My Ideas

Teepo

LOMCN n00bie
Apr 9, 2015
4
0
12
I stared playing this server the day before Christmas event and managed to get to level 41 (Sin). However I have now got bored and frustrated with this server.

It takes far too long to level, boss killing is close to impossible (due to bosses been camped and me getting 1-2 hit when I drop on one). So getting gold is also far too hard. I have little time to play, so I'm not going to spend it mining!

Ideas to improve server count and keep new players interested.

1. Reduce the amount of exp needed to get from level 20-50. There are enough players at or close to level 50 that I believe this would just level the server out and keep new players interested.

2. Put higher level kit in the drop files of lower level bosses - sub-bosses. This will make items cheaper and give everyone a chance of a good kit, even if they can't kill bosses (because they are camped). This should also have the effect of more people buying hard touches, so more money for the server.

3. Put AC - AMC gems in some mobs (normal mobs) drop files. Notting more exciting (at least in Mir) than gemming an item and it working. This will bring a little more excitement to the game, generate cash for players and get more hard touches sold (due to people wanting to protect there kit).

4. Put in a one time quest to get one of each gem, or a quest for each gem, or add a gem reward for exciting quests. Again this is about the excitement of gemming and getting more hard touches sold.

5. For the love of God, reduce the amount needed to level skills by 95%. Why does every low rate server insist on ruining the game by making players HAVE TO stand in town for hours on end leveling skills before they can go out and hunt effectively? Seriously what is the f**king point in making people do this?
If you run a server surely you want people out enjoying and appreciating all your hard work, using up hard touches and not lagging the server by AFK leveling skills.

6. Add a generous amount of exp to repeatable quests, up the exp and gold rewards on all quests. On the lower level quests it costs you more to get Border village and back to the start Island than you get in rewards for doing the quests. How about a little extra for pots?
As for other quests - Going and killing 100 zombies and leveling up, then handing the quest in and getting 2% is a massive kick in the teeth. I would expect to get 150-200% of the exp I got from killing the 100 zombies.

7. Tell people how refining works, not in general but how it works on this server. If you don't know just say and look into it. Maybe add something that works and you can tweak.
Like gems this adds the excitement of adding stats to items.

8. Add an option for people to donate to the server purely to keep it running. Donate 10% of all money you get though this option to a registered charity. That way people can help keep the server running and feel good that they helped out a charity as well. Also make a thank-you reward for the person that donates the most money thought this option every month. Something like a holy DC-MC-SC stone (non-breakable-tradeable-droppable) that lasts for 30 days and gives the wearer a nice effect. Like OKR effect only better.

That's all I can think of at the moment.
I know some people will have a go at this post but to get and keep new players, some changes need to happen.
 

d1craig

Golden Oldie
Golden Oldie
Aug 12, 2010
1,939
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Lol they won't put items in lower level bosses. They save that for new bosses that take 3-6 months each to add to the server.

i ha em made plenty of suggestions. Not out of greed for me. Out of care for Mir (or this server seeing as it's the only viable one arm) but they get shot down so easy. Adding items to drops can't be that big of a deal. But no. It seems it is.

levelling skills is just daft and the only things these numbers do is add to the population when people are looking for a populated server to play. That is the only reason I can see behind it.

It it has always been that way... Doesn't mean it's right does it? It's inly right until it gets changed. Why not be the first server to try something different like this?
 
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MiloFoxburr

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Mar 23, 2003
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Hey Teepo, thanks for the feedback. Great first post. I definitely agree with some of your suggestions especially anything that helps new players catch up and compete. I also have some thoughts on how to do that myself that I hope to implement over the next couple of weeks.

Regarding refining I personally have no clue how it works so can't help you there
 

Fleshwerk

LOMCN Veteran
Veteran
Dec 11, 2004
275
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N. Ireland
12 items (usually 4 of each item) 10 bio pur10+ to keep dura. Items usually of similar level or higher are better, work your refines up. It's easy
 

YOSHIMOTO

Dedicated Member
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Feb 10, 2014
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I have previously suggested increasing the bonus exp from lvl38 cap to say 44 or something, allowing new/casual players to catch up. You can't expect a boost to 50, people have invested too much time for you to race up to their level.


Sent from my iPhone using Tapatalk
 

MiloFoxburr

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I have previously suggested increasing the bonus exp from lvl38 cap to say 44 or something, allowing new/casual players to catch up. You can't expect a boost to 50, people have invested too much time for you to race up to their level.


Sent from my iPhone using Tapatalk

Yeah that's part of my imediate plan (however I was thinking 42) also fixing HeroesGuild and increasing level on that to the same to help encourage new players to group together
 
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Koriban

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Aug 18, 2006
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I think there's nothing wrong with allowing people to catch *up to* level 50. The game is moving on well beyond level 50. The advantage those higher levels have had/still have will still remain because they're focusing on gearing not levelling. All you need to do first before giving people that boost is implement MORE 50+ content. That way the people who are already 50+ have their "head start" at getting the newer items, and the ones catching up will still be catching up, but only item wise and not level wise.

It's very daunting logging in seeing everyone relevant is 50+ and you're level 42. What do you do? Do you spend 3 weeks trying to catch up in level, buying exp potions etc only to realise you're severely out geared? Or do you put all your resources into gearing and remain 10 levels below everyone else.

Fairest way to do this is to find out the average level of the current competing guilds. Lets assume the (average) level of these guilds is 48. Then allow a boost up to that level. If this average levels increases of each guild to 49, then increase the boost to 49.

Doing this constantly gives newer players a chance to catch up to be relevant. As it stands you're just bleeding new users dry. They join, they realise they'll never catch up or be relevant and leave.

Boosting the % quests gives is something that should of been done long ago, I agree. Overall solid suggestions, except perhaps #8.
 

CantTouchThis

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Dec 9, 2012
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I can understand the frustration of being lower level than others and therefore sometimes finding it a challenge to compete, but you need to remember that the majority of those who are such a high level are only there because theyve put in the ridiculous amount of hours it takes to get there (pay to win people aside). By your own admission youve only been playing since christmas, and also dont have a huge amount of time to play - most of these people have been playing since the server opened, or have hammered the levelling hours to get to where they are. How is it fair that the all of this hard work is negated just because others cant/arent prepared to put in the same graft?
 

originalscampi

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I can understand the frustration of being lower level than others and therefore sometimes finding it a challenge to compete, but you need to remember that the majority of those who are such a high level are only there because theyve put in the ridiculous amount of hours it takes to get there (pay to win people aside). By your own admission youve only been playing since christmas, and also dont have a huge amount of time to play - most of these people have been playing since the server opened, or have hammered the levelling hours to get to where they are. How is it fair that the all of this hard work is negated just because others cant/arent prepared to put in the same graft?



Might not be fair, but will definatly keep the server alive a bit longer.

If nothing is done, will those few high end players stick around whilst others leave, and no one else comes in?
 

Babyhack

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Feb 4, 2004
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Both sets of players have a point here

Low level player can't catch up, high level player has done all the work so gets angry when it's made easier for new players

Every MMO at some point has to make it easier for new players in order to gain new players
WOW for example changed the start level to 40

BH
 

Jest

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Oct 29, 2005
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Both sets of players have a point here

Low level player can't catch up, high level player has done all the work so gets angry when it's made easier for new players

Every MMO at some point has to make it easier for new players in order to gain new players
WOW for example changed the start level to 40

BH

Didn't they do something really stupid like, buy the game and get insta boost to max level? I've never played it but I saw an advert once and I'm sure it said something like that.

Like above though, you shouldn't really give such a boost to new players as it's just a slap in the face for your long term existing (and probably donating) players. Having said that, extending the current 38 boost to 42,43,44 etc isn't too much of a problem. But 50? It's a little OTT.
 

Babyhack

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Feb 4, 2004
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Didn't they do something really stupid like, buy the game and get insta boost to max level? I've never played it but I saw an advert once and I'm sure it said something like that.

Like above though, you shouldn't really give such a boost to new players as it's just a slap in the face for your long term existing (and probably donating) players. Having said that, extending the current 38 boost to 42,43,44 etc isn't too much of a problem. But 50? It's a little OTT.

The plan is to extend the caves exp boost to 42 or 44 (not decided yet) and also fix and extend the beginner guild to that level too

BH
 

rainstone

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Feb 10, 2014
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Dear Teepo,

One of players reaches level 47 in around one month without exp pot nowadys. He has a job and family. But he push himself doing 10m exp every day after work, 30m exp on weekend.

In my point of view, sometime you should focus more on yourself.

I am doing the same, like 10m exp every day. Hopefully reach level 56 in 6 months.

It is a long term server. Please do not expect to get everything for free and easy.

I still remember the period that I struggle to get level 41 in 4-5 months. But I meet a lot of friends at that time and I still miss them.

CNtroublemaker
 

MiloFoxburr

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Mar 23, 2003
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Does this mean you are going to make HeroesGuild non-warrable?

Because I think that will lead to alt characters and super grief grief :(

? I don't see how not being able to war HeroesGuild has anything to with griefing. If they wanted to they'd just leave the guild.

-edit- I think I see your point. War them to prevent getting PK for griefing. But let's be honest you shouldn't be able to war with the heroes guild
 
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Seanofsmeg

Ex Moderator
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Apr 6, 2015
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I like and dislike some of the ideas. Let me start by saying as of last night i have a 35 tao after 5-6 days of playing (no exp pots or anything btw) mainly possible because of 2 people taking the time out of their day to level with me. I am a family man and a full time job and studying part time degree btw. I also think it was unfair on these people as they were doing a good thing however the EXP rates are crp when you help lower levels and needs looked at as it makes the words "Priavte Hunt" a popualr thing destroying guilds and making the server crp. What happened to the old Mentor system that was everywhere on private servers?

1.I disagree with evening out the server if somebody lvld to 50 they deserve to be apart from the rest and thats come from me a lvl 35

2. I agree we need "Seperation" we need our own areas apart from higher lvls but not cut off completely so we still have a choice to level with other people

3. Things should be easier for lower lvls but not to the point they can catch up on others just get high enough to stand on their feet

4. Choices. The choice to hunt for exp or boss without seeing the same crp every day played euro for 5 + years and private servers haven't seen anything new on this server other than different looking pets when they gain higher lvl

5. Risk & Reward - PVP & Non-PVP bosses can even be the excact same temple copied and pasting 2 WT's 2 ZT's ect difference is one u can pk in which experience and drops is 1.5X reward where the non pvp area is normal rate. The pvp will attract the higher levels due to exp and extra drops to fight over lower levels get the normal crap
 
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rainstone

LOMCN Veteran
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Feb 10, 2014
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His point is ( I guess): what the hell you are giving new players nice kits in a easy way while the old players fight their ass off for the same kit.

For new players, the reason why choose here but not the new server:

1. It has a well established market, mean you can get most of items easy.
2. It has well established guilds for your to join, either PVE or PVP.
3. Most of bugs have been or being fixed.
4. last but not the least: we have more fun here lol.

I remember my first violet ring from OrcChampion.

CNtroublemaker


? I don't see how not being able to war HeroesGuild has anything to with griefing. If they wanted to they'd just leave the guild.

-edit- I think I see your point. War them to prevent getting PK for griefing. But let's be honest you shouldn't be able to war with the heroes guild