be able to progress through the game and generate enough wealth to craft or buy equipment. However, the end-of-fight rewards won't be as good as those for 3v3 mode, because 1v1 fights generally don't last as long and because we want to encourage players to play in a team. Currently, we're planning to divide the rewards from 3v3 mode by two to get the 1v1 mode rewards, but we might increase these rewards depending on the average duration of the fights and the waiting time imposed. Maps Initially, 1v1 mode will use a specific Kolossium map, but over time, we plan to create a dedicated group of maps. Q & A When will 1v1 Kolossium be available? The 1v1 ISK should be available in beta form at the same time as the 2.41 beta version. However, this system is still at an experimental stage, and we can't guarantee that the 1v1 ISK will be available in the 2.41 final version. If results are satisfactory during the beta phase of version 2.41, we will integrate it into the 2.41 final version. Will a 1v1 ranking (leaderboard) be available on the official website? In the long run, we plan on adding a 1v1 ranking on the official website (as for the 3v3 modes), but we can't yet guarantee that it will be available in time for the 2.41 final version release. Are you planning to do any specific class balancing for 1v1? We think that the class victory ratio system is a better-suited solution to the 1v1 balancing concerns than implementing specific balancing. Is the ISK 1v1 going to replace the alignment attack system? We're not planning to prevent attacks on characters of other alignments, but we do eventually want to remove the honor points system, which is too full of errors to work correctly (it's too easy to circumnavigate and exploit). We think that a 1v1 Kolossium system will provide a much better 1v1 PvP experience, with a very large number of fights available, material rewards and experience to progress, much more balanced fights, and a much greater number of different opponents (thanks to the ISK). For us, it's also the opportunity to better pool our efforts for arena PvP. Will the class victory ratio system also be applied to 3v3 mode? Initially, this system will only be used and tested on the 1v1 Kolossium. If this system works well, we will look into the possibility of also allowing the 3v3 modes to benefit from it, but in a different way. We may consider using the victory rate of class pairs compared to other class pairs, so we can estimate the strength of the different class synergies. This is a very ambitious project from a technical point of view and it is not currently planned. But we are aware that it's a solution that is likely to improve the quality of Kolossium fights.
Hello fellow impers, I am looking for a kolo group to join. I am a Cra with best-in-slot gear (just missing Dolomax, waiting for it to unbind). I have exos on all pieces of gear. I am new to this server n its hard to find a good group of PvPers when you know no one. I have recently decided to become a solo accounter tuff life. As such, I am posting here. If you have any questions feel free to PM me or contact me IG. -Elindir
So I have been asking people on the server and I put a request up in the gear suggestion thread, but I am haven't really been given a answer to what would be the best build for a sram at 199 with no restrictions on kamas. So as far as I know, lvl 200 srams are str/intel/agil for kolo, but to get similar builds at 199 the gear isn't as good. So what would be the best build for solo player doing kolo as a 199 sram.
I have no clue what I'm doing or how it should be done but after watching alot of streams and chatting with various folks on Shika about server promotion, I've decided to set up my own youtube channel/twitch account to show just how inactive we are. Anyway, the twitch link is http://www.twitch.tv/xentravand youtube channel is https://www.youtube.com/channel/UCAB7-9-sgnlnZRlCcs1Ol_A It's all very naked and stuff but this is my first time. Anyway for now there will be no commentary or music until I figure those things out. Thanks a bunch, oh and constructive criticism + bants are greatly appreciated.
So I'm making a kolo team and I have a few questions 1- I am thinking str cra, int iop, support eni would this team do well? 2- currently my pvm team is support eni, int cra, str iop, cha panda, would swapping the elements of cra and iop hurt my team for pvm 3- similar to above, is someone able to explain why so many people go str over int in pvm for a cra? To me the int spells seem to have a higher base damage than the str ones. 4- what should I be putting stats into on the characters? Never pvp'd before so I usually just put points into offensive stat until it goes 4:1 then rest into wis. 5- sets for the team, cra will be around 180, iop and eni will be 150'ish, was thinking soft oak with limbo and gelano for iop and eni, and moo wolf for cra with gelano and pink claw, also what should I try to get stat wise? Perfect stats with over maged what? Thanks in advance for the help :)