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Project Zenith - Grand Opening 28 NOVEMBER


rDy

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Hello & welcome NewSquaders and new comers!

The first Official Edition of Zenith will start on Friday, 28 November at 19:00 GMT+2 (Monsters will spawn at 20:00 GMT+2).
Official Client & the Public Test Server will be available with around ~1 week before the official launch.

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IMPORTANT:
NewSquad will only focus on non-reset servers, and we'll never support resets servers.
The first official edition will last for at least 6 months (and up to 10 months, depending on the number of remaining active players).
A very important thing to keep in mind is that our number 1 priority will be to build a healthy, toxic-free community where both staff & players feel comfortable being part of it.
We will have absolutely 0 (Z E R O) tolerance towards toxicity, disrespect, anti-game behavior, trash-talk, and bad sportsmanship. Something we were far too permissive with on OldSquad.
We are still working around the clock (and will continue to do so until 28 November) to update all of our information, make final tweaks and prepare everything properly.

After 3 years of development, from Alpha to Closed Beta, to Public Closed Beta, to Open Beta Edition and then back to Closed Beta, we are finally launching our first Official Edition!
It has been a pretty wild ride, with a lot of ups and downs, thousands of changes, additions, fixes, reworks after reworks, balances, formulas, and whatever you can think of.
An incredible amount of work, time and passion has been put into this project so far, but we're still not "perfect" yet, and probably won't be anytime soon. 

Ever wondered why there are very few (if any) good "low exp - non reset - high season servers"?
Because nobody sane enough would ever do the amount of work we did for this game to actually make it good. Because WebZen did a very poor job with its game, and its balance, and its systems, that is basically impossible to balance/have quality gameplay without a rework from scratch.
But sure, let's create new seasons every year where 80% of the new content is either a new character or a new mastery/earring/guardian set/item (/s).

Anyway, could we have opened our first official edition faster? Yes and no. 
Yes, we could have opened it earlier this year, but I personally had some rough events in my life that paused the development. And I also didn't expect the characters balance process to take this much time (never imagined that I would have to rework everything characters-related from 0 - master trees, enhancement trees, skills, items, etc.).

No, because "good enough" is the enemy of humanity. Anyone can buy some MU files, install a website, make few changes, open a server and call it a day. I do things differently, I want everything to be as close as possible to "perfect", every detail, every part of the game. Yes this is a business and we want to make money (like any other paid work), but we are not money-hungry and the number 1 goal has always been quality. Money comes after. So it took a long time until we were truly satisfied with our product and felt it was "ready" for an official launch.

Why you should trust and try this project?
Well, 10 years ago, when 98% of MU Online servers still had their gameplay around leveling 24/7 in "Arena" map and fighting for spots, I created OldSquad - the community that basically brought MU Online to a whole new level:
Removing the "Arena" from the game and opening up the gameplay around all maps was the first step.
Then, I was the first person to create the Stages System (progression limited/locked around reset/level intervals). Yes, whatever you see these days that has "Stages" comes from my idea, every single server.
When Castle Siege was still decided in the last 2 minutes on most servers (with 1:58 hours of meaningless fights - if there were actually participants before the last 2 minutes) I created the first Custom Castle Siege System - based on points - where every fight during the 2 hours mattered.
Servers with 2000 online? 10~15 alts per person farming low maps and characters left in off-store? Yes, that's how MU looked (and still looks nowadays in most cases) - I introduced the limit of (initially) 3 accounts/IP/HWID which was changed to 2 accounts/IP/HWID once the next feature was introduced:
Energy Elves? You didn't have them - you couldn't progress/compete. I was the one getting rid of this bad aspect of the game - and they were removed.
And tons of other unique systems that were created from scratch by me, which you couldn't find in any other server/community. 
Copycats are everywhere, it is way easier to copy something than to innovate, but we are here to INNOVATE.

And this is our plan with NewSquad, to be once again pioneers in MU Online, to innovate, to show that it is still possible to have quality gameplay even on higher seasons.
We'll continue to work hard towards this goal. But there will be problems, there will be bugs, there will be miss-configs. They are natural in the process of development and basically in the game industry (and not only). It took OldSquad 7 years of development and it was still not perfect.

Thank you to all Closed & Open Beta participants - your feedback helped us develop faster!
Your earned credits from the contributions will be handled by @Mario in the next days, so make sure to be in our Discord channel to settle it up.

Let's #KeepMUGreat!

Good, fast, cheap - you can only pick 2!

 

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