Bad AI + bugs + suggestions

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Xiler

Dedicated Member
Dedicated Member
Apr 30, 2003
191
2
94
Since there is talk of a v2 server here is a list of things that I think make his server too easy /broken.

Mobs
IZT - rages at start then hits after he calms down he hits once in a blue moon
WT - same as IZT
Ranged mobs - hit for miles once they see you/don't hit when close
BoneLord - tao or wiz just stand back and hit him while he just chucks a fireball at you and spawns mobs that are too far to see you.
RME - theres space at the corner left of door where he doesn't hit you. lure mobs to there kill them then he is free for the kill with no hassle.
Yims - havent been tbh but as far as I have been told he doesnt work like official(is easier)
Orc Cave - So many places to trap orcs on 1st floor to reap easy exp for mass spells

Items
Sets - alot of them dont work right orchid/redflower set is one. I would check all sets and make sure they work.
Luck - so easy to gain +5/6/7.
Gems/Orbs - drop/work too much
Runes - drop too much
Holy - does it even work?
Money - too easy to make
Special Stats - We have seen crit chance + alot of other cool stats on items very rarely, on a lower rate these would be really cool features if they work right/not OP.

Leveling
Its too fast and drops are too good. People are catching up too fast and you cant make the content to keep up with it and work on the files.

Markets
Horrible when a high user count is on an Acem2 server take it out if your adding a TM. Even when buying items people can just sell you crap dura items and waste your cash.

Guilds
There always seems to be one huge guild and a few smaller ones. It make the server pretty boring as if you want the best chance at hunts/items you have to join the huge guild because they take everything. Maybe limit guild members to 20/25?

Drops
With the release of the drop files + getting Acem2 server files the drops are easy to work out which mob drops what. Even if the rates are different the items aren't change it up some.

Content
There are alot of things from official mirs that would provide lots of fun for the server which would be quickest to add. Red caves/ancient ruins/Hell caves are the first to come to mind.

If I think of anything else I will post but these are little niggles that I think would improve the server for everyone.
 
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DeadGirl

Dedicated Member
Dedicated Member
Jun 24, 2013
361
12
45
Manchester
Agree with all of this, but mainly the smaller guilds, i think 20 is a bit small when you've made friends and that, but 30-40 should be sufficient.

I remember a month into ace there was quite a few smaller guilds, much more enjoyable then :)
 

bayya

Dedicated Member
Dedicated Member
Aug 19, 2012
355
0
42
Some good suggestions
Sam has already said he has a TM almost ready

Guild caps never work the way people think they will. Having the biggest guild is only an advantage if all the players are on all the time. Never happens. A smaller guild of addicts playing almost constantly has more advantages.

Lowering the chance of ++++stats (I think+7 per item is too high for a lowish rate server) and getting 5/6/7 luck will be a start to making it less easy.

Yims. Seen them harder in different ways on a few servers. Here the guardians don't stay by yims and don't do anything. A paralysing draining poison cloud was on one server. Yimmoogies hit harder on another.

Would like to see all bosses being a bit harder to get to and harder to kill. Everyones done them all dozens/hundreds of times. Throwing in a few surprises wouldn't hurt especially if you could change them now and again.

Ranged mobs hit round corners and offscreen
 
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Turrican

LOMCN Member
Untrusted Member
Dedicated Member
Jul 24, 2012
1,140
18
100
UK
Agree with all, except guild cap should be 30-40 , which IMO is plenty, this would make each guild spot worth more, this intern will make people more active if they wish to keep their spot in the guild, and also makes Sw more balanced and fun.
 

Easie

LOMCN Veteran
Veteran
Loyal Member
Jun 18, 2005
279
8
95
Hornchurch
Anyone else think Poison Cloud Level3 was a bit over powered? I mean a Level 48 Tao solo'ing OmaKing/Orc Collosus/OmaKingSpirit etc. Surely these are meant to be group killed.
 

Turrican

LOMCN Member
Untrusted Member
Dedicated Member
Jul 24, 2012
1,140
18
100
UK
Anyone else think Poison Cloud Level3 was a bit over powered? I mean a Level 48 Tao solo'ing OmaKing/Orc Collosus/OmaKingSpirit etc. Surely these are meant to be group killed.
nothing to do with pc, just bad AI , no boss should be trappable. a lvl 35-40 wiz could solo all them boss's if they are trapped.
 

Ardbeg

Legend
Legendary
Aug 8, 2004
3,225
2
150
290
Southern England
Boss mob AI has been an issue throughout recent Mir files on here. Heroes, Ruby and now Ace.
I've asked the question before and replies suggested changing agility, MAC settings etc.
Nothing really works.
There needs to be a setting where the mob simply moves or changes attack regardless of its state, just to break away from player traps.
 

Samuel

Mir Chronicles Dev
VIP
Feb 8, 2011
2,614
117
280
Since there is talk of a v2 server here is a list of things that I think make his server too easy /broken.

Mobs
IZT - rages at start then hits after he calms down he hits once in a blue moon
WT - same as IWT
Ranged mobs - hit for miles once they see you/don't hit when close
BoneLord - tao or wiz just stand back and hit him while he just chucks a fireball at you and spawns mobs that are too far to see you.
RME - theres space at the corner left of door where he doesn't hit you. lure mobs to there kill them then he is free for the kill with no hassle.
Yims - havent been tbh but as far as I have been told he doesnt work like official(is easier)
Orc Cave - So many places to trap orcs on 1st floor to reap easy exp for mass spells

Items
Sets - alot of them dont work right orchid/redflower set is one. I would check all sets and make sure they work.
Luck - so easy to gain +5/6/7.
Gems/Orbs - drop/work too much
Runes - drop too much
Holy - does it even work?
Money - too easy to make
Special Stats - We have seen crit chance + alot of other cool stats on items very rarely, on a lower rate these would be really cool features if they work right/not OP.

Leveling
Its too fast and drops are too good. People are catching up too fast and you cant make the content to keep up with it and work on the files.

Markets
Horrible when a high user count is on an Acem2 server take it out if your adding a TM. Even when buying items people can just sell you crap dura items and waste your cash.

Guilds
There always seems to be one huge guild and a few smaller ones. It make the server pretty boring as if you want the best chance at hunts/items you have to join the huge guild because they take everything. Maybe limit guild members to 20/25?

Drops
With the release of the drop files + getting Acem2 server files the drops are easy to work out which mob drops what. Even if the rates are different the items aren't change it up some.

Content
There are alot of things from official mirs that would provide lots of fun for the server which would be quickest to add. Red caves/ancient ruins/Hell caves are the first to come to mind.

If I think of anything else I will post but these are little niggles that I think would improve the server for everyone.

Good List, thank you very much... Just to point out that special stats are not designed for the 3 main charas... I dunno how they slipped into chance drops but meh thats a bug in itself.

Sam
 

Richens

LOMCN VIP (Mapper)
VIP
Jul 28, 2004
825
3
145
UK - Midlands
AceM2.2


  • Drop rate = 1.5x
  • Exp rate = 2.5x
  • Spawn quantity = 1.25x / 1.35x
  • Spawn rate = 1.0x
  • Thorough long lasting quests to keep people working toward 'level & gold'
  • A comprehensive Trust Merchant
  • Donation's accepted - Status above name in 'Character View' mode 'Donator'
  • Donation's limited to £1.69 a week max
  • Donation's give simply a 2.0x exp potion lasting only a few hours
  • Donation's should all be visible to all players
  • Donation's will increase peoples encouragement to a community & increase the longevity of the dedicated reliable fast 'GM Controlled' server.
 

terriblen

LOMCN Veteran
Veteran
Dec 28, 2012
765
5
79
AceM2.2

[*]A comprehensive Trust Merchant
[*]Donation's accepted - Status above name in 'Character View' mode 'Donator'
[*]Donation's limited to £1.69 a week max
[*]Donation's give simply a 2.0x exp potion lasting only a few hours
[*]Donation's should all be visible to all players

[/LIST]
Sam already said he has a TM ready
And no exp boosts ever for any reason. People out levelling content is not good
But why do there have to be any donations at all? Free server is offered.

---------- Post Merged at 05:20 PM ---------- Previous Post was at 05:08 PM ----------

Agree with all, except guild cap should be 30-40 , which IMO is plenty, this would make each guild spot worth more, this intern will make people more active if they wish to keep their spot in the guild, and also makes Sw more balanced and fun.
I have never been on a server where a guild cap made any difference to anything except irritation levels. What is your reasoning?
What effect are you aiming for? Lots of little guilds. 5 are allied and hunt together anyway?
People want to play with the people they met in other games other mirs or know irl. If you make em join different guilds they ally and stick together anyway. All a guild cap does make more work for leader types swapping people around all the time.
Why/how would it make SW more fun? You not gonna allow alliances?
X is on early shifts this week boot him and let Y be in guild. Q is on hols B net is down for 2 days. K is moving house.