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Posted (edited)

Hey guys, some time ago I developed this mod from scratch, I present to you the Tournament 2.0.
A fighting system with modes 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.

 

 

Currently the code is for aCis, but with minimal knowledge in java you can adapt to any rev or chronicle.

I can lend a hand to anyone who needs this discord: Discord Server Link

Remembering that the system has been successfully tested on small servers, I believe that it will not be long before it gets 100% and be used on large servers, so I kindly ask you to report any bugs you find.

What’s new?

The code has been completely reworked for low memory and disk usage. The system is through listeners and triggers, considerably reducing the number of scheduled tasks and threads and, consequently, the use of system RAM. So let’s go to the list of news:

  • All fights are instantiated: what gives the freedom to have several fights happen in the same place without the players of different fights interfering in their respective fights.
  • Unlimited Arenas: arenas are created through a simple XML where only the spawn coordinates of a player in the world are configured, this means that you can create as many arenas as you want, ANYWHERE ON THE MAP.
  •  Fairer fights: fights were given a different way of picking a winner. They received a duration parameter – countdown – (that’s right, you can set the maximum time for each fight), with that, now there are 3 ways to win a fight:
    1. Having the most live members on your team.
    2. Having dealt more damage than the opposing team at the end of the fight countdown.
    3. If one or more members of the enemy team is out of the combat zone for more than 10 seconds (for that a task – OutOfTheZoneTask – was created).
    If none of the above options are met, the fight will be considered a draw (meaning no damage was dealt or action taken during the fight – that’s right AFK players – and players will not receive rewards.
  • Monitoring of fights: you can now monitor all fights that are currently taking place. Using an admin command you can enter the same instance of the fight and the players involved and thus check for any suspicious activity.
  • Registration in fights: in order for a player to register he must choose the mode he wants to play, if it is a group mode (ie any one other than 1 vs 1), he must create a “TournamentTeam”, ie , he will no longer have the need to form a Party, he will have to invite to his team the members he wants to play with and the code itself will decide if all players are able to battle in the chosen mode.
  • Choice of fights (WIP): fights will no longer be chosen randomly. Each player will have some parameters that determine their “fighting power”.
    1. WDT (Win/Defeat/Ties) – This parameter determines the average wins per tie loss.
    2. DPF (Damage per Fight) – this parameter determines the average damage the player deals per fight.
    These parameters are fully tied to defining the amount of points each player will earn on each win and draw and how much they will lose on each defeat, as well as sorting them into Elos (but this is still a work in progress).
    Defined the amount of points from the DPF and WDT teams will be allocated to play against teams that have a similar “fighting power”, so there will be a greater balance in the Tournament.
  • – Automatic Rankings: last but not least, our specialty. HTMLs being dynamically and automatically generated. At the end of each fight, the data of the players involved are stored in the database. Every player can access
    these data using the command “.mytour” where you will see your own statistics on the tournament and other players. The statistics implemented (for all modes) so far are:
    1. WDT Rate (Win/Defeat/Ties)
    2. DPF (Damage per Fight) – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    3. Total Damage Caused
    4. Damage Caused – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    5. Total Kills
    6. Total Kills – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    7. Total Wins – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    8. Total Losses – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.
    9. Total draws – Modes: 1 vs 1 / 2 vs 2 / 3 vs 3 / 4 vs 4 / 5 vs 5 / 9 vs 9.

Important Settings:

– Restriction of Skills in the arena.
– Restriction of items in the arena.
– Class restriction in all modes.
– Auto Teleport when starting Tournament 2.0 (Confirm Dialog)
– All other settings described above have the option to be disabled/enabled.

 

 

CKtzUgc.png

Qn4522e.png

FVSxF45.png

4H9j6ky.png

Download: https://mega.nz/file/NdhCgaiZ#n_zgBmXNlgLheVRQQ6XeGpT0klD-4Zwl0NneS1u6NNQ

Rar pass is  https://discord.gg/2C37UszZ

Enjoy

Edited by ZaunProject
  • Like 1
  • Thanks 9
  • Upvote 3
Posted
3 hours ago, ExTrEmEDwarf said:

Give this person a membership.

 

Right now

 

3 hours ago, Celestine said:

Interesting share many people been searching for a clean Tournament Engine thanks for sharing with us.

 

1 hour ago, Vision said:

Thanks for this dude.

You did some brilliant job.

Thank u guys

Posted

try to update your sql queries

Connection con = null;
+		PreparedStatement offline = null;
+		ResultSet rs = null;
+		try
+		{
+			con = ConnectionPool.getConnection();
+			offline = con.prepareStatement("SELECT * FROM character_memo_alt WHERE obj_id =?");
+			offline.setInt(1, player.getObjectId());
+			rs = offline.executeQuery();
+			
+			while (rs.next())
+			{
+				String name = rs.getString("name");
+				String value = rs.getString("value");
+				long expire_time = rs.getLong("expire_time");
+				long curtime = System.currentTimeMillis();
+				
+				if ((expire_time <= curtime) && (expire_time > 0))
+				{
+					deleteExpiredVar(player, name, rs.getString("value")); // TODO: Remove the Var
+					continue;
+				}
+				
+				player.getVariables().put(name, new PlayerVar(player, name, value, expire_time));
+			}
+			
+			con.close();
+		}
+		catch (Exception e)
+		{
+			e.printStackTrace();
+		}
+		finally
+		{
+			Mysql.closeQuietly(con, offline, rs);
+		}

such code is pre JDK8

 

thanks for sharing

  • Thanks 1
Posted

I didn't understand the logic of creating a zone if you define the instance of each fight and also creating a new type of memo if there is already one to store the data of each player. either way you will get my like.

Posted
57 minutes ago, Williams said:

I didn't understand the logic of creating a zone if you define the instance of each fight and also creating a new type of memo if there is already one to store the data of each player. either way you will get my like.

Zone: because OutOfZoneTask

New Memo: because i like this one more.

 

Posted (edited)
On 9/12/2021 at 4:49 PM, ZaunProject said:

New Memo: because i like this one more.

this is why i did not say anything about the extra database pool connector since its your code if you like it who am i to say something 😄 but as i said an update would be good.

Edited by Vision
  • 4 months later...
Posted

I added the mod on 382, 399 and 401. In all of them it worked perfectly, but when the player restarts, the gameserver warns with a WARNING! It may not work, but that's not cool and I couldn't remove the alert.

  • 1 month later...
Posted (edited)

hi i have a problem with the code 

https://prnt.sc/5B6qsSTlMNja 

event start (message in the link) 

error on console (null in loading zones and if i delete tournamentzone.xml works without null and errors)

 

Arenas.xml in TournamentData Folder

Quote

<?xml version='1.0' encoding='utf-8'?>
<list>
    <!--<arena id="1" types="F1X1;F2X2;F3X3;F4X4;F5X5;F9X9">
            
            <team_one_loc x="87775" y="257757" z="-10381"/>
            <team_one_loc x="87775" y="257857" z="-10381"/>
            <team_one_loc x="87775" y="257957" z="-10381"/>
            <team_one_loc x="87775" y="258057" z="-10381"/>
            <team_one_loc x="87775" y="258157" z="-10381"/>
            <team_one_loc x="87775" y="258257" z="-10381"/>
            <team_one_loc x="87775" y="258357" z="-10381"/>
            <team_one_loc x="87775" y="258457" z="-10381"/>
            <team_one_loc x="87775" y="258557" z="-10381"/>
            
            <team_two_loc x="88959" y="257757" z="-10381"/>
            <team_two_loc x="88959" y="257857" z="-10381"/>
            <team_two_loc x="88959" y="257957" z="-10381"/>
            <team_two_loc x="88959" y="258057" z="-10381"/>
            <team_two_loc x="88959" y="258157" z="-10381"/>
            <team_two_loc x="88959" y="258257" z="-10381"/>
            <team_two_loc x="88959" y="258357" z="-10381"/>
            <team_two_loc x="88959" y="258457" z="-10381"/>
            <team_two_loc x="88959" y="258557" z="-10381"/>
    </arena>-->
    
    <!-- coliseum 1x1 -->
    <arena id="2" types="F1X1">
        <!-- Team One Locs -->
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <!-- Team Two Locs -->
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46726" z="-3408"/>
    </arena>
    
    <!-- coliseum 2x2 -->
    <arena id="3" types="F2X2">
        <!-- Team One Locs -->
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <!-- Team Two Locs -->
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
    </arena>
    
    <!-- coliseum 3x3 -->
    <arena id="4" types="F3X3">
        <!-- Team One Locs -->
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <!-- Team Two Locs -->
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
    </arena>
    
    <!-- coliseum 4x4 -->
    <arena id="5" types="F4X4">
        <!-- Team One Locs -->
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46926" z="-3408"/>
        <team_one_loc x="150396" y="46926" z="-3408"/>
        <!-- Team Two Locs -->
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46926" z="-3408"/>
        <team_two_loc x="148532" y="46926" z="-3408"/>
    </arena>
    
    <!-- coliseum 5x5 -->
    <arena id="6" types="F5X5">
        <!-- Team One Locs -->
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46926" z="-3408"/>
        <team_one_loc x="150396" y="46926" z="-3408"/>
        <team_one_loc x="150396" y="46526" z="-3408"/>
        <team_one_loc x="150396" y="46526" z="-3408"/>
        <!-- Team Two Locs -->
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46926" z="-3408"/>
        <team_two_loc x="148532" y="46926" z="-3408"/>
        <team_two_loc x="148532" y="46526" z="-3408"/>
        <team_two_loc x="148532" y="46526" z="-3408"/>
    </arena>
    
    <!-- coliseum 9x9 -->
    <arena id="7" types="F9X9">
        <!-- Team One Locs -->
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46726" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46826" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46626" z="-3408"/>
        <team_one_loc x="150396" y="46926" z="-3408"/>
        <team_one_loc x="150396" y="46926" z="-3408"/>
        <team_one_loc x="150396" y="46526" z="-3408"/>
        <team_one_loc x="150396" y="46526" z="-3408"/>
        <team_one_loc x="150396" y="46426" z="-3408"/>
        <team_one_loc x="150396" y="46426" z="-3408"/>
        <team_one_loc x="150396" y="46326" z="-3408"/>
        <team_one_loc x="150396" y="46326" z="-3408"/>
        <team_one_loc x="150396" y="47026" z="-3408"/>
        <team_one_loc x="150396" y="47026" z="-3408"/>
        <team_one_loc x="150396" y="47126" z="-3408"/>
        <team_one_loc x="150396" y="47126" z="-3408"/>
        <!-- Team Two Locs -->
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46726" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46826" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46626" z="-3408"/>
        <team_two_loc x="148532" y="46926" z="-3408"/>
        <team_two_loc x="148532" y="46926" z="-3408"/>
        <team_two_loc x="148532" y="46526" z="-3408"/>
        <team_two_loc x="148532" y="46526" z="-3408"/>
        <team_two_loc x="148532" y="46426" z="-3408"/>
        <team_two_loc x="148532" y="46426" z="-3408"/>
        <team_two_loc x="148532" y="46326" z="-3408"/>
        <team_two_loc x="148532" y="46326" z="-3408"/>
        <team_two_loc x="148532" y="47026" z="-3408"/>
        <team_two_loc x="148532" y="47026" z="-3408"/>
        <team_two_loc x="148532" y="47126" z="-3408"/>
        <team_two_loc x="148532" y="47126" z="-3408"/>
    </arena>
</list>

 

 

TournamentZone.xml in zone folder

 

Quote

<?xml version="1.0" encoding="UTF-8"?>
<list>
    <!-- PVP Zones -->
    <zone shape="NPoly" minZ="-3596" maxZ="-3396"><!-- dion_monster_pvp -->
        <node x="11947" y="183019"/>
        <node x="12937" y="183019"/>
        <node x="12943" y="184010"/>
        <node x="11941" y="184010"/>
    </zone>
    <zone shape="NPoly" minZ="-3752" maxZ="-3352"><!-- gludin_pvp -->
        <node x="-88411" y="141732"/>
        <node x="-87429" y="141733"/>
        <node x="-87429" y="142708"/>
        <node x="-88408" y="142708"/>
    </zone>
    <zone shape="NPoly" minZ="-3850" maxZ="-3350"><!-- giran_pvp_battle -->
        <node x="72493" y="142263"/>
        <node x="73493" y="142264"/>
        <node x="73493" y="143261"/>
        <node x="72495" y="143258"/>
    </zone>
    <zone shape="NPoly" minZ="-3498" maxZ="-3298"><!-- colosseum_battle -->
        <node x="150948" y="46483" />
        <node x="151210" y="46186" />
        <node x="151221" y="45928" />
        <node x="150737" y="45344" />
        <node x="148265" y="45346" />
        <node x="147769" y="45942" />
        <node x="147784" y="46184" />
        <node x="148047" y="46482" />
        <node x="148049" y="46954" />
        <node x="147781" y="47256" />
        <node x="147769" y="47492" />
        <node x="148263" y="48087" />
        <node x="150745" y="48084" />
        <node x="151220" y="47493" />
        <node x="151216" y="47259" />
        <node x="150947" y="46960" />
    </zone>
    
    <zone shape="NPoly" minZ="1000" maxZ="-20000"><!-- heine room 1 -->
        <node x="87595" y="259076"/>
        <node x="87595" y="257344"/>
        <node x="89223" y="257344"/>
        <node x="89223" y="259076"/>
    </zone>
</list>

any help?

i no edit the xml files

Edited by MarGaZeaS
  • 7 months later...
  • 2 months later...
Posted (edited)

Hello. 

I added this on aCis401 but i found some serious problems on the code. First of all i updated all sql queries and i removed the character_memo_alt (its useless) and instead i saved everything in character_memo. All custom edits on Gameclient.java caused a serious problem (WARNING on GS) when a players was logging out. I found this part useless too so i removed it. Then i removed all Tournament arenas and OutOfZoneTask (i found them useless too because all games are instanced). Another bug is :when a team is on countdown to port in, for those 10 seconds was able to register on another game. That caused serious issues if another team join the Q and could port your team on next game before you finish the active one. And last bug is with the pets. Instance is not handled upon teleport in arena so enemies cannot kill your pet. I fixed more things for sure but i don't remember something else big. 

 

Its a very good system if you can manage to fix/update. I don't recommend it for live server as it is.

 

Keep up.

Edited by andy1984

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The Gauntlet is a community-run event, often organized by Zizaran, which pushes players into a brutal version of the game:   ● Hardcore Solo Self-Found (HCSSF): No trading, no partying, no outside help. ● Global Modifiers: Increased monster damage, life, elemental penetration, extra projectiles, and more. ● Limited Portals: Only 3 portals per boss kill count toward points. ● Custom Ascendancies: In 3.26, the Fishia League introduces new ascendancy classes like Ancestral Commander and Servant of Arakali.   The goal? Survive, level up, kill bosses, and earn points for prizes. But first, you need a build that won't crumble under pressure.   Top 5 Builds for Gauntlet Beginners These builds are chosen for their tankiness, simplicity, and ability to progress through the campaign and early maps with minimal gear.   1. Raise Zombie Puppeteer (Necromancer) Why It Works: Minions absorb damage, keeping you safe. Scales well with minimal gear. Strong bossing potential with high zombie levels.   Core Mechanics: Uses Raise Zombie as the main damage source. Strength stacking boosts zombie power. Animate Guardian adds utility and buffs.   Defensive Layers: Minions tank hits. Block chance from gear and passive tree. Energy shield and life stacking.   Leveling Tips: Use Summon Skeletons and Raise Zombie early. Prioritize +minion gem levels and strength gear. Transition to spectres and Animate Guardian by Act 5.   Pros: Safe, ranged playstyle. Easy to gear in SSF. Strong boss damage.   Cons: Minion AI can be clunky. Damage may taper off in the late game without investment.   2. Power Siphon Mines (Scavenger Saboteur) Why It Works: Ranged mine playstyle avoids direct damage. One-button mechanics for comfort. Fast leveling and strong suppression.   Core Mechanics: Power Siphon linked to mines for remote detonation. Uses High-Impact Mine Support and Minefield Support. Cloak of Flames for early damage scaling.   Defensive Layers: High evasion and suppression. Life stacking and stun immunity. Arctic Armor and Flesh and Stone for mitigation.   Leveling Tips: Start with Stormblast Mine or Explosive Trap. Switch to Power Siphon at level 28. Use Smoke Mine and Flame Dash for mobility.   Pros: Safe ranged playstyle. Low gear dependency. Comfortable mechanics.   Cons: Mines require setup. It can feel clunky without proper gem links.   3. Ice Nova Archmage (Hierophant) Why It Works: Combines Mind Over Matter (MoM) with mana stacking. Strong AoE and single-target damage. Good defenses and smooth leveling.   Core Mechanics: Ice Nova cast on Frostbolt for double damage. Archmage Support scales damage with mana. Hierophant ascendancy boosts mana and endurance charges.   Defensive Layers: MoM absorbs damage via mana. High armor and resistances. Chill and freeze for crowd control.   Leveling Tips: Start with Holy Flame Totem or Rolling Magma. Switch to Ice Nova after Act 3. Stack mana and use Clarity early.   Pros: Strong defenses and damage. Scales well into the endgame. Beginner-friendly caster setup.   Cons: Requires mana management. Squishy if not geared properly.   4. Explosive Arrow Ballista (Ancestral Commander) Why It Works: Totems do the work while you stay safe. Easy to gear and scale. Great for campaign progression.   Core Mechanics: Explosive Arrow linked to Ballista Totem Support. Totems stack arrows for massive explosions. Ancestral Commander ascendancy grants endurance charges and slam synergy.   Defensive Layers: Totems absorb aggro. High life and resistances. Fortify from gear or ascendancy.   Leveling Tips: Use Caustic Arrow or Split Arrow early. Switch to Explosive Arrow at level 28. Prioritize attack speed and totem placement.   Pros: Safe, passive playstyle. Strong single-target damage. Easy to respec and adapt.   Cons: Totem AI can be slow. Requires positioning for optimal damage.   5. Lightning Strike Daughter of Oshabi Why It Works: High energy shield and shrine buffs. Converts physical damage to chaos. Fast, clear, and strong bossing.   Core Mechanics: Lightning Strike with pure energy shield gear. Oath of the Magi node doubles armor defenses. Ghost Dance for ES sustain.   Defensive Layers: 10,000+ energy shield. Suppression and resist caps. Stun immunity and chaos conversion.   Leveling Tips: Use Smite or Molten Strike early. Transition to Lightning Strike with ES gear. Stack shrine buffs and movement speed.   Pros: Tanky and fast. Handles tier 17 maps. Good for face-tanking bosses.   Cons: Requires ES gear early. Shrine RNG can affect consistency.   Beginner Tips for Gauntlet Success Campaign Strategy: Overlevel before boss fights. Cap resistances ASAP. Use movement skills to dodge mechanics. Practice Acts 1, 4, and 9—they're deadly.   Gear Prioritization: Life and resistances > damage. Movement speed on boots. Vendor recipes for gear upgrades.   Flask Setup: 1 Instant Life Flask 1 Granite Flask 1 Jade Flask 1 Quicksilver Flask 1 Utility Flask (e.g., Sulphur or Basalt)   Passive Tree Tips: Prioritize life nodes early. Take suppression and block nodes. Avoid complex mechanics—simplicity wins.   Mapping and Bossing Strategy Mapping: Use fast-clearing skills. Avoid risky map mods. Keep portals in reserve.   Bossing: Learn boss mechanics. Use Sniper's Mark or Assassin's Mark. Position mercenaries or totems strategically.   Final Thoughts The Gauntlet is unforgiving, but with the right build and mindset, you can push deep into the event—even as a beginner. Focus on survivability, learn from each death, and don't be afraid to restart. Every run teaches you something new.
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