So we've been working on a medium rate server (fell off a bit recently) and wanted to get feedback on the features, it's a very high level overview, and feedback or suggestions to improve the server, as it is the final in the trilogy!
It's not a server advert, again just want to give info to open a discussion, as ultimately, it's a server for people to enjoy.
Big thing is not over doing it on how many additional things are in mir (adding stuff for the sake of adding it), and stripping it from some of its nostalgia, as that's why we mainly play it!
It's not a server advert, again just want to give info to open a discussion, as ultimately, it's a server for people to enjoy.
Rate: Medium
Level: 80 Soft Cap - 85 Hard Cap
Classes: Assassin, Warrior, Wizard, Taoist
Core Features
Attributes
When you hit the soft cap (which is -5 from the hard cap) you can choose to use any gained EXP to gain attribute points.
the more points you earn, the more exp is needed for the next one, you can get ANY stat with these points, but each stat is weighted and has increased requirement
So +1DC may cost you 3 points up to +5 DC then the next bracket may cost you 6 points per +DC
PvP EXP Stealing
Killing players steals exp off of that player (players can't delvl)
We can cap the min and max amount you can steal from a kill (from 0-100%) - the actual value is RNG.
We can also restrict it to certain maps or make it global
Killing low levels will net you no real EXP as you may steal 1% of 100exp if you kill a level 1 who is at 99% into his level.
World Map
We have a main town as the hub, and world map to navigate to your desired caves, these can all be open or restricted by level or item requirements.
We want it to be fast paced, not running around everywhere.
Limited caves like Mystery Cave, Boss lands etc will have other access methods.
Quality Orbs & Quality System
Items can drop any grade; no grade, common, rare, legendary, mythic, godly (rng drop chance)
We have also made it so we can dictate a minimum drop value, so bosses can drop common items, but at a minimum grade.
Each grade has a minimum increase in stats, so you will always get improvements on grade ups.
Using orbs (including a force downgrade orb) allows you to maximize your items potential, as your previous grades stats are saved.
> So if you have an attackspeed 3 rare ring, it goes to legendary and rolls crap, you can downgrade it back to the stats it had, allowing for really indepth min/maxing of items
Item Pets
Loot pets pick up items dropped by mobs automatically within a range of themselves.
Pets level over time when they are used, which give the player stats when hitting certain levels.
You have pots to re-roll these stats again to min/max the value you get from your pig.
Additional Stats
New stats have been added to help influence play style, Ice, Fire, Force among them.
Example: Fire will work better on some spells then stacking flat MC, and also unlock additional benefits if you hit certain fire+ values.
However it has no increase effect on other types of spells.
Additional Skill Levels
Skills now go to level 5.
4 is hidden behind a skill quest.
5 is obtained by a different method.
Additional skill levels allow us not only to make some skills have a much smoother damage curve, but also unlock new effects when you get level 5!
Nobility System
Got a lot of Gold? hold your nobility rank by donating cash to the system.
Rank 1-3 get the Gold Noble Buff
Rank 4-16 Get the Silver Noble Buff
17-30 Get the Bronze Noble Buff
The rankings are reset weekly, to allow everyone to have their chances.
We've also added when you die you lose a % of your nobility worth, after all, nobles shouldn't die...
Achievement System
Self explanatory, more in-depth achievements have better rewards
Shard Collection
Collect Fragments, shards and other unique materials for this system to unlock one time rewards.
> All parts are tradeable
> materials have very specific mobs that drop them or areas to obtain them
Mob improvements
Mobs level from 0-7 are in, 6 is like a sub boss, 7 is equivalent of a boss
Subs and Bosses have guaranteed drops, with minimum grade drops to always make them rewarding for that area
Hunt Points
Gain these 1 per minute of out of safe zone gameplay (kill a mob to redeem the built up points)
This is the only source for these, however rewards reflect the effort - this allows us to easily manage if you get 60 an hour, you need to grind X time to get Y item.
Level: 80 Soft Cap - 85 Hard Cap
Classes: Assassin, Warrior, Wizard, Taoist
Core Features
Attributes
When you hit the soft cap (which is -5 from the hard cap) you can choose to use any gained EXP to gain attribute points.
the more points you earn, the more exp is needed for the next one, you can get ANY stat with these points, but each stat is weighted and has increased requirement
So +1DC may cost you 3 points up to +5 DC then the next bracket may cost you 6 points per +DC
PvP EXP Stealing
Killing players steals exp off of that player (players can't delvl)
We can cap the min and max amount you can steal from a kill (from 0-100%) - the actual value is RNG.
We can also restrict it to certain maps or make it global
Killing low levels will net you no real EXP as you may steal 1% of 100exp if you kill a level 1 who is at 99% into his level.
World Map
We have a main town as the hub, and world map to navigate to your desired caves, these can all be open or restricted by level or item requirements.
We want it to be fast paced, not running around everywhere.
Limited caves like Mystery Cave, Boss lands etc will have other access methods.
Quality Orbs & Quality System
Items can drop any grade; no grade, common, rare, legendary, mythic, godly (rng drop chance)
We have also made it so we can dictate a minimum drop value, so bosses can drop common items, but at a minimum grade.
Each grade has a minimum increase in stats, so you will always get improvements on grade ups.
Using orbs (including a force downgrade orb) allows you to maximize your items potential, as your previous grades stats are saved.
> So if you have an attackspeed 3 rare ring, it goes to legendary and rolls crap, you can downgrade it back to the stats it had, allowing for really indepth min/maxing of items
Item Pets
Loot pets pick up items dropped by mobs automatically within a range of themselves.
Pets level over time when they are used, which give the player stats when hitting certain levels.
You have pots to re-roll these stats again to min/max the value you get from your pig.
Additional Stats
New stats have been added to help influence play style, Ice, Fire, Force among them.
Example: Fire will work better on some spells then stacking flat MC, and also unlock additional benefits if you hit certain fire+ values.
However it has no increase effect on other types of spells.
Additional Skill Levels
Skills now go to level 5.
4 is hidden behind a skill quest.
5 is obtained by a different method.
Additional skill levels allow us not only to make some skills have a much smoother damage curve, but also unlock new effects when you get level 5!
Nobility System
Got a lot of Gold? hold your nobility rank by donating cash to the system.
Rank 1-3 get the Gold Noble Buff
Rank 4-16 Get the Silver Noble Buff
17-30 Get the Bronze Noble Buff
The rankings are reset weekly, to allow everyone to have their chances.
We've also added when you die you lose a % of your nobility worth, after all, nobles shouldn't die...
Achievement System
Self explanatory, more in-depth achievements have better rewards
Shard Collection
Collect Fragments, shards and other unique materials for this system to unlock one time rewards.
> All parts are tradeable
> materials have very specific mobs that drop them or areas to obtain them
Mob improvements
Mobs level from 0-7 are in, 6 is like a sub boss, 7 is equivalent of a boss
Subs and Bosses have guaranteed drops, with minimum grade drops to always make them rewarding for that area
Hunt Points
Gain these 1 per minute of out of safe zone gameplay (kill a mob to redeem the built up points)
This is the only source for these, however rewards reflect the effort - this allows us to easily manage if you get 60 an hour, you need to grind X time to get Y item.
Big thing is not over doing it on how many additional things are in mir (adding stuff for the sake of adding it), and stripping it from some of its nostalgia, as that's why we mainly play it!