Important Apocalypse V2 Starter Guide

Mu online season 21 - grand opening

DiabloVodkaShot

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ApocLogo.png

Welcome to our start guide. This has been created to help users during the initial portions of the server.

Stage1: You will start in Senjin City, where you can start your start questline from the "Tree of Life"
1.png

Stage2: Once you have progressed through the initial start quest line. You will receive a passport to the next village which will unlock your teleporter.
2.png

Stage3: As you progress through all the towns, you will receive the "Passport(World)" which will fully unlock your teleport system to start adventuring to caves and the rest of the world.

Towns.png


Stage4: Once you have completed the starter Questlines, you will be free to roam the world as expected. However there will also be Daily and weekly quests that open up as you level. These will be specifically for the caves expected for your level. The questboard can be found in various towns, looking like this:
quest.png

The Daily and weekly quests will offer a range of rewards, some more necessary than other. The choice is yours.

Stage 5: Leveling in caves will be guided by the teleport npc. The recommended levels will be displayed in full on the NPC. This is not to say you cannot explore the higher areas, but more so, that the suggestions are there based on kit level.

Caves.png

Let the Apocalypse Begin!​
 

JoeDunn

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Hope those first few quest don't involve killing any number of mobs painful start to the server having 100+ people chasing the same few hens and deer's around.
 

huggybear

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Looks good for starter line tbf lads. Even tho its only the start off quests at least its better than the same old border village.
 
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Xx69xX

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Instances will grow if the game needs it. We have some things. However our main instances are pvp based which only last a couple of minutes at a time. I think its important not to spread the game too much into instances, but have some quick things that don't impact and offer players something a little different. If the server is populated enough. instances can defiantly be added easily and more so.
 

Vagrant

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Sorry I ment Instanced maps at the start so we don't overpopulate and we have enough mobs I didn't ment instanced caves
 

Xx69xX

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Sorry I ment Instanced maps at the start so we don't overpopulate and we have enough mobs I didn't ment instanced caves

We decided against this. I know it can be crazy at the beginning, but isn't that part of the fun? running around unsure what's going on with loads of people around.

Personally, whilst its annoying when you want to get going, it always leaves a good memory a few days later.
 
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DarkSacred

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Why on earth would you want instance stuff in mir, its the worst thing any mir server can ever do
Agreed! Instances kill community and the “thrill” of being the hunter/hunted.
Instances do have a purpose but they don’t gel well with Mir as a whole (instances until you’ve done the starter quests and entered the “full” world, sure!)
 

Piff1

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No Instances lol, when the **** are people going to learn? They kill serers, they do not fit Mir2 in the slightest, just **** them off completely.
 

Xx69xX

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No Instances lol, when the **** are people going to learn? They kill serers, they do not fit Mir2 in the slightest, just **** them off completely.
I personally just think most servers get them wrong. I cant see the harm in doing a daily one that players can do solo in like 3-4 minutes and gain something out of. once a day. Gives players something. I agree, doing full blown raids, or caves as instances is never a great idea. But the bigger the server, the more useful instances can be. lets say a server with an active usercount of 200+ With 15 end game caves, that leaves very little room for casuals to get something fun. Small instances can be good.
 
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DarkSacred

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I personally just think most servers get them wrong. I cant see the harm in doing a daily one that players can do solo in like 3-4 minutes and gain something out of. once a day. Gives players something. I agree, doing full blown raids, or caves as instances is never a great idea. But the bigger the server, the more useful instances can be. lets say a server with an active usercount of 200+ With 15 end game caves, that leaves very little room for casuals to get something fun. Small instances can be good.

Solid dungeon mechanics can help prevent that somewhat. Keys into dungeons, objectives/tasks to unlock the next floor / KR etc limits very much down to the creativity of those developing the caves. But as soon as all of the caves are run each floor ASAP and get to the KR in 5-10 mins theirs no challenge and the bigger more powerful guilds just clean up leaving nothing for more casual players (such is the beast of Mir).

So I can see why instances may be tempting, it allows casual players a chance at something. But for a game that's entirely reliant on community interactions it can really water down the feeling if 60-70% of your player base are inside instances. The game just feels like a hollow shell, empty and devoid of life.

To me the biggest issue was you could speed run most end game caves to the boss and catch its spawn timer, knowing the spawn timers is important as otherwise how do we get some huge PK battles going so having them too randomised can be a bad thing. But being able to hit 5-6 of the "top" caves in around an hour and clean up every boss. Not so fun!
 

LightBringer

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Agreed with xx69xx, its not Instances, its the implementation and use of them that people get wrong.

They help a lot to retain casuals who can only log on for a little while a day, they have an area they can farm up for 10mins or whatever, without getting assaulted by the wallet warriors
 
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