[2.6] Aeolian Server - Explained In Detail

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HeadHunter

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Re: [2.3] Aeolian Server - Explained In Detail

Best of luck with it anyway :) sounds like your setting a reasonable deadline :)
 

Dalisu

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Re: [2.3] Aeolian Server - Explained In Detail

Thanks for comments :)

With the kit thing, it's pretty complex to understand, as a lot of aspects of this game.I've tried to avoid the classic: "exp x80, stats x4, mongen x4, gold x4) as it's nothing different apart from Euro apart from some exterior changes and shows little effort has gone into it's making.

Like I've said about stats, exp and gold, there are a lot of twists and turns involving them, aswell as spawn rates; they aren't going to be just euro, or you walk into a temple, 2 floors gone and bam, boss drops a paralysis ring. The spawn's have been totally revamped, so have the boss's stats and drops.
Thing like paralysis ring you won't see drop every 2 weeks, I've made sure there will only be a few in-game (depending on user count, it'll be 1:50 or something along those lines) with a real rare drop rate, from rare hard bosses.
Which by the way, a few effects have been changed on special items such as clear ring, paralysis ring, etc; paralysis lets you walk when hit. And on the website/some NPCs wil have a reference of what monsters in the local area are/are not effected by clearring.

By the way, all the names I've mentioned of provinces/maps/items/etc, are purely for you to understand more, most of Mir's original content has been edited in some way such as re-naming or, for example I've added a small colony on the opposite end of Prajna Island, depending on what colony you are recruited by, you will fulfill their quests, which differ in completion and reward to the other colony.

Expect a lot of things to be inter-linked also, not just 'complete that quest, go do something else'. A lot of quests will be inter-linked, even if they don't share the same story, same goes with temples/dungeons and a province or two.

But anyways, thanks for comments guys, helps a lot :)

i like the walk on para idea, means wiz and taos wont get as bum ****ed when para'd. well done.
 

WhiteTiger

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Re: [2.3] Aeolian Server - Explained In Detail

the only arguement is doesnt that make a paralysis rather pointless? the effect of paralysis is that you cannot move lol >_< But im sure you've thought of that lol

Server sounds good g/l with it
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Well, only the name 'paralysis' gives its definition. And I've seen, as Dalisu said, Taoists and Wizards being a bit over-powered by it.

But like I said, everything is a counter-act of something.

With the paralysis, instead of it lasting for 3 seconds, it'll last a second more.
I've taken into a account the little details of things, and I'm fully aware that every action has an opposite reaction.
With Mir 2 servers, it's more common sense; Ever reaction must have an opposite reaction, or risk un-balanced server statistics.

But if it's just the name and the fact you're not completely paralyzed, logon, get an item of paralysis and in exchange, I'll give you that exact item with a different name: not-so-paralyzing ring ;)

But, thanks for the comments HH, Dalisu + WhiteTiger :)
 

WhiteTiger

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Re: [2.3] Aeolian Server - Explained In Detail

AH right I kind of get the jist of what you're saying lol. Like i said before you seem to have put alot of thought into it all I will be plalying this server I think as it sounds good
 

Bon

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Re: [2.3] Aeolian Server - Explained In Detail

personally i think thats stupid, paras are meant to para lol... so uve basically made a ring uber rare, that does nothing special :l

wiz have pro, with pro they are complete tanks lol.

rather have a slow+15 ring than a para :P
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

personally i think thats stupid, paras are meant to para lol... so uve basically made a ring uber rare, that does nothing special :l

wiz have pro, with pro they are complete tanks lol.

rather have a slow+15 ring than a para :P

Thanks for the input, but obviously that's all it is; input, not facts ;)

Obviously my methods of server balancing etc are different to yours. If everyones' were the same, there would be no unique servers. Don't you agree?

You would understand why I did this, if I told you more about PvE and Castle War influences.
But I'll just leave that to your imagination for now :P
 

Bon

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Re: [2.3] Aeolian Server - Explained In Detail

aye i know i aint sayin do wot i say lol

just sayin, imo i think its rather pointless

its good to see u changin things tho and makin the server unique to ur ideas tho, think server will do good.

its a shame u cant code 2 different types of para, migth actually sugest this to xander, 1 that as u say, allows u to walk, and 1 that is proper para, would be cool.
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

aye i know i aint sayin do wot i say lol

just sayin, imo i think its rather pointless

its good to see u changin things tho and makin the server unique to ur ideas tho, think server will do good.

its a shame u cant code 2 different types of para, migth actually sugest this to xander, 1 that as u say, allows u to walk, and 1 that is proper para, would be cool.

Well you can alter the way a para works in the M2 settings so basically all he would need to do, is make it possible for multiple options to be selected and give it a new shape number.
 

Bon

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Re: [2.3] Aeolian Server - Explained In Detail

yer i know, thats wot i meant lol. would just have to code a new std shape that allows u 2 walk when para'd, and leave current 1 as it is
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

But you'd have to take into consideration paralysis from mobs and then paralysis from items.

But anyways, getting off-topic :P
 

Dalisu

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Re: [2.3] Aeolian Server - Explained In Detail

what about these screen shots then? :P
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Ah, will get some asap mate ;)
May get a promo vid or two up also, already have one... but it's more of a light-hearted intro to Aeolian. You'll understand when you watch it :P

In a few weeks (2 or 3) may have an exhibition day, though this would only to get the 'feel' of Aeolian, and may or may not persuade you to play regularly.
 
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Omen_lom

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Re: [2.3] Aeolian Server - Explained In Detail

¬¬ i dont like the para idea. are you editing pros?
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

In regards to paralysis rings I was thinking more along the lines of something like this.

When a user equips a paralysis ring it adds an extra spell to their spell list (much like a flame ring does), which allows the user to cast a paralysis spell.

Obviously you would then limit the cast time and the length of time the spell lasts to suit the game style.

Again this could be worked on to add alternative paralysis rings with different effects such as walk when paralyzed, attack when paralyzed or a complete concussion.
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Still, the effects of paralysis are still controlled by one variable in the M2Server. Unless you made multiple, it'd be impossible (I think).

Atm, I'm just finishing translating the GUI.

Thanks for comments :)
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Update:

The M2server and mir2.exe has been translated.

I'm not the quickest of the quick, as I took around about a week on/off finding everything. The help window also is now enabled in the Graphical User Interface and can open by clicking a butter, similar to those like Guild, Trade, Minimap, Party, etc.

The only thing that I can see not working at the moment is Mailing and the Merchant window. The merchant window appears but none of the buttons are active, so the window in the .wil has a 'void watermark'. Though the thing may be completely removed though, depends how I feel.

Idea of an exhibition period is sounding better by the second. I think what I may do is divide the beta period in to two periods: Server-Effeciency Beta and Server Gameplay Beta.
If it this idea does turn practical then expect Beta in 2-3 weeks (Server-Effeciency), but I doubt I'll allow map-teleports, medium/high powered monsters, etc.
Though mass-spawns would probably be automatically spawned every few hours (maybe three times a day), to see if the server will cope with it.

Though the only problem is, there's no point in having a Beta Server-Efficiency period if there's only five or so people on, if you understand?

But anyways, this BSE period would likely to be a player-congregation server, lasting a few days/week, spanning across two or three outside (big province, small province, dungeon) maps.

Doubt if this will be a very popular idea mongst you all, but It would help in my research quite a bit.

Another thing, expect a .com/.net website tomorrow with news/screenshots/video(s) and a beta signup form.

Edit: Oh, credit to Elvin for a fair his work on a fair bit of the m2server translation :)
 

azza2k7

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Re: [2.3] Aeolian Server - Explained In Detail

when wil server be up plz ?
 
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