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KingKong69

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Hi,

Decent changes

Jamie since it looks like your testing some things can I offer a suggestion?

As you said Before, sins can make about 50-60mill per hour now (thank you).

The only problem is that we have to be in banyo and because it's such a highly contested area, many of the sins cannot go here solo.

My suggestion is to do what you did to Banyo but in goru. Maybe 5x the hp and Regen and 5x the exp.

At least this way sins can easily run back if they are forced away from levelling due to pking.

:)))

Ive pointed out quite a few times before that hellfire isnt stopping the banyosoldiers from healing +500 and banyowars for +730.
If hellfire is fixed since can get a decent grind solo there.

Side note: hope karma is not overdone, a proper penalty for using it would be good (5min cooldown on it and lowering max hp to 60%/70% for 5 odd mins). Use at own risk imo.
 

NewUserName

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Jan 6, 2018
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Why is no1 else other than skeemad bothered about the gameshop items being sellable for cash ?

surely this makes the server super p2w?
 

Mythra

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Why no accesory reset all of sudden? it was such a cool and player friendly idea... everyone got hyped and you suddenly decide not to implement it
 

Sorry

Audrey
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Apr 13, 2011
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Why no accesory reset all of sudden? it was such a cool and player friendly idea... everyone got hyped and you suddenly decide not to implement it

I was wondering the same thing, and even asked in-game but got no reply. That would have been a good ideea so it can be easier to swap your kit based on the zone you lvl / hunt ... Maybe someone cried to hard about it and Jamie changed his mind and not adding it anymore, shame it would have been a really good addition to the game
 

Jamie

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I was wondering the same thing, and even asked in-game but got no reply. That would have been a good ideea so it can be easier to swap your kit based on the zone you lvl / hunt ... Maybe someone cried to hard about it and Jamie changed his mind and not adding it anymore, shame it would have been a really good addition to the game


Implementing it so you can keep the original accessory and choose the refined stats again was a bit much.

Adding it so you can use the item to level up another accessory was deemed worthless because people mostly cared about their original added item (which would be lost).
 

Sorry

Audrey
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Apr 13, 2011
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Implementing it so you can keep the original accessory and choose the refined stats again was a bit much.

Adding it so you can use the item to level up another accessory was deemed worthless because people mostly cared about their original added item (which would be lost).


What if you make it with a chance for the item to break on the process of doing it, would that solve the problem? doing it on your own risk and make it 50/50
 

SephirothsBane

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Aug 28, 2013
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Cash shop items being saleable is a huge risk. It directly shifts power on the server into the hands of those willing to donate, and shifts it away from those who do not. it is a clear shift into paytowin territory.

Karma coming back in. is Karma the same as it was on global or have you changed it?
 

Nyx

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Feb 11, 2018
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Any chance of a few more skills for each class?

http://mir3.mironline.co.kr/info/info_info_list.asp the four classes are the tabs across the top stating with Warrior more pages per class are at the bottom. Seems they have a LOT of skills that build up into a combo.

Warrior:
Any chance of something like Lions Roar? Just looking at the skills above theirs some pretty amazing spell animations and some cool combo moves that flow from a dash into a hit, into a crashing AoE and finished by a dance of swords.

Wizard:
Not sure on the skill names but on Korea they had a skill where you shot an ice bolt followed by an ice dragon spirit. They also have Meteor shower, a weird skill where a crystal floats above your head and one where you cast a really pretty ice storm followed by a dragon that goes round you.

Taoist:
They have a really cool poison cloud type skill that is part of a skill chain with some lightning bolts hitting the ground in an AoE.

Assassin:
Poison dagger? They also have some kick ass animations for throwing multiple poisonous daggers at a target, one where them perform a combo ending in a huge blade storm AoE with daggers flying about all over the place.


Just with everyone leveling well into the 50's 60's and 70's be nice to have more skills to aim for.
 

DarkSacred

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Cash shop items being saleable is a huge risk. It directly shifts power on the server into the hands of those willing to donate, and shifts it away from those who do not. it is a clear shift into paytowin territory.

I'm confused how this is a huge risk?

Doesn't it benefit the entire server?

Player 1) Lots of RL money > little time to play
Player 2) Plays a lot > little real life money

Player 1 can buy expensive items like horse armour, roses, permanent torches etc and put them on the TM so that Player 2 can use the money they've made in game and buy them?

Doesn't this just open it up so more people have a chance at having more of the things available to them from the GG shop? I for one have a lot of spare money but detest cash hunting in game, for me this change is great as I can sell a few buffs or items and not have to spend as many hours grinding in fleas.
 

Mythra

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Implementing it so you can keep the original accessory and choose the refined stats again was a bit much.

Adding it so you can use the item to level up another accessory was deemed worthless because people mostly cared about their original added item (which would be lost).

There's no need to discard the idea altogether, you can make it so you can reset the item once and at a higher price maybe (500k maybe?) because there are a lot of good items that have become useless due to the appearance of new leveling zones or the builds for certain classes have changed... or use them to level up another accesory, you might lose the original stats but so what? some items are not useful anymore and people won't buy them.
 

Jamie

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There's no need to discard the idea altogether, you can make it so you can reset the item once and at a higher price maybe (500k maybe?) because there are a lot of good items that have become useless due to the appearance of new leveling zones or the builds for certain classes have changed... or use them to level up another accesory, you might lose the original stats but so what? some items are not useful anymore and people won't buy them.

Just because its crossed out doesn't mean it wont be added in future, just need more time to come up with better solutions
 

DarkSacred

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Just because its crossed out doesn't mean it wont be added in future, just need more time to come up with better solutions

I spent a lot of time leveling items that are leveled to level 5 but are now useless. I would happily pay 500k per level to be able to choose the 5 stats again.

Or keep the cost the same but have it like a refine process, chuck in some of the ores mined on Mines Level 2, 200k and have an accessory refinement ore available in the GG shop. You then can have it reset back to level 1 with all of the previous levels gained. Refine would have multiple outcomes, either perfect refine gain all levels. Damaged refine -% from accessory (if % = >100% it de-levels the item, potentially you could lose 500% and go back to being level 1 if you used a really cheap refine/bad pure ore) or failed refine, item stays as it was.
 

SephirothsBane

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Aug 28, 2013
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I'm confused how this is a huge risk?

Doesn't it benefit the entire server?

Player 1) Lots of RL money > little time to play
Player 2) Plays a lot > little real life money

Player 1 can buy expensive items like horse armour, roses, permanent torches etc and put them on the TM so that Player 2 can use the money they've made in game and buy them?

Doesn't this just open it up so more people have a chance at having more of the things available to them from the GG shop? I for one have a lot of spare money but detest cash hunting in game, for me this change is great as I can sell a few buffs or items and not have to spend as many hours grinding in fleas.

Everyone already has that option with huntgold. EVERYTHING in the cash shop is available to everyone regardless of wallet size.

you only listed 2 types of players there when there is a clear player 3 that plays alot AND donates alot and this player of which there are many will have a huge advantage over both player one and two in your example as he will have unlimited gold to level with,kit with and bully with as well as a huge amount of time spent in game to leverage that advantage into levels/pvp/bossing etc.

the part time rich and the long time poor gain a small benefit
the long time rich of which there are many gain a huge advantage over both of those classes.
 

Fusion

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I have noticed you have crossed out alot, Karma is so OP so we will have to wait to see how you do this.

the best thing i found on the update was people could change the refine on rings/bracelets/necklace that was good for every 1 not just 1 class.

no change for tao's i know level 50 pet is good but tao is lacking before that level.

you give us mass attacks but restrict it to every second hit you have a options to make tao as good as each other class but you restrict it. i cant understand this,

Also we could do with the new skills,Cancer and Thinning and Poison is luck

Why is none of the Kor Spells in game?
 
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DarkSacred

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May 13, 2014
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Everyone already has that option with huntgold. EVERYTHING in the cash shop is available to everyone regardless of wallet size.

you only listed 2 types of players there when there is a clear player 3 that plays alot AND donates alot and this player of which there are many will have a huge advantage over both player one and two in your example as he will have unlimited gold to level with,kit with and bully with as well as a huge amount of time spent in game to leverage that advantage into levels/pvp/bossing etc.

the part time rich and the long time poor gain a small benefit
the long time rich of which there are many gain a huge advantage over both of those classes.


Its impossible for a casual player to have (P), (T), horse armour, rose, permanent torch etc active. This will enable them to have access to all aspects of the cash shop without donating. This can only be a positive to those players?

As for Player 3 who plays a lot and also donates a lot, this system just opens up more options. Giving them the choice of donating or using some of the cash they have earned. With MMOs like Mir you'll never be able to "beat" those who can play 24/7 with this change at least you'll give those who cant donate a better chance of getting the cash shop items they would find impossible to get otherwise.


I'm not sure who exactly is losing out here?
 

CremeEgg82

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Feb 24, 2014
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Any chance of a few more skills for each class?

http://mir3.mironline.co.kr/info/info_info_list.asp the four classes are the tabs across the top stating with Warrior more pages per class are at the bottom. Seems they have a LOT of skills that build up into a combo.

Warrior:
Any chance of something like Lions Roar? Just looking at the skills above theirs some pretty amazing spell animations and some cool combo moves that flow from a dash into a hit, into a crashing AoE and finished by a dance of swords.

Wizard:
Not sure on the skill names but on Korea they had a skill where you shot an ice bolt followed by an ice dragon spirit. They also have Meteor shower, a weird skill where a crystal floats above your head and one where you cast a really pretty ice storm followed by a dragon that goes round you.

Taoist:
They have a really cool poison cloud type skill that is part of a skill chain with some lightning bolts hitting the ground in an AoE.

Assassin:
Poison dagger? They also have some kick ass animations for throwing multiple poisonous daggers at a target, one where them perform a combo ending in a huge blade storm AoE with daggers flying about all over the place.


Just with everyone leveling well into the 50's 60's and 70's be nice to have more skills to aim for.

Almost all of those skills past level 70 come from this new system, probably a real large amount of work to add these in. It was built around a load of other balance changes and also the way all monsters over level 70 work as well.

http://mir3.mironline.co.kr/info/in...d01e4e3&f=3d0ffa053d08ef743cf3cfc1&m=3d08ef74

You can google translate the page, but the translations are pretty crude.
 

SephirothsBane

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Aug 28, 2013
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Its impossible for a casual player to have (P), (T), horse armour, rose, permanent torch etc active. This will enable them to have access to all aspects of the cash shop without donating. This can only be a positive to those players?

As for Player 3 who plays a lot and also donates a lot, this system just opens up more options. Giving them the choice of donating or using some of the cash they have earned. With MMOs like Mir you'll never be able to "beat" those who can play 24/7 with this change at least you'll give those who cant donate a better chance of getting the cash shop items they would find impossible to get otherwise.


I'm not sure who exactly is losing out here?

no item is impossible to get currently. just save huntgold. after almost 2 months of server everyone should have permabuffs and everything else is affordable and sustainable as buffs pause and huntgold covers. this change directly shifts instant power to those with money and creates a larger divide between those players and the casuals you are saying benefit. every mmo ive played with saleable cash shop items has a huge p2w disparity.
 

ipwnu

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Apr 3, 2015
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Are you making the cash in ants etc worst or will it be similair due to the amount of items dropping?.

Seems a bit backwards to let people bot the **** out of a cave, sell the gold which isn’t removed (fking tons of it) then make it harder to gold ?
 

Woodiex3

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Aug 25, 2013
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no item is impossible to get currently. just save huntgold. after almost 2 months of server everyone should have permabuffs and everything else is affordable and sustainable as buffs pause and huntgold covers. this change directly shifts instant power to those with money and creates a larger divide between those players and the casuals you are saying benefit. every mmo ive played with saleable cash shop items has a huge p2w disparity.

people with money always have an advantage.

at least this way the server gets a cut for the sale
 

Chalace

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Jan 18, 2014
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I'm not sure who exactly is losing out here?

It is a direct transference to P2W, whether you can see it or not.

Selling GS items for in-game currency is it's very definition. Gold IS the economy in Mir.
You are not paying for a direct power gain, sure. But you ARE paying r/l money to obtain the means to get that in-game advantage, being gold here.

Whoever donate more will have the most in-game gold/wealth, simple.
 
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