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alfa

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i want to write my opinions to makes this db better so i can join your all servers i hope.


STARTER ITEMS:

-goblin set start is okay for medium Myko db but its really easy to get Chitin/Shell goblins so no one cares FP/chitin upgrades (maybe only pads/gaunlets worth for upg because it doesnt give str/dex) all ppl directly making chitin goblin set

-starter items (uniques) are too strong.. it makes everything unbalanced.. for example priest start earrings better than cleric earring/ starter rings better than Mano earring etc.im sure no one can sell belt of life because its useless too. in myko DBs all uniques has to be important (at least 1-2weeks)

EXP and LVL:
quests are bugged or smth. its not even on medium myko level. everyone jumps 50 to 65 with skeleton quest/letter quest, all CZ exp slots are empty because of it maybe delete quests or makes it harder.(just talking about next server)

CR's:

Ppl need different type of CR. there s only 3-4 types of CR. sometimes its bugging and CR auto stars&ends in 1 min(maybe fixable)

+35 karus/elmorad kill
+60 karus/elmorad kill
+Atross/riote +kill cr
+Mini MD/Troll/SG cr
-----------------------------------------------
i ll add more when i remember.. i hope all players gives feedback. cya
 

KSchoze

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Agree with all of them and i wanted to add some more ;

Because of all the item issues thats been told by @alfa everyone has huge damage. There is no way to keeping alive a tp mage or a priest even with almost full items. There is simply almost "no difference" between characters at all because of the adressed issues such as goblins and starter accessories.

And also every job except warriors has overpowered damage. An archer with iron bow 7 hitting my tank mage +700 without db, a mage with minimum items hitting +500 even with the staff etc. because of these problems we dont have enough PK quality to play. Its like whoever hits first, gets the other party. There are no way to make a proper strategy, luring and then killing etc. We must figure this out before its too late.

The medals that we can buy from sundries are too OP ! There is simply no need to make farming in DMs anymore, just farm busses and get coins and buy it. You will be rewarded with the highest quality items such as hell breakers, dark vanes, dread shield etc. Having this in sundries, meaning u dont need to do anything else to get farmed because its prize is way higher than everything else such as doing CR's or farming bowl, roaming eslant, farming dm's.
We need to delete that item or nerf its drops, delete some precious items from it or make it like 5 gbs each but there is a huge issue in there.
 

Flash

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i want to write my opinions to makes this db better so i can join your all servers i hope.


STARTER ITEMS:

-goblin set start is okay for medium Myko db but its really easy to get Chitin/Shell goblins so no one cares FP/chitin upgrades (maybe only pads/gaunlets worth for upg because it doesnt give str/dex) all ppl directly making chitin goblin set

-starter items (uniques) are too strong.. it makes everything unbalanced.. for example priest start earrings better than cleric earring/ starter rings better than Mano earring etc.im sure no one can sell belt of life because its useless too. in myko DBs all uniques has to be important (at least 1-2weeks)

EXP and LVL:
quests are bugged or smth. its not even on medium myko level. everyone jumps 50 to 65 with skeleton quest/letter quest, all CZ exp slots are empty because of it maybe delete quests or makes it harder.(just talking about next server)

CR's:

Ppl need different type of CR. there s only 3-4 types of CR. sometimes its bugging and CR auto stars&ends in 1 min(maybe fixable)

+35 karus/elmorad kill
+60 karus/elmorad kill
+Atross/riote +kill cr
+Mini MD/Troll/SG cr
-----------------------------------------------
i ll add more when i remember.. i hope all players gives feedback. cya
I appreciate you taking the time to share your opinions and feedback.

What you are describing sounds more like a hard MYKO server structure, which KO MYKO is not. Our server is designed as an easy farm / progression-friendly server, so some of the systems are intentionally different from traditional hard or medium MYKO databases.

Regarding starter items and beginner gear:

ADONIS is an old and established server, so the beginner gear is intentionally proportional to the current stage of the server. New players need a reasonable catch-up point to join the existing player base. If anything, this beginner gear may even be further boosted in the future to better support new and returning players. Multiple uniques are in fact modified and do not reflect original KO stats, such as Cleric Earring, Mage Earring and similar items, as they include repel damage and other adjustments.

As for the accessories you mentioned (such as Belt of Life, Mano, Cleric, etc.), these lower-tier accessories have never really had direct market value on our server, simply because this is a medium to easy farm server and progression moves much faster than on hard MYKO servers.

That said, they are not useless. They are actively used in our crafting system, for example, they can be melted into Essence of Bowl at Lilly Manager, so they still serve a purpose within the economy and item progression. Because of this, I don’t really see a necessity to change that part. They are still part of the game, they are just used in a different concept.

Regarding EXP and leveling, the quests are not bugged. Players are simply grinding efficiently and collecting their quest materials according to their level progression. There are 3 core EXP quests which are K N I G H T, Skeleton Hunt (which is like 7 keys in terms of EXP), and the 68 Royal Blood quest. Each of these requires quite an effort and is designed as it is on purpose.

EXP is intentionally designed so players can move through the early stages without unnecessary slowdown. People are older now, and EXP is tedious.

At the same time, reaching the displayed level cap is only part of the progression. You still need to continue farming EXP to maximize your perks and rebirth levels, which requires a significant amount of additional grinding. So in reality, it is not nearly as easy to fully max out a character as it may seem at first glance and still requires significant EXP effort.

About the CR system:

The CRs are fully automated, so the rotations and available task types are handled automatically by the system.

At this moment, I honestly don’t see a need for the type of CRs you suggested, especially for ADONIS. Kill-based nation CRs such as +35 / +60 Karus-El Morad kills are not really realistic for the current structure and long-established flow of this server.

When I introduced a progressive scale-up CR system in ADONIS previously, it was not well received, so I reverted it based on player feedback.

I have never seen any type of bug where a CR would end in 1 minute unless I personally closed it to open an easier one. I am pretty sure it would have been reported on Discord if CR, which is one of the most important events for many users, had any ongoing issue.

ADONIS has been running for a long time and has its own ecosystem, so forcing those types of CRs as in your suggestion here would not fit naturally into ADONIS anymore. But they are of course already implemented for Valor (1st academy server).

Also, considering the current structure of ADONIS and that the Academy servers are build upon Adonis the server will unfortunately always be considered medium to easy farm environment unless a hard wipe is performed.

That is simply the nature of the ecosystem we've been running since 2012.

If there ever comes a point where I decide to do a completely fresh relaunch from zero, where the whole concept can be reset from the ground up, then I am definitely open to a slightly more challenging gameplay style in regards to drops.

But that said, even then it always comes down to player preference. Some players prefer light farm, others prefer hard farm. Some even play PK servers.

The important part is that every item in the game has its own place and purpose, and KO MYKO already achieves that.

The guides, extensive craftings and progression routes created by players themselves already prove this very clearly.
 
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Flash

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Agree with all of them and i wanted to add some more ;

Because of all the item issues thats been told by @alfa everyone has huge damage. There is no way to keeping alive a tp mage or a priest even with almost full items. There is simply almost "no difference" between characters at all because of the adressed issues such as goblins and starter accessories.

And also every job except warriors has overpowered damage. An archer with iron bow 7 hitting my tank mage +700 without db, a mage with minimum items hitting +500 even with the staff etc. because of these problems we dont have enough PK quality to play. Its like whoever hits first, gets the other party. There are no way to make a proper strategy, luring and then killing etc. We must figure this out before its too late.

The medals that we can buy from sundries are too OP ! There is simply no need to make farming in DMs anymore, just farm busses and get coins and buy it. You will be rewarded with the highest quality items such as hell breakers, dark vanes, dread shield etc. Having this in sundries, meaning u dont need to do anything else to get farmed because its prize is way higher than everything else such as doing CR's or farming bowl, roaming eslant, farming dm's.
We need to delete that item or nerf its drops, delete some precious items from it or make it like 5 gbs each but there is a huge issue in there.

What you wrote here is, quite frankly, incorrect.

The classes are not unbalanced, and the damage numbers you are giving are simply not realistic. I have already proven this multiple times on Discord with real in-game character examples, across different progression stages and level caps. No class is dealing overpowered damage you are describing in the way you are presenting it.

If you are playing a paper mage, then of course you cannot expect to survive the same way as a properly prepared tank build. In that case, you should be using things like Arrow Talia and an arrow defense shield depending on what you are fighting.

If anything has been excessively strong at times, it is actually mage, not the other way around. Mage has historically been capable of dealing abnormally high damage, including situations where Nova can hit rogues for well over 1k+. So the picture you are painting here is not aligned with the real state of the server.

Right now there is even a tank mage like Adwix beating warriors in 1 vs 1, so before making claims like this, it would be better to actually look at the current state of the game properly.

Your complaint comes down to a very subjective impression, not to actual balance data.

All classes are balanced properly, and saying otherwise is honestly just ignorant and unrealistic. I personally worked on balancing all of them with actual players and actual testing:

  • mages together with BillyBig’s team
  • warriors together with SOLOTURK, including verification of Fervor, if i'm not mistaken i even provided footage and proved to your very own clan the fervor AOE damage it does to mages and archers.
  • archers balance on it's own with penalty integrated system together with Bhromka’s Legendary clan
The damages are not too high, and PK is actually very dynamic. Each class has an off-set now, as it should be. We're the only server that has Light Feet penalty for archer implemented, the only other game to do it in this scale is Rise Online.

Also, you are ignoring how much class interaction matters:

  • warrior has Descent + Fervor
  • Fervor is intentionally very strong against mages to offset that matchup
  • archer has a Light Feet penalty, so assassins can catch them and they cannot kite endlessly
  • assassins, archers, mages, and warriors all have their own strengths and weaknesses
This is exactly why every group complains about someone else:

  • warriors complain about mages
  • mages complain about archers and warriors
  • assassins complain about archer (pre-penalty)
That does not mean the balance is broken. It means each class has pressure points in different matchups, which is normal.

As for the medals from Sundries, again, you are oversimplifying it. First and foremost, Knight's Medal aren't unlocked from the start. The medal gamble arrived at phase 4 of roadmap, medal is also part of multiple quests, it doesn't just serve a gambling purpose.

The medal gamble, it is nowhere near as easy or as profitable as you are making it sound, in reality it all comes down to luck, and the long-term numbers tell a completely different story. I see the actual statistics behind this system; you do not. From the server’s perspective, this is one of the healthiest economic sinks we currently have. The system drains a very significant amount of money out of the game, and the balance between elite item inflow and currency drain is heavily weighted in favor of the server economy, not the player. In other words, we remove far more value from players than what is returned in item worth. Yes, some players get lucky, and that is exactly what makes the system exciting, but many more lose value over time. To give you a simple example: for every item you are describing, such as a Hell Breaker, the amount of cash drained from the game before one enters circulation is often enough to represent the purchasing power of four Hell Breakers, while only one is actually introduced. That means the system is not flooding the market, it is doing the exact opposite. It acts as a controlled reward mechanism wrapped around a very strong currency sink, which is one of the key reasons the server economy remains stable over time. So from both a statistical and economic standpoint, this system is working exactly as intended.

Also, a simple point that should be clear if you are actually following the game properly: High class items absolutely retain their value on our server. First, at +8 they receive a cospre bonus, which other regular items do not. This alone keeps their market value strong and gives them long-term progression worth. Second, they are directly tied into our advanced crafting systems. You cannot craft super shell armor without melting high class items. They aren't farmable through any other way except by meltdown of high class items. They retains high value throughout the entire lifecycle of the server.

So unfortunately I do not agree with your conclusions here, because they are very incomplete (or at the very least, very behind).

Maybe what you wrote was accurate on the 1st server Eldoria, but it certainly doesn't apply to Adonis. It does not reflect the actual state of the server or the balancing work that has already been done practically from 65 no master all upwards to 72 with krowaz.
 
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