[Adjustments (Info for players)] Drops

Xiler

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Good to see this is finally being done, its they way Mir drops should be.
 

Shane/Banshee

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Wouldnt number 2 and 3 change on a regular basis? Leaving you on a constant loop and never reaching number 6?
So you do your calculations.. 24 hrs 5 people 100 mobs 1 lvl 30 item. Word gets out..
50 people , 2000 mobs (based on better kitted people killing faster) 20 lvl 30 items... And broken again.

you forget normal mobs are different to bosses. bosses are a constant that one does not change (boss timers)

level/grinding does not really change that much and if people start increasing there hunting patterns because 1 item drops from that mob that item then becomes less of value, thats when items should be getting removed from the game because of Gems/Refining, because there less risk due to the value in comparison to the rare items. you need to be careful what item you put into what mob, for the above line. and quite rightly what you said.
 
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TheRealSphinx

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Offtopic ~ The Team should Massmailing the registered users after the Changes...made before or after 2.0.

And explain Not detailed what is changed regarding drops. I think it will help alot to get lost friends back.
 

Paloma

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SKILLS SKILLS SKILLS skill books NEEED to drop
Skill book rates are No1 priority the idea of rare skill on a private server is just wrong they should be attainable..it shud work that ppl have the book FIRST and THEN have to lvl up to use it then lvl even more to get it to lvl 3 .
DId you read the other almost the same discussion?

Quote Originally Posted by Jicaa View Post
No game in this day and age would force you to play without everything the class has to offer. Take every MMO out currently for example, they all use the same base of gameplay - you gain spells as you level,
Mir is the only game where they make you have to find your spells.

Then SANITY said
But isn't it what Legend Of Mir is all about? You are complaing about not getting stuff like modern day mmorpgs then why on earth did you even bother starting when you fully knew what you had to do? assuming you played euro mir.
If they were to do what you said, give skills are level up, then you are destroying the concept of the game, you are removing the old skool grind, making things a lot easier.
It's a perfect case of saying if you don't like the game then don't play it.

I will add my point again. Automatically gaining skills as you level at the start of a mir server means that the people who can level 24/7 by whatever means they use will not only have the advantage of being level;s ahead of the majority but also having the skills before everyone else.
You can introduce automatically getting the skills up to say level 33 then once the next patch is in sell skills up to level 37/8 in shops.
If you want to play a modern mmorpg you shouldnt be playing mir.
The answer of course would be to start every char at level 38 with all skills up to that level Or maybe start everyone at 42 with all skills then it can just like end euro and every other p server. then its just a race then to see who can have level 3 skills first.
Not trying to get to ans kill bosses at the lowest possible level. Be able to solo them from day one. Everyone happy instantly.
 

virus

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No I am not going to be doing it by hand, Im not that stupid :P

In the same way that you hate the child call system, I like it, the call system also allows more control over mass drops but please I would like to hear (via PM) what way you would do it, I am always interested in seeing other ways people would do things

Different mobs will have different drop rates, each mob will have a unique file.

BH


I must agree on lot people on this one baby hack pal, that the old fashioned drop system files where best. this new system feels like a fixed lottery machine, and its not going to give you those 6 numbers :D
 

davey_boyy

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DId you read the other almost the same discussion?

Quote Originally Posted by Jicaa View Post
No game in this day and age would force you to play without everything the class has to offer. Take every MMO out currently for example, they all use the same base of gameplay - you gain spells as you level,
Mir is the only game where they make you have to find your spells.

Then SANITY said
But isn't it what Legend Of Mir is all about? You are complaing about not getting stuff like modern day mmorpgs then why on earth did you even bother starting when you fully knew what you had to do? assuming you played euro mir.
If they were to do what you said, give skills are level up, then you are destroying the concept of the game, you are removing the old skool grind, making things a lot easier.
It's a perfect case of saying if you don't like the game then don't play it.

I will add my point again. Automatically gaining skills as you level at the start of a mir server means that the people who can level 24/7 by whatever means they use will not only have the advantage of being level;s ahead of the majority but also having the skills before everyone else.
You can introduce automatically getting the skills up to say level 33 then once the next patch is in sell skills up to level 37/8 in shops.
If you want to play a modern mmorpg you shouldnt be playing mir.
The answer of course would be to start every char at level 38 with all skills up to that level Or maybe start everyone at 42 with all skills then it can just like end euro and every other p server. then its just a race then to see who can have level 3 skills first.
Not trying to get to ans kill bosses at the lowest possible level. Be able to solo them from day one. Everyone happy instantly.

Where did I ever say skill should be given on lvl up?? LOL?? I never did but skills are so ISANELY RARE It takes all fun out of the game increase rates of skill books yes keep them rare but not this fkin rare seriously 3 months into server not a single flame field book dropping and yet 100+ wizards are 42+ alarm bells ring at that kind of rarity on a private server where if it lasts 12 months im sure most ppl wud say it was a success.
 

virus

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Where did I ever say skill should be given on lvl up?? LOL?? I never did but skills are so ISANELY RARE It takes all fun out of the game increase rates of skill books yes keep them rare but not this fkin rare seriously 3 months into server not a single flame field book dropping and yet 100+ wizards are 42+ alarm bells ring at that kind of rarity on a private server where if it lasts 12 months im sure most ppl wud say it was a success.

i agree on it takes the fun out of game. ive had to swop change classes many of times, due to being bord and fed up, lucky to even get a prime stone.

---------- Post Merged at 05:39 AM ---------- Previous Post was at 05:28 AM ----------

Keep caves should drop something nice.
 

Knotty

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Where did I ever say skill should be given on lvl up?? LOL?? I never did but skills are so ISANELY RARE It takes all fun out of the game increase rates of skill books yes keep them rare but not this fkin rare seriously 3 months into server not a single flame field book dropping and yet 100+ wizards are 42+ alarm bells ring at that kind of rarity on a private server where if it lasts 12 months im sure most ppl wud say it was a success.

I agree with your point but in fairness only 52 wizards are 42+
Only 80 of them are 40+, which compared to all the other classes is low, which i guess shows how fed up people get at how weak they are
 

terriblen

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They aren't weak really. They just have rubbish kits like most other players. When you have less than 40 mc dc sc and no luck everything is weak.
 

Kalamonde

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Drops are going to be based on the level of the cave :O does this mean level 15s cant farm iwt for monk braces anymore? or PB? hard times for level 15-24 peeps now then!
 

Bhavesh

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I agree with your point but in fairness only 52 wizards are 42+
Only 80 of them are 40+, which compared to all the other classes is low, which i guess shows how fed up people get at how weak they are

how many of those under 41 have now left the game?
 

Jamie

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I disagree with these type of drops.

As you say You plan to have different mobs drop different type of items.

I will use an example in PB.


PB has 6 Mobs (Excluding Nodes and OmaKing).

Lets say BEFORE you make any changes WarSpiritBlade is 1/600,000 from a PB mob.

If your going to put WarSpiritBlade (Weapons) on only one monster you need to put the rate to 1/100,000 because it drops from 6x less monsters. Furthermore when when people know what mob drops what type of item they will ignore all other mobs and specifically hunt this mob for a weapon.

You will also need to think about what monster spawns and how many.


Currently having all mobs in the cave dropping the same items is far better for balance (you can have modified rates; harder mobs = higher chance)...

In my eyes you will never be able to have balanced drops with your system.
 

WildGirl

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I disagree with these type of drops.

As you say You plan to have different mobs drop different type of items.

I will use an example in PB.


PB has 6 Mobs (Excluding Nodes and OmaKing).

Lets say BEFORE you make any changes WarSpiritBlade is 1/600,000 from a PB mob.

If your going to put WarSpiritBlade (Weapons) on only one monster you need to put the rate to 1/100,000 because it drops from 6x less monsters. Furthermore when when people know what mob drops what type of item they will ignore all other mobs and specifically hunt this mob for a weapon.

You will also need to think about what monster spawns and how many.


Currently having all mobs in the cave dropping the same items is far better for balance (you can have modified rates; harder mobs = higher chance)...

In my eyes you will never be able to have balanced drops with your system.
I agree to some extent. Lets not forget we have 5 classes in game so if at least 5 type of monsters there then it shouldn't be hard to spread the drops.

BH should consider the type of mobs like PT for example;- minos will be killed by the thousands with TS before 100 PB mobs will ever die. Just an example.
 

Jamie

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I agree to some extent. Lets not forget we have 5 classes in game so if at least 5 type of monsters there then it shouldn't be hard to spread the drops.

Technically its 3 classes and 5 weapons. but warrior weapons are worth far more then others.. If I remember correctly.
 

virus

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I disagree with these type of drops.

As you say You plan to have different mobs drop different type of items.

I will use an example in PB.


PB has 6 Mobs (Excluding Nodes and OmaKing).

Lets say BEFORE you make any changes WarSpiritBlade is 1/600,000 from a PB mob.

If your going to put WarSpiritBlade (Weapons) on only one monster you need to put the rate to 1/100,000 because it drops from 6x less monsters. Furthermore when when people know what mob drops what type of item they will ignore all other mobs and specifically hunt this mob for a weapon.

You will also need to think about what monster spawns and how many.


Currently having all mobs in the cave dropping the same items is far better for balance (you can have modified rates; harder mobs = higher chance)...

In my eyes you will never be able to have balanced drops with your system.

agree, and the old method was best.
 

Raider

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FAO: Babyhack

What sort of hours do you vision us to invest into PB for example, in order to see a drop?

/Xele
 

TheMasterGee

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@Babyhack

It's good to see something like this being created as part of a more official server.

I'm currently using a vb script as part of my personal Heroes server, that encompasses all the items for all the mobs for all the classes (4 for Heroes). Now, I do have a slight advantage, in so much as my db currently has over 3000 items (and counting), legitimately working and stat'd ones according to level, class etc. (have gotten around the Sin class by making all of their items cc required).

Basis being, there are 5 classes in effect. The 4 classes and 1 that is an item for all classes, mostly not dc/mc/sc/cc based, and as the Stock column in the db doesn't do anything, I've used it as a kind of rarity value.

40 for an item for all classes that can drop from any mob
30 for the rarer of the above and standard items class specific
20 for the rarer class specific and their set items (I currently have over 50 sets, for 5 "classes")
10 for the slightly special things
1 for items that are very special (tele ring etc)

Each mob is in a table. They'll have either Reguler/Harvest/Special labelled against them, along with minLevel and maxLevel. Levels of the players I'd expect to hunt these mobs.

The script runs through the mob part of the db, takes the min/max level and includes all items within the current 3000 strong item db that are usable for these levels, and uses the Stock value (excluding 0 for an item that I don't want dropped as it's not finished or never would drop, and the 1 items that are very special - we don't want tele rings dropping from yetis, even if they're 1/100000 ratio'd) along with the item's difference in level to the minLevel, multiplied by a standard dropfactor (dF) to produce the 1/x ratio.

(I've also added a way to change it up for different STDModes, so you can made Stones and Bujuk especially rarer than say a Weapon)

At this point, I now have Regular mobs that I can click a button and all their drop files are created automagically. They're applicable to the level of player I'd expect to be hunting them. Harvest mobs, where I pick from a list what these will give and likewise Special mobs for bosses and so forth. Every item available can then be dropped by a mob attuned to that level of hunting. If you're lvl 30 in a lvl20 area - well, that's kinda your fault for being a nooble, move on.

Works out really well, and having more than the standard several hundred items, I be damned if I was going to text edit every freakin file.