Toying with an idea, and wanted some feedback...

Opinion on described system

  • Sounds good

    Votes: 24 30.4%
  • Sounds bad

    Votes: 55 69.6%

  • Total voters
    79

Samuel

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So I have been pondering ideas on how to handle higher level content and how to motivate people into wanting to level passed 40; I have an opinion that a majority of the community (including myself and this is why I have this opinion), really enjoy the 0-40 experience of Mir and will do this 100 times over if giving the opportunity (history has showed this to be true, by the amount of mimic servers that come up and we all go and do the 0-40 content until another one pops up).

So my proposal is a rebirth system, BUT, I don't want to tarnish it with the same brush as the well known Mir Rebirth system, which was lazy and ill planned.

My thoughts on a page:
So my thoughts are that at level 50 you will be giving an option to rebirth (you don't have to take it, you could continue up the normal leveling route if you so wish, but you will miss out on content that only rebirthing can provide).

If I choose to rebirth what will happen?
- Your HP/MP/Level, so in effect you will be a noob again.
- You will keep all of your skills (although some might be hard to use with little mp).
- You will keep your bag/wear weights.
- You will still be able to wear all level 0 rebirth items (so rebirth 0, level 40 is a lower level than rebirth 1, level 1, which means all rebirth 0 items can be worn).
- You will still be able to repulse/shoulder dash rebirth 0 mobs/players.

What would I gain from rebirth?
- Unlock additional caves that require specific rebirth levels.
- Level 4 spells (for example, Level 4 SummonSkeleton could be Rebirth Level 1, Level 18, meaning you would need to rebirth and then level to 18, before being able to unlock level 4 skeleton).
- New Spells/Items that require specific rebirth levels.
- I am sure there is more we can think of.

Pros:
- Fun! you can relive the 0-40 feeling over and over, destroy noob mobs with your rebirth 0 kit and watch your exp fly up again.
- Motivation, ie you want to get to 50 to rebirth so you can be higher rebirth level than others and experience the new content.

Cons:
- You will be vulnerable for a while whilst you gain you levels back (potentially could be fun if you have a lot of enemies lol).

Why not just make the content available to 50+ instead of rebirth?
Good question, and my main motive behind this idea is that post 40 (maybe 43) is boring (in my opinion) and seem-idly becomes less and less rewarding... The idea behind the system is to make it appear as if you are achieving more (ie level 51 in terms of exp would probably 0-50 all over again, but without the dings along the way) so instead of a grind hard for 1 level, it would ultimately be breaking the level into 50 sub levels; providing a better and more fun experience (opinion based lol).

Thoughts? *Waits for flames*

BTW: Worth mention that this is just an idea and there is no plan at all atm, the above is just the thoughts of a mad scientist.

Sam
 
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TheMasterGee

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Never liked the idea myself. All the plans that sound good for Rebirth level 0, 1, unlocks etc, could just be replaced by regular levels, with contents added for those levels.
 

Jacko

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Or you just develope new skills,monsters and dungeons past 45 and change up the exp curve making the 0-40 now 0-60 and this is what a lot of people have been asking
 

Samuel

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Never liked the idea myself. All the plans that sound good for Rebirth level 0, 1, unlocks etc, could just be replaced by regular levels, with contents added for those levels.

It could, the point being that 50-51 is a much further gap between achieving something, rather than splitting it into 50 levels, for example
Rebirth 1 Level 18 could be SoulFireBall Level 4
Rebirth 1 Level 19 Could be SummonSkeleton Level 4

Where without rebirth you would need to gain 51 before these are unlocked...

I guess you could have both options run side by side, where rebirthers would have access to the content sooner (as their levels would be staggered) and those who are not interested would just gain everything that rebirth level 1 provides at 51?

Sam
 

TheMasterGee

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I see where you're coming from. The problem I have with the current Mir ethos is that it takes, for example, an age to get 50-51 etc.

Thing is, a player gets to 50 and you'll still see them in DD or in whatever dungeon they feel they can 'pwn' and complain about the exp taking them ages to level.

My theory, level vS dungeon vS mob & exp (and drops for that matter), is that dungeons are inherently designed for certain levels. If you're lvl40, living the dream in WT, then you're wasting time. As you level, as much as you might like Oma Caves, you need to move on (there's a joke in there that not many will be aware of, but one of the first lvl40 eu chars spent ALL of his time in there and not many people knew him/of him).

You get to 50 and stay in a lvl 40-50 area, sure you exp is going to take an age to get you to 51 - but, if you progress to a level 50 area, with lvl50 based mobs & exp, the age doesn't seem so long. And if 2x lvl30-40 players want to hunt in there, then I guess that's fine - financially it shouldn't be worth their while.

I'm all for areas being for levels, and exp, drops to suit.
 

MOJOS

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My opinion would be as you said in a previous poll, make all spells available to everyone. This would give people motivation to level i.e get their spells/skills to level 3 and you could finally begin to balance the game properly. Think of how many QQ threads appear on the forum, people moan constantly about balance.

Also lower the EXP gaps and concentrate on 2.0 content. Then after that, develop more content and fluff to the game like character customization (if possible in any way shape or form) Rebirthing and playing the same content again (apart from the added rebirth caves) doesnt really appeal to me. Whereas more content all skills and fluff like character customization, pvp tournaments (with unique rewards and possibly titles) does.

Also how about really good crafting recipes for people that like to grind where you need to kill a certain amounts of mobs to gain the required ingredients.
 
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Jacko

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It could, the point being that 50-51 is a much further gap between achieving something, rather than splitting it into 50 levels, for example
Rebirth 1 Level 18 could be SoulFireBall Level 4
Rebirth 1 Level 19 Could be SummonSkeleton Level 4

Where without rebirth you would need to gain 51 before these are unlocked...

I guess you could have both options run side by side, where rebirthers would have access to the content sooner (as their levels would be staggered) and those who are not interested would just gain everything that rebirth level 1 provides at 51?

Sam

I get where you're coming from but some people really don't like the 1-40 grind especially I characters such as wizards and tons of skills will have issues regarding level 4 such as haste? Perfect aim? You can go on forever so some classes will get out of rebirths and some won't adding more levels to skills will unbalance the game way too much also classes that excel at leveling(wizzies) will become some kind of gods they'll get an even stronger shield their flame field will be even more ott.
id rather see new skills then a stronger old skill
 

Foamy

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I actually loved the idea without reading peoples concerns. The monotony of later levels does get to you. Only ever got to 43/44 on original Mir before leaving but coming back from all the various moms where a level can be done in a day or two days if you have the time to do it. So now weeks to do 1 level seems a little weird.

what about the same premise, you hit 50, but the levels are like 50-1, 50-2. People would continue to be able to hunt the higher content. While you slowly gave them new skills/updates within the level. As long as the skills are balanced like previous posters have said
 

Samuel

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I actually loved the idea without reading peoples concerns. The monotony of later levels does get to you. Only ever got to 43/44 on original Mir before leaving but coming back from all the various moms where a level can be done in a day or two days if you have the time to do it. So now weeks to do 1 level seems a little weird.

what about the same premise, you hit 50, but the levels are like 50-1, 50-2. People would continue to be able to hunt the higher content. While you slowly gave them new skills/updates within the level. As long as the skills are balanced like previous posters have said

I like this... I had been discussing the possibility of this with BH earlier...

I am fearful of the "end game" side of Mir, I would very much like to keep Mir alive (the whole purpose of the AM2 Project and Chronicles is to keep Mir alive) and we are completely open to suggestions on this.

Sam
 

omenking

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It sounds interesting but wouldn't it just be easier with regards to new major Patches (like Expansions) to reduce experience per level especially levels 44+ or just greatly increase the experience from mobs especially from 30 - 40+ caves so it doesn't feel that much of a grind getting to 50+.

Im not really a fan of having to re-do all the low level content again after rebirthing, it sounds a bit like Diablo 3 where you play through the whole game again through 4/5 difficulties, it just got boring.
 
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d1craig

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It would make noobs be able to repulse/SD level 50s :(

i wont be getting 50 whether it rebirths or not so I'm not bothered really.

Although jt it makes the level gap not so stupid so it can be good. I'm not sure it's a hard one to contemplate.
 

Turrican

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Why not take a leaf out of diablo 3's book and do paragon levels.

Put a cap at level 50, then each level gained after this is a paragon level in which players are given an ability point (system is already in place) they can spend in different categorys (Defence - ac/amc/health - offence mc/sc/dc/mana , maybe another two categorys with other stats (agil,acc) (a.speed,crit,holy) at lesser intervals.

Each paragon level it could alternate between what you can spend your ability points on, one level it would be a defense point, next level an offence.

You could add new gear and spells which requires certain paragon levels etc.

So essentially you will still be level 50, but like level 10 paragon etc

my 2 cents.
 
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Woodiex3

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I can see were your coming from but i don't think many will like it.

Heres a thought...
what if the rebirth was an NPC which would switch you back n forth. between your main and noob self.
and all rebirth levels are quest based (meaning having to go to noob dungeons). therefore removing the rt upto archer room in bdd and tu yourself back up.
 

d1craig

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The problem with end game is it's shared. On all other games everyone has a chance to get the boss on this game you don't. Only one person/group can get the boss.

Myabe be have some instances dungeons which only allow one group at a time and have a definite boss once a day. I do t know how this would work but it's the only solution IMO.

All there ede is at end game is :-
- try get a boss (10 bosses ingame worth calling end game?) for items.
- level some more. The only reason to level in Mir has always been to repulse higher level mobs and that has been it. On this server there are some extra skils but only the solid levellers will be using them anyway.
- PK. This doesn't offer much reward and adding in rewards will victimise 50%+ of the server.

So my ideas :-
- instances dungeons.
- pvp competitions ( need rewards sorting out though ).
 

TheDayIDie

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If I choose to rebirth what will happen?
- Your HP/MP/Level, so in effect you will be a noob again.
- You will keep all of your skills (although some might be hard to use with little mp).
- You will keep your bag/wear weights.
- You will still be able to wear all level 0 rebirth items (so rebirth 0, level 40 is a lower level than rebirth 1, level 1, which means all rebirth 0 items can be worn).
- You will still be able to repulse/shoulder dash rebirth 0 mobs/players.

I don't quiet understand the concept of rebirth 0, rebirth 1 mobs. Does this mean that there are specific mobs that are rebirth 0 and rebirth 1 (only in the new caves as mentioned) or does the rebirth 0 have the equivelant of level 40 (as an example) so you can turn undead level 40 mobs at level 1? (also the same for items)

---------- Post Merged at 01:22 PM ---------- Previous Post was at 01:18 PM ----------

So my ideas :-
- instances dungeons.
- pvp competitions ( need rewards sorting out though ).

I don't like the idea of instances if they are made how I think of them.. It means if there is only 1 group at a time entering the instance then the players inside the instance have no worry about a PVP fight at the boss or on the way to the boss. Boss fights I think are some of the best fights in mir and make the game what it is. Maybe If the someone collected keys for an instance or boss room from subs (like Lair from mir3) - if anyone played but instead of it only allowing the group in it will shout through the cave to warn people the KR is open so that others get the opportunity to run there and steal the boss.

Personally collecting semi-rare keys from subs allow the boss to become farmed a lot less and also making it's content a lot rarer.
 

DeeKayDee

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Why not take a leaf out of diablo 3's book and do paragon levels.

Put a cap at level 50, then each level gained after this is a paragon level in which players are given an ability point (system is already in place) they can spend in different categorys (Defence - ac/amc/health - offence mc/sc/dc/mana , maybe another two categorys with other stats (agil,acc) (a.speed,crit,holy) at lesser intervals.

Each paragon level it could alternate between what you can spend your ability points on, one level it would be a defense point, next level an offence.

You could add new gear and spells which requires certain paragon levels etc.

So essentially you will still be level 50, but like level 10 paragon etc

my 2 cents.

this
 

TheDayIDie

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So essentially you will still be level 50, but like level 10 paragon etc

the whole point of this idea is to re-capture the fun of leveling from 0-40 rather than grinding from 40-60 +

If paragon's were to be added then they would start easy and would get harder eventually then resulting to the same problem we have now.
 

BCorg

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I generally like the idea. The idea of level 4 spells sounds interesting too.

I would like to see some kind of hardcore grinding quests for level 4 spells. Acquire ingredients, kill certain bosses in a certain order, speak to so and so, kill some more... at the end of it (can be as hard as you want to make it) you have earned your level 4 skill without exp being the defining factor.