[2.6] Aeolian Server - Explained In Detail

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Omen_lom

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Re: [2.3] Aeolian Server - Explained In Detail

well why dont you structure a kit, for example having a ring at 42, brace 44, neck 46, wep 48, arm 50 somethin like that

thats just an example, but you get the picture. means people will always have something to level for.
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

well why dont you structure a kit, for example having a ring at 42, brace 44, neck 46, wep 48, arm 50 somethin like that

thats just an example, but you get the picture. means people will always have something to level for.

Because thats the boring same old thing over and over again.

I think what hes going to be doing is having single stated items that go up in stages. For example,

AC Braces
Brace 1 Lv22: Ac0-2
Brace 2 Lv34: Ac1-3
Brace 3 Lv40: Ac2-5

And the same for every other stat, not sure on that but thats the drift I'm getting.
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Because thats the boring same old thing over and over again.

I think what hes going to be doing is having single stated items that go up in stages. For example,

AC Braces
Brace 1 Lv22: Ac0-2
Brace 2 Lv34: Ac1-3
Brace 3 Lv40: Ac2-5

And the same for every other stat, not sure on that but thats the drift I'm getting.

That tends to add to much structure to the game, not enough customization/creativity going into it, because all a player would have to do is get Brace 2, Ring 2, Boots 2, etc.

It's more like, for example I'm giving the server is x1exp.
On reaching level 40, you have 4 armours which are considered to be on an equal level. These armours vary:
A1: DC22, AC3, AMC4
A2: DC20, AC5, AMC5
A3: DC16, AC7, AMC8
A4: DC13 AC10, AMC10

It's not exactly like this, as there are many other things influecing it: The rarity/power of the armour, the balance of global stats (as 5AC may mean nothing, and thus do nothing, where as 4AMC will make warriors untouchable against magic).

So there are a lot of factors to take into consideration.
I've notiuced with other games such as Guild Wars, World of Warcraft, Everquest II, etc that a lot of people take a lot of time searching for the right combination of armours/rings/boots/braces/etc. Where as Mir II, you login one day, go to some KR which takes you 15mins to get to, spend 15mins defeating the boss, get the drop, and just equip it, no thought needed at all.

It's small things like a certain pair of rings with a special amulet will become very powerfull with a certain armour or weapon. Instead of the classic "I'll buy it if it has high DC/SC/MC".

Obviously to reduce confusion, there will be several NPCs giving reference to some semi-rare combos, telling you what they are and giving them a name such as "Heroic Armed Suit", or something cliche like that :P

It's pretty hard to explain, if you can understand my wall of text kudos, otherwise you'll have to wait til beta :P
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

That tends to add to much structure to the game, not enough customization/creativity going into it, because all a player would have to do is get Brace 2, Ring 2, Boots 2, etc.

It's more like, for example I'm giving the server is x1exp.
On reaching level 40, you have 4 armours which are considered to be on an equal level. These armours vary:
A1: DC22, AC3, AMC4
A2: DC20, AC5, AMC5
A3: DC16, AC7, AMC8
A4: DC13 AC10, AMC10

It's not exactly like this, as there are many other things influecing it: The rarity/power of the armour, the balance of global stats (as 5AC may mean nothing, and thus do nothing, where as 4AMC will make warriors untouchable against magic).

So there are a lot of factors to take into consideration.
I've notiuced with other games such as Guild Wars, World of Warcraft, Everquest II, etc that a lot of people take a lot of time searching for the right combination of armours/rings/boots/braces/etc. Where as Mir II, you login one day, go to some KR which takes you 15mins to get to, spend 15mins defeating the boss, get the drop, and just equip it, no thought needed at all.

It's small things like a certain pair of rings with a special amulet will become very powerfull with a certain armour or weapon. Instead of the classic "I'll buy it if it has high DC/SC/MC".

Obviously to reduce confusion, there will be several NPCs giving reference to some semi-rare combos, telling you what they are and giving them a name such as "Heroic Armed Suit", or something cliche like that :P

It's pretty hard to explain, if you can understand my wall of text kudos, otherwise you'll have to wait til beta :P

I understand what you mean up to a certain extent but what I don't understand is this.

Why would wearing Ring A with Bracelet B and Necklace C, be better than wearing an over all higher stated kit? Unless of course you plan on adding hidden stat boosts when certain item sets is equipped ?
 

Shard

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Re: [2.3] Aeolian Server - Explained In Detail

Sounds really really good. Some nice ideas and first server I've seen in a while that is actually doing a lot, and researching a lot, in order to make a server enjoyable ;o Best of luck with it Elmo.
 

Omen_lom

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Re: [2.3] Aeolian Server - Explained In Detail

I understand what you mean up to a certain extent but what I don't understand is this.

Why would wearing Ring A with Bracelet B and Necklace C, be better than wearing an over all higher stated kit? Unless of course you plan on adding hidden stat boosts when certain item sets is equipped ?

well i think hes saying that you have options

Ring
A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

Brace

A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

Neck
A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

so you can optimise your kit to your tastes. That way, if your crap at potting, you will choose a combination with higher ac, rather than dc. And if you impatiant like myself, you will choose a higher DC kit.
 

forspinki

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Re: [2.3] Aeolian Server - Explained In Detail

well i think hes saying that you have options

Ring
A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

Brace

A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

Neck
A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

so you can optimise your kit to your tastes. That way, if your crap at potting, you will choose a combination with higher ac, rather than dc. And if you impatiant like myself, you will choose a higher DC kit.

correct :) .
 

noisound

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Re: [2.3] Aeolian Server - Explained In Detail

wens it being released?
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

well i think hes saying that you have options

Ring
A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

Brace

A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

Neck
A High Ac, Low DC
B Med Ac, Med DC
C Low Ac, High DC

so you can optimise your kit to your tastes. That way, if your crap at potting, you will choose a combination with higher ac, rather than dc. And if you impatiant like myself, you will choose a higher DC kit.

Nah I don't think its as simple as that. In that case he wouldn't be adding NPC's that give hints on what kit works well together, its not exactly hard to work out.

Thats basically the way low level Euro gear is at the moment.
 

daneo1989

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Re: [2.3] Aeolian Server - Explained In Detail

Nah I don't think its as simple as that. In that case he wouldn't be adding NPC's that give hints on what kit works well together, its not exactly hard to work out.

Thats basically the way low level Euro gear is at the moment.
i agree, best kit on any game is Luck and Class Damage

/ancient
 

iJam

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Re: [2.3] Aeolian Server - Explained In Detail

And with the quests, it actually takes some sussing out, exploration, etc. NPCs won't give you direct commands, nor some will not give you directions, it's just a matter of exploring. Just how an ORPG should be, instead of the non-original boring going to an NPC, being given directions, teleport there, teleport back, recieving millions of gold and a semi-rare item. It just renders your gaming experience pointless after a while, and makes the game feel less rewarding when you do actually complete a quest, find a semi-rare, acquire a large amount of gold.

Thanks for commenting :)

The Bit about npc's
i had the same idea but to take teleport out unless is quest base or tele to another island ,then i give up creating a server, i duno if u have mentioned this or not but i cba to read lol , but nice idea's it shud work well (yn).
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

Well to everyone, thanks for the interest in Aeolian, greatly appreciate it.
Thankyou for the questions also, though the questions I can't really answer are best left to judge when you actually login.

So, anyways thanks guys :)
 

Wond

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Re: [2.3] Aeolian Server - Explained In Detail

Be looking forward to beta pal :)
 

2dope

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Re: [2.3] Aeolian Server - Explained In Detail

Be looking forward to beta pal :)
me 2, we need to hook up again wond boring having no old skool mafia to pk with !

/fubu ;)
 

ElmoLite

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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 :)
 

2dope

Golden Oldie
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Mar 15, 2005
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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 :)

have u got an eta of when it will be up?
 

forspinki

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Re: [2.3] Aeolian Server - Explained In Detail

i remember playin a server where an item was 1:5000 and i got it off the 2nd kill :D so maybe 1:50 is too easy
 

ElmoLite

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Re: [2.3] Aeolian Server - Explained In Detail

i remember playin a server where an item was 1:5000 and i got it off the 2nd kill :D so maybe 1:50 is too easy

That 1:50 was an example :P


Most of the rare monsters will be pretty difficult to get to, you won't see many people getting to them.

But yeah, something like a paralysis ring will be in the high thousands.
 

Omen_lom

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Re: [2.3] Aeolian Server - Explained In Detail

aww :P no chance you could get it finished earlier than that? summer holidays are where i have most time off ? :P im joining the army next year, so wont have masses of time to play mir xD
 
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