MirageCity: Difference between revisions
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== | {{DISPLAYTITLE:Mirage City}} | ||
== System Description == | |||
Mirage City is a dream map located on planet Vegeta, near the south-east shore. Dream maps are locations in the game where you don't lose any experience or equipment on death. Instead, you get teleported near the map's '''entrance teleport''' and are allowed to join in again, until the portal closes. There are no penalties for killing players inside the dream location. Actually, there are even awards for that, which will be talked about later in this article. Dream maps are very similar to mazes. But there are some key differences, such as '''player modifiers'''. | Mirage City is a dream map located on planet Vegeta, near the south-east shore. Dream maps are locations in the game where you don't lose any experience or equipment on death. Instead, you get teleported near the map's '''entrance teleport''' and are allowed to join in again, until the portal closes. There are no penalties for killing players inside the dream location. Actually, there are even awards for that, which will be talked about later in this article. Dream maps are very similar to mazes. But there are some key differences, such as '''player modifiers'''. | ||
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* '''HP Recovery from items''' is reduced by '''20%''' | * '''HP Recovery from items''' is reduced by '''20%''' | ||
* '''Zanzoken is disabled''' | * '''Zanzoken is disabled''' | ||
Other notable differences are the '''wave system''' and lack of bosses, which will be talked about later. | |||
When player joins the map, a special channel is opened which will track all map '''status updates''', '''events''', '''kills''' and '''deaths''' until the Mirage City ends. These updates will be provided even outside the map, as long as the channel is opened. | When player joins the map, a special channel is opened which will track all map '''status updates''', '''events''', '''kills''' and '''deaths''' until the Mirage City ends. These updates will be provided even outside the map, as long as the channel is opened. | ||
[[File:Mirage-city-channel.png|alt=Special channel and status messages displayed during ongoing Mirage City|thumb|'''1.1''' Special channel and status messages displayed during an ongoing Mirage City|border|center|600x600px]] | [[File:Mirage-city-channel.png|alt=Special channel and status messages displayed during ongoing Mirage City|thumb|'''1.1''' Special channel and status messages displayed during an ongoing Mirage City|border|center|600x600px]] | ||
== | == Map Entrance == | ||
[[File:Mirage-city-path.png|alt=Path to the Mirage City entrance|thumb|300x300px|'''2.1''' Suggested path to the Mirage City entrance site, starting from '''A. Vegeta City''' (east stairs down the mountain) to '''B. Mirage City entrance and portal spawn position''']] | [[File:Mirage-city-path.png|alt=Path to the Mirage City entrance|thumb|300x300px|'''2.1''' Suggested path to the Mirage City entrance site, starting from '''A. Vegeta City''' (east stairs down the mountain) to '''B. Mirage City entrance and portal spawn position''']] | ||
The map requires at least '''200 level''' to enter, even though thats too low to contend the '''midgame''' or '''lategame''' monster waves. The main purpose of this map is fun gameplay and testing your character's full power, so the hard-limits are not as strict as in other fields of the game. There is '''no upper level limit'''. | The map requires at least '''200 level''' to enter, even though thats too low to contend the '''midgame''' or '''lategame''' monster waves. The main purpose of this map is fun gameplay and testing your character's full power, so the hard-limits are not as strict as in other fields of the game. There is '''no upper level limit'''. | ||
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This might seem complicated, but the player does not have to calculate it himself. The game provides some ways to check it manually - like a '''clock near the portal spawn position'''. ''There are also plans of discord bot and account-maker timers in the near future.'' | This might seem complicated, but the player does not have to calculate it himself. The game provides some ways to check it manually - like a '''clock near the portal spawn position'''. ''There are also plans of discord bot and account-maker timers in the near future.'' | ||
== Gameplay == | |||
Knowing the details of system and entrance mechanics, we can move on to the gameplay itself. When player enters the portal, he is teleported to an island where whole challenge takes place. There are multiple player spawnpoints around the map, the entrance is randomized. | |||
The map contains a region which divides into a city and nearby green areas on the east side of city. There are some '''landmarks''' worth knowing, because mostly near these landmarks the chests will spawn, and probably most of the '''PvP''' and '''PvE''' competition will take place while moving between these locations. | |||
Locations list with their most notable features: | |||
*Old Port | |||
*West, East Beach ''(large surface good for monster farming)'' | |||
*Airport ''(popular chest area)'' | |||
*Temple ''(popular eye of the storm)'' | |||
*Traders/Market ''(popular eye of the storm, easy building to seal off)'' | |||
*City Hall ''(popular eye of the storm; tactical building with multiple exits)'' | |||
*Back Alley ''(long 1sqm path from airport)'' | |||
*Mansion ''(a tactical building with two exits)'' | |||
*North Bridge ''(popular eye of the storm)'' | |||
*South Bridge ''(most optimal path between two ports)'' | |||
*South Island ''(popular eye of the storm)'' | |||
*Sky Bar ''(the ground level entrance slows the character, multiple levels of large rooms)'' | |||
*New Port ''(popular chest area)'' | |||
*Lighthouse ''(multiple levels of small rooms and tactical roof with 1sqm paths and trapdoor)'' | |||
[[File:Mirage landmarks.png|alt=Map of Mirage City|center|thumb|600x600px|3.1 Full map of the Mirage City with landmark names]] | |||
Mirage monsters, guardians and chests all spawn in a specific pattern which makes up the '''Wave System'''. Waves on Mirage City '''spawn''' once every '''5 minutes''', starting on minute '''T+1:00'''. The waves '''despawn''' after '''4 minutes''' though, so all undefeated monsters including chests disappear even if they were damaged by a player. The waves could be divided conventionally into the '''3 stages''': | |||
* '''Early Game''' - describes stage between start of the map ('''T+0:00''') and first monster wave spawn (Wave 5 at '''T+21:00'''). It is the longest stage, the easiest one in terms of difficulty. There are only '''chests''', and '''guardians''' which try to prevent players from '''chesting'''. | |||
* '''Mid game''' - describes stage between first monster wave spawn (Wave 5 at '''T+21:00)''' and the middle of Wave 7 ('''T+35:00'''), when the '''tsunami''' appears and slowly forces player to move positions. It is intense time for the player, because the portal closes at '''T+30:00''' so noone can enter after death. | |||
* '''Late game''' - describes stage between tsunami appearance at '''T+35:00''' up until the map closing at '''T+50:00'''. It is incredibly difficult part to farm in, the goal of the map shifts from '''farming''' chests and monsters, to just '''surviving''' as long as you can. However the monsters at this stage still drop the best loot in the map, so high-level players can try their best in killing monsters on the way. The players should carefully move towards '''eye of the storm''' to survive. Otherwise they receive high damage that will eventually kill them. | |||
{| class="wikitable" | |||
|+List of waves on Mirage City | |||
!Wave | |||
!Spawn Time | |||
!Despawn Time | |||
!Approx. Level | |||
!Monsters | |||
!Guardians | |||
!Chests | |||
|- | |||
|1. | |||
|T+01:00 | |||
|T+5:00 | |||
|220 | |||
| - | |||
|8x Mirage Guardian | |||
|3x Common Mirage Chest | |||
1x Rare Mirage Chest | |||
|- | |||
|2. | |||
|T+06:00 | |||
|T+10:00 | |||
|225 | |||
| - | |||
|16x Mirage Guardian | |||
5x Trap | |||
3x Fire Spitter | |||
|4x Common Mirage Chest | |||
2x Rare Mirage Chest | |||
|- | |||
|3. | |||
|T+11:00 | |||
|T+15:00 | |||
|230 | |||
| - | |||
|24x Mirage Guardian | |||
8x Trap | |||
5x Fire Spitter | |||
2x Dream Catcher | |||
|4x Common Mirage Chest | |||
2x Rare Mirage Chest | |||
|- | |||
|4. | |||
|T+16:00 | |||
|T+20:00 | |||
|235 | |||
| - | |||
|24x Mirage Guardian | |||
8x Trap | |||
5x Fire Spitter | |||
4x Dream Catcher | |||
|3x Common Mirage Chest | |||
2x Rare Mirage Chest | |||
1x Legendary Mirage Chest | |||
|- | |||
|5. | |||
|T+21:00 | |||
|T+25:00 | |||
|250 | |||
|15x Fallen Saiyan Warrior | |||
15x Fallen Saiyan Ranger | |||
5x Fallen Saiyan Ape | |||
|8x Trap | |||
3x Fire Spitter | |||
4x Dream Catcher | |||
|2x Rare Mirage Chest | |||
1x Legendary Mirage Chest | |||
|- | |||
|6. | |||
|T+26:00 | |||
|T+30:00 | |||
|280 | |||
|20x Maniac Saiyan Fighter | |||
20x Maniac Saiyan Scientist | |||
10x Maniac Tsuful Researcher | |||
|5x Fire Spitter | |||
3x Dream Catcher | |||
|2x Rare Mirage Chest | |||
1x Legendary Mirage Chest | |||
|- | |||
|7. | |||
|T+31:00 | |||
|T+40:00 | |||
|310 | |||
|30x Unreal Half-saiyan | |||
20x Tsuful's Killing Machine | |||
|5x Dream Catcher | |||
|1x Rare Mirage Chest | |||
1x Legendary Mirage Chest | |||
|- | |||
|8. | |||
|T+41:00 | |||
|T+49:00 | |||
|360 | |||
|25x Legendary Super Saiyan | |||
25x Experimental Biotsuful | |||
|7x Dream Catcher | |||
|1x Rare Mirage Chest | |||
|} | |||
__FORCETOC__ |
Latest revision as of 16:33, 20 July 2024
System Description
Mirage City is a dream map located on planet Vegeta, near the south-east shore. Dream maps are locations in the game where you don't lose any experience or equipment on death. Instead, you get teleported near the map's entrance teleport and are allowed to join in again, until the portal closes. There are no penalties for killing players inside the dream location. Actually, there are even awards for that, which will be talked about later in this article. Dream maps are very similar to mazes. But there are some key differences, such as player modifiers.
Each player joining the map becomes slightly weaker. In the case of Mirage City, following modifiers are applied to the character:
- Dealt Damage in PvP is reduced by 33%
- Walking Speed is reduced by 20%
- Negative Buffs last 30% longer compared to outside world
- HP Recovery from items is reduced by 20%
- Zanzoken is disabled
Other notable differences are the wave system and lack of bosses, which will be talked about later.
When player joins the map, a special channel is opened which will track all map status updates, events, kills and deaths until the Mirage City ends. These updates will be provided even outside the map, as long as the channel is opened.

Map Entrance

The map requires at least 200 level to enter, even though thats too low to contend the midgame or lategame monster waves. The main purpose of this map is fun gameplay and testing your character's full power, so the hard-limits are not as strict as in other fields of the game. There is no upper level limit.
Once per entrance, player has to pay 100.000 zenni and 1 task point. The entrance is located on south-east part of the Vegeta Desert (Picture 2.1).

The portal opens on average every 3 days, theres a specific pattern that could be used to predict future map openings:
- By default the next map opens in 3 days and 5 hours (eg. 12 Jul 12:00, 15 Jul 17:00, 18 Jul 22:00)
- Each 3 openings, the hour goes back to the beginning of the cycle, but with 1 hour shift (eg. cycle begins 12 Jul 12:00, ends 18 Jul 22:00 - next opening would be 21 Jul 13:00)
- Each 3 cycles, the hour shift resets to the original one, to prevent dream map opening before or during a server restart (eg. last cycle ends 9 Aug 1:00, next opening would be back at 12:00 without any shift) - such group of 3 cycles is one rotation
This might seem complicated, but the player does not have to calculate it himself. The game provides some ways to check it manually - like a clock near the portal spawn position. There are also plans of discord bot and account-maker timers in the near future.
Gameplay
Knowing the details of system and entrance mechanics, we can move on to the gameplay itself. When player enters the portal, he is teleported to an island where whole challenge takes place. There are multiple player spawnpoints around the map, the entrance is randomized.
The map contains a region which divides into a city and nearby green areas on the east side of city. There are some landmarks worth knowing, because mostly near these landmarks the chests will spawn, and probably most of the PvP and PvE competition will take place while moving between these locations.
Locations list with their most notable features:
- Old Port
- West, East Beach (large surface good for monster farming)
- Airport (popular chest area)
- Temple (popular eye of the storm)
- Traders/Market (popular eye of the storm, easy building to seal off)
- City Hall (popular eye of the storm; tactical building with multiple exits)
- Back Alley (long 1sqm path from airport)
- Mansion (a tactical building with two exits)
- North Bridge (popular eye of the storm)
- South Bridge (most optimal path between two ports)
- South Island (popular eye of the storm)
- Sky Bar (the ground level entrance slows the character, multiple levels of large rooms)
- New Port (popular chest area)
- Lighthouse (multiple levels of small rooms and tactical roof with 1sqm paths and trapdoor)

Mirage monsters, guardians and chests all spawn in a specific pattern which makes up the Wave System. Waves on Mirage City spawn once every 5 minutes, starting on minute T+1:00. The waves despawn after 4 minutes though, so all undefeated monsters including chests disappear even if they were damaged by a player. The waves could be divided conventionally into the 3 stages:
- Early Game - describes stage between start of the map (T+0:00) and first monster wave spawn (Wave 5 at T+21:00). It is the longest stage, the easiest one in terms of difficulty. There are only chests, and guardians which try to prevent players from chesting.
- Mid game - describes stage between first monster wave spawn (Wave 5 at T+21:00) and the middle of Wave 7 (T+35:00), when the tsunami appears and slowly forces player to move positions. It is intense time for the player, because the portal closes at T+30:00 so noone can enter after death.
- Late game - describes stage between tsunami appearance at T+35:00 up until the map closing at T+50:00. It is incredibly difficult part to farm in, the goal of the map shifts from farming chests and monsters, to just surviving as long as you can. However the monsters at this stage still drop the best loot in the map, so high-level players can try their best in killing monsters on the way. The players should carefully move towards eye of the storm to survive. Otherwise they receive high damage that will eventually kill them.
Wave | Spawn Time | Despawn Time | Approx. Level | Monsters | Guardians | Chests |
---|---|---|---|---|---|---|
1. | T+01:00 | T+5:00 | 220 | - | 8x Mirage Guardian | 3x Common Mirage Chest
1x Rare Mirage Chest |
2. | T+06:00 | T+10:00 | 225 | - | 16x Mirage Guardian
5x Trap 3x Fire Spitter |
4x Common Mirage Chest
2x Rare Mirage Chest |
3. | T+11:00 | T+15:00 | 230 | - | 24x Mirage Guardian
8x Trap 5x Fire Spitter 2x Dream Catcher |
4x Common Mirage Chest
2x Rare Mirage Chest |
4. | T+16:00 | T+20:00 | 235 | - | 24x Mirage Guardian
8x Trap 5x Fire Spitter 4x Dream Catcher |
3x Common Mirage Chest
2x Rare Mirage Chest 1x Legendary Mirage Chest |
5. | T+21:00 | T+25:00 | 250 | 15x Fallen Saiyan Warrior
15x Fallen Saiyan Ranger 5x Fallen Saiyan Ape |
8x Trap
3x Fire Spitter 4x Dream Catcher |
2x Rare Mirage Chest
1x Legendary Mirage Chest |
6. | T+26:00 | T+30:00 | 280 | 20x Maniac Saiyan Fighter
20x Maniac Saiyan Scientist 10x Maniac Tsuful Researcher |
5x Fire Spitter
3x Dream Catcher |
2x Rare Mirage Chest
1x Legendary Mirage Chest |
7. | T+31:00 | T+40:00 | 310 | 30x Unreal Half-saiyan
20x Tsuful's Killing Machine |
5x Dream Catcher | 1x Rare Mirage Chest
1x Legendary Mirage Chest |
8. | T+41:00 | T+49:00 | 360 | 25x Legendary Super Saiyan
25x Experimental Biotsuful |
7x Dream Catcher | 1x Rare Mirage Chest |