Things We Do/Dont Want To See (on the new server!)

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deano13

Golden Oldie
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Cba to read thread, but stupidly fast cast speeds resulting in stupidly fast lvling and OP pvp advantages. Also single target/aoe skills locking etc.
 

xXxX

Golden Oldie
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I assumed it was the movement mechanics which cause people to get hit by single target spells whilst running/dashing and cause warriors to be able to hit people that are running? Not had it on any other server so not sure what was changed here.

This.

Atm spells like SFB FC,FD etc etc all hit near everytime even though your midrun which ive never experience on any other server before and is basically horrible for warriors. Couldnt the older pvp mechanics we been using for years be put back in?

Also Icestorm range needs fixing as atm is much bigger than the 3x3 radius it should be.

Blizzard,Met dont cancel even when wiz is hit, low cooldown and theres no wedging to floor really

Curse... well i dont need to say much more than a fights over if a tao with curse turns up.

Cast rate was way too fast on wiz n taos .

Needs TrustMerchant.

Some kind of rule where you have to leave guild/boot someone though a npc if guildwar is on to stop people griefing.
 

deano13

Golden Oldie
Golden Oldie
Oct 31, 2004
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This.

Atm spells like SFB FC,FD etc etc all hit near everytime even though your midrun which ive never experience on any other server before and is basically horrible for warriors. Couldnt the older pvp mechanics we been using for years be put back in?

Also Icestorm range needs fixing as atm is much bigger than the 3x3 radius it should be.

Blizzard,Met dont cancel even when wiz is hit, low cooldown and theres no wedging to floor really

Curse... well i dont need to say much more than a fights over if a tao with curse turns up.

Cast rate was way too fast on wiz n taos .

Needs TrustMerchant.

Some kind of rule where you have to leave guild/boot someone though a npc if guildwar is on to stop people griefing.

+1
 

NejDaTurk

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Aug 13, 2013
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Warriors always been able to hit running players if they caught them right... I am assume you are refering to wizzies being able to hit players with single attacks whilst they are running? Which you can also do on older files but I agree it seems far more often on these.

Sam

If I was running around a warrior on any Mir I've played and he was holding shift, he'd never hit me. Similarly if I just walked around him, he'd rarely hit me (maybe 1 in 10). There's something seriously wrong with the hit detection here or the movement, I'm not sure which it is. For example on AceM2 if I shift locked someone and then ran side by side with them holding shift, I'd hit them every time I get a swing off, which has never been the case before.

On a Tao and Wizz here I can hit people 100% of the time (with single target spells) if my cursor is over them when I cast, even when they're running. It's not just some of the time. On Euro you would land like this very very rarely, and usually only if you were faster than someone else. Also if a single target spell hits you mid shoulderdash, you shouldn't flinch at the end of it. You used to have to time your cast until the end of the dash, but here you don't.

I'm not sure how easy it is to fix/identify but it's a massive issue imo.
 

Dimebag

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Apr 6, 2011
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Is it not anything to do with the fps cap? And everybody is roughly the same speed? And now the people playing warriors who skipped across screens now cant do as they used to ?

I dont know how it works so its just a guess!

Providing all the old skills are balanced as well as they can be i dont think They should be so hard to get as players like me who dont play 18 hours a day stand nxt to no chance off getting them and also dont have the 100s of mils it takes to buy them. Keep the newer added spells rare!

Another thing aswell i think there should be a boss in prajna cave or as people iknow call it pointless cave!

phone forum sucks!
 
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Skyline

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In regards to slotted items, you could make it so you can only use one type of runes on one item.

E.g. 3 SlottedBrace
1 MC rune and you can no longer add MC runes, but you can add 1 AC 1 AMC as well.
 

Dimebag

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I Apologise for my tragic spelling and punctuation i'm on my phone!

---------- Post Merged at 09:33 AM ---------- Previous Post was at 09:31 AM ----------

In regards to slotted items, you could make it so you can only use one type of runes on one item.

E.g. 3 SlottedBrace
1 MC rune and you can no longer add MC runes, but you can add 1 AC 1 AMC as well.


So can u now gem more than +3 of any single stat onto items now?
 

Sanity

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If I was running around a warrior on any Mir I've played and he was holding shift, he'd never hit me. Similarly if I just walked around him, he'd rarely hit me (maybe 1 in 10). There's something seriously wrong with the hit detection here or the movement, I'm not sure which it is. For example on AceM2 if I shift locked someone and then ran side by side with them holding shift, I'd hit them every time I get a swing off, which has never been the case before.

I know this is how people have done it on MIR here for years but that is a bug lol, walking around a player gives the other player a much less chance of hitting? lol why? That is ridiculous and sorry but it is, and it's a clear bug from previous versions of mir.
 

NejDaTurk

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I know this is how people have done it on MIR here for years but that is a bug lol

It's not only how people ''have done it'' solely on Lomcn servers, it's how its been on every server, including all official ones. It isn't a bug. Being able to hit people while they are running, whether that be on a wizard, taoist or a warrior is not right and ruins a major part of the game.

walking around a player gives the other player a much less chance of hitting? lol why? That is ridiculous and sorry but it is, and it's a clear bug from previous versions of mir.

Why shouldn't moving around give you a chance to avoid an attack? How is hitting every attack not ridiculous? You may as well just stand still and PvP here as even if you try and run/move you can't avoid attacks anyway. You don't remember the walk PvP between warriors on other servers? Pointless here as you rarely avoid a hit due to something to do with the hit registration, you may as well just face to face and spam sun pots. Same with Tao V Tao. SFB doesn't miss providing their cursor is on you, even if you're running. So you may as well just stand still and PvP as all trying to run or move does is lead to you getting less attacks off, but still getting hit just as much.
 

Sanity

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I can tell you right now that this isn't possible on Chinese Mir.

It's a bug because accuracy and evasion play no part in this, otherwise it shouldn't matter if your standing still or moving around you would always hit the same.
It's pretty much saying if you move around then the player standing still accuracy drops completely and the player moving around evasion increases by alot which also isn't true.

So this is a bug, i know this has happend on most server on lomcn due to the fact that they all follow 1 version which is Euro, which last time i checked closed down a very long time ago were as KR and CN are still running. When will people see that Euro was broken badly.
 

Pottsy

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I can tell you right now that this isn't possible on Chinese Mir.

It's a bug because accuracy and evasion play no part in this, otherwise it shouldn't matter if your standing still or moving around you would always hit the same.
It's pretty much saying if you move around then the player standing still accuracy drops completely and the player moving around evasion increases by alot which also isn't true.

So this is a bug, i know this has happend on most server on lomcn due to the fact that they all follow 1 version which is Euro, which last time i checked closed down a very long time ago were as KR and CN are still running. When will people see that Euro was broken badly.

Lol considering those versions of Mir allow hacks to be enabled doesn't ring any bells in your head that it's not meant to be like that?

Chinese/Korean Mir have instant run/runthrough etc all activated, so what would it matter really if you got hit? Nothing lol. On here, you slow down for at least 3-4 places, makes massive difference in pvp

Tactics have been built around this moving/attacking "bug" as you call it. Even if it was a bug, it's obviously not anymore as it's one of the main tactics in PvP, intentional or not this is what Mir needs to have in the game to make PvP that bit more fun and challenging

But your right about the acc/agility...it isn't effected. It's simply the speed and accuracy of yourself as a player. If you hit at the latest moment as they are running, chances are it will miss due to the delay of the server, if you hit when you clearly shouldn't have, then something is wrong
 
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Sanity

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Lol considering those versions of Mir allow hacks to be enabled doesn't ring any bells in your head that it's not meant to be like that?

Chinese/Korean Mir have instant run/runthrough etc all activated, so what would it matter really if you got hit? Nothing lol. On here, you slow down for at least 3-4 places, makes massive difference in pvp

Tactics have been built around this moving/attacking "bug" as you call it. Even if it was a bug, it's obviously not anymore as it's one of the main tactics in PvP, intentional or not this is what Mir needs to have in the game to make PvP that bit more fun and challenging

But your right about the acc/agility...it isn't effected. It's simply the speed and accuracy of yourself as a player. If you hit at the latest moment as they are running, chances are it will miss due to the delay of the server, if you hit when you clearly shouldn't have, then something is wrong

What do you mean they allow hacks to be enabled? You mean they have updated the game with things like Auto run? Isn't cheats, it's just updating a game which needed updating.

Ok so lets bring in Assassin, they are purly based around ACC and AGI, what you are saying is that there main stats will be cancelled out completely? and you find that fair? assassin will have more agility then a warrior so if a assassin was moving around a warrior, would it have a much greater chance of missing compared to a warrior doing it or would it be the same?, it would be the same and that is why it's a bug, you basically may aswell remove the agility and accuracy from a assassin as it will serve no purpose in PVP against a warrior.
 

Pottsy

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What do you mean they allow hacks to be enabled? You mean they have updated the game with things like Auto run? Isn't cheats, it's just updating a game which needed updating.

Ok so lets bring in Assassin, they are purly based around ACC and AGI, what you are saying is that there main stats will be cancelled out completely? and you find that fair? assassin will have more agility then a warrior so if a assassin was moving around a warrior, would it have a much greater chance of missing compared to a warrior doing it or would it be the same?, it would be the same and that is why it's a bug, you basically may aswell remove the agility and accuracy from a assassin as it will serve no purpose in PVP against a warrior.

It's all based around the delays of the server or files at which you play. If there player isn't actually in the place your hitting, why should contact me made? Just because your screen says so? No of course not lol.

Acc/Agil play a part to a certain degree of course, if you actually technically were meant to hit them and still missed then thats due to your stats. But most of the time it's because the hit your "landing" is actually hitting nothing from the delay of your hitting and someone receiving.

You never cast a spell on 1 PC and seen it on 1 right next to you? Theres a significant delay between the one you cast it on and the one you saw it on. Thats all there talking about.

If it didn't actually physically hit anything, then it shouldn't land. Just because it lands on your screen doesn't mean it did....it's really not that hard of a concept to grasp -.-
 
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Sanity

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It's all based around the delays of the server or files at which you play. If there player isn't actually in the place your hitting, why should contact me made? Just because your screen says so? No of course not lol.

Acc/Agil play a part to a certain degree of course, if you actually technically were meant to hit them and still missed then thats due to your stats. But most of the time it's because the hit your "landing" is actually hitting nothing from the delay of your hitting and someone receiving.

You never cast a spell on 1 PC and seen it on 1 right next to you? Theres a significant delay between the one you cast it on and the one you saw it on. Thats all there talking about.

If it didn't actually physically hit anything, then it shouldn't land. Just because it lands on your screen doesn't mean it did....it's really not that hard of a concept to grasp -.-

That is not how the mechanics of the game works? lol, if a target is in any position you can attack, doesn't matter where he is, it should change position and attack, if you are attacking something and that target changes position then your attack should change with it. This delay you keep referring too were as the player moving see's himself in a different position then the last attack, the one standing still should also see you in your new position and if this is due to a delay then that's a problem with the server and not with the player himself which means even if the one standing still see's him in the same place, as long as hes in a attacking range, he should attack and hit but if hes 2 steps away and the one standing still see's him in the same position then no it shouldn't hit.

Am trying to work this one out tbh, you want this to be added? you want this delay put into the server?.
 

Samuel

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So in reply to the "mechanics" of hitting moving objects...

Single attack ranges skills shouldn't hit everytime (I agree and I thought I had already addressed this, obviously not).

As for a player walking around a warrior whilst holding shift and not being hit? This has never been the case in any version of Mir... As a warrior you used to hit a Wiz/Tao to stop them from running and then run after them holding shift before they got away... Otherwise there is no way a warrior could kill a wiz, he would simply attack and move and be completely safe.

Disagree with me if you will, I have now tested it in Ruby, 1.9 and 1.4 and there is no problem with the way warriors attack except holding shift doesn't work every time on these files (which we cannot fix without drastically slowing the over client down to that of the old outdated clients).

Sam
 

FTM

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In regards to slotted items, you could make it so you can only use one type of runes on one item.

E.g. 3 SlottedBrace
1 MC rune and you can no longer add MC runes, but you can add 1 AC 1 AMC as well.

there is nothing wrong with slotted items the way they are make slotted items rarer if anything but leave them in and able to put what runes in you want
 

NejDaTurk

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I can tell you right now that this isn't possible on Chinese Mir.

It's a bug because accuracy and evasion play no part in this, otherwise it shouldn't matter if your standing still or moving around you would always hit the same.
It's pretty much saying if you move around then the player standing still accuracy drops completely and the player moving around evasion increases by alot which also isn't true.

So this is a bug, i know this has happend on most server on lomcn due to the fact that they all follow 1 version which is Euro, which last time i checked closed down a very long time ago were as KR and CN are still running. When will people see that Euro was broken badly.

You're missing the point, it's nothing to do with accuracy/agility/MR or any stats at all as far as what I'm talking about is concerned.

---------- Post Merged at 11:27 PM ---------- Previous Post was at 11:21 PM ----------

So in reply to the "mechanics" of hitting moving objects...

Single attack ranges skills shouldn't hit everytime (I agree and I thought I had already addressed this, obviously not).

As for a player walking around a warrior whilst holding shift and not being hit? This has never been the case in any version of Mir... As a warrior you used to hit a Wiz/Tao to stop them from running and then run after them holding shift before they got away... Otherwise there is no way a warrior could kill a wiz, he would simply attack and move and be completely safe.

Disagree with me if you will, I have now tested it in Ruby, 1.9 and 1.4 and there is no problem with the way warriors attack except holding shift doesn't work every time on these files (which we cannot fix without drastically slowing the over client down to that of the old outdated clients).

Sam

It has been the case on mir. The same movement bug or whatever it is that affects single target spells hitting every time is also affecting how warriors hit too.

Example. If me and you were running side by side on warriors and you had me shift locked and then half way through the run you pressed shift, on this server you would hit me 100% of the time even though I am continuing my run and should, by the time you've stopped and hit, be off that spot that you've just hit. It's the same 'bug' (I assume) that causes single target spells to hit every time even whilst running. Something to do with either the movement of characters or the hit registration, I don't know.

Melee characters have never been able to do this previously on any server I've played (hit people on the run) unless they are alot faster than their target, but here that cannot be the case as everyone is a similar speed. Melees have coped just fine without being able to do this in previous incarnations of Mir.
 
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Samuel

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You're missing the point, it's nothing to do with accuracy/agility/MR or any stats at all as far as what I'm talking about is concerned.

---------- Post Merged at 11:27 PM ---------- Previous Post was at 11:21 PM ----------



It has been the case on mir. The same movement bug or whatever it is that affects single target spells hitting every time is also affecting how warriors hit too.

Example. If me and you were running side by side on warriors and you had me shift locked and then half way through the run you pressed shift, on this server you would hit me 100% of the time even though I am continuing my run and should, by the time you've stopped and hit, be off that spot that you've just hit. It's the same 'bug' (I assume) that causes single target spells to hit every time even whilst running. Something to do with either the movement of characters or the hit registration, I don't know.

Melee characters have never been able to do this previously on any server I've played (hit people on the run) unless they are alot faster than their target, but here that cannot be the case as everyone is a similar speed. Melees have coped just fine without being able to do this in previous incarnations of Mir.

I shall have a gander at it.

Sam
 

terriblen

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QUOTE=Sanity;898893]What do you mean they allow hacks to be enabled? You mean they have updated the game with things like Auto run? Isn't cheats, it's just updating a game which needed updating.

Curious about this, because Chinese people I talked to in this game said they want to play here because no cheating and because they cannot afford to buy all the things on Chinese server.

Nej da turk was talking about being able to run thru a crowd of mobs maybe at a door not having to lure them away. No skill needed
Instant run when even after being hit you can run right away not having to walk 2 paces. No skill in running away.
Auto run to cave - much easier and everyone knows the "secret shortcuts". Makes it easier.

Sounds like Chinese/Korean servers are set up to be easy so the players will stay and pay for items sold to them, which is how some of these p servers are run. Hoping this one isn't about selling items or making it easier which you call updating.

Please explain if I have got this wrong because Europeans cannot play Chinese or Korean servers so all information is from talking to players.
 
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Sugram

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How about removing random teleports? There are a lot downsides attached to them and not that many pros that i can see.

Cons of having RTs:
*Farming of bosses is very easy, since you skip most of the dungeon.
*Few people can control a lot bosses, since they get to them fast. Can easily result in one guild controlling all bosses and snowball out of control.
*PvP is a lot less fun since every time someone gets in trouble they RT. Free escape with being very close to instantly rejoin fight. A town teleport would still let you escape, but you would be out of the fight.
*The game is safe to bot in. When someone goes close to a bot they RT. Can never provide evidence on botters or kill them, while bots can just continue leveling wherever they landed.

Pros of having RTs:
*You are never in any danger of getting killed.(though this can be achieved with any other scroll as well)

Seeing as everyone are saying the game is too fast and too easy, then this is one thing that would remedy that a lot. If you really want to spike up the difficulty then you could remove all the teleport scrolls. Having to walk back from boss with loot in your inventory, barely any potions left after fighting off the other guilds and the boss, you are welcomed by the guys you beat up earlier as you ascend from the dungeon. :D (but that would be borderline evil)