Suggestion Comprehensive List of Suggestions

Mu online season 21 - grand opening

Reverance

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I'll be looking to add to this thread over the coming weeks as suggestions are made either as replies or as separate threads.

Suggestions marked in red have been added.

Drop any suggestions you have below




Benediction Oils/Strength Oils/WarGodOils

If possible have these drop from more bosses.
As it stands these drop from low level subs and a few early game bosses, after that they seem to dry up a bit so it would be great to have a few more floating about in the drop files.


Commission Merchant

Allow the option to search for specific stats
Alternatively the ability to search for added items and exclude normal items


Bag Drops

As far as I was led to believe this was removed in order to test the changes to Karma.
It's been a few weeks now and it hasn't caused too much in the way of issues.
Possibly consider re-adding these in an upcoming patch?


Boss Shouts/Spawns

As it stands almost every single boss is killed by THC or SD, The moment a shout pops up you immediately see the groups run towards KRs.
The common suggestion has been to remove all but open world boss shouts (Tiger currently) and force players to actually check for the spawns.
Potentially lower the variance on the random spawn or lower the spawn rate slightly on certain bosses.




Future Content Difficulty

The content needs to be harder beyond lair everything is just way to easy, no wonder people are getting bored so fast, most caves currently you can just ignore mobs and steam roll any boss in under 10 minutes of its global shout.

Additionally having bosses/mobs with different aggro mechanics or even scripted style boss fights could further improve the server


Bosses Turn Undead Pets

I believe this mentioned early on during the server that high end bosses would turn undead Tao Pets, is this something that will change?


Server Wide Bosses/Invasions

Additional bosses spawned by Server wide triggers
After x amount of bosses killed (Single type or total) have a server wide boss shout for Province Lords/Single Super Boss/Town Invasions.
Multiple Province bosses could potential provide a mass amount of pvp from smaller guilds over bosses they have a chance of getting.



Client Improvement

​Windowed Fullscreen mode


Boss Health Pools

Increase the Health pools of the following bosses to be more inline with Banyo
Queen of Dawn
Frost Lord Hwa
Frost Kitty/Tiger


Resurrection Cooldown/Penalty

As is stand there is very little in the way of punishment when dying - More often than not it can be beneficial to die instead of trying to regen via pots
The suggestions I've seen so far:
Increase the Cooldown of Single Target Resurrection
Have a period of time where a player cannot be ressed again after being ressed. (Either a flat rate or increasing by number of resses in x time)


Part Bag

Already on the way I believe, thought I might as well add it just in case.


Item Part Sales

Currently sales of Item Parts do not show the actual item sold when receiving the in-game mail



Special Repair Costs

More noticeable for Melee classes - The costs of repairing gear for Melee (Both weapon and Accessories) has started spiralling to massive levels.
1.3m for the 3 piece HP set for example.

The cost of repair also doesn't same to take into account of the current durability.


Desert Dungeon/Numa Bosses

Both dungeons are currently missing a boss.


Guild Items

I know you touched upon this in Alpha - Items that can be loaned out to players by the guild storage for a short period of time and are then automatically taken back into Guild Storage.

Possibly an option for Guild leaders to "recall" the item at any time.


Abyss Tao Pets

Abyss should work on Tao pets as it does on Players/Mobs
 
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Exwizz

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Feb 1, 2010
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few more points.

the content needs to be harder beyond lair everything is just wayy to easy, no wonder people are getting bored so fast, most caves currently you can just ignore mobs and steam roll any boss in under 10 minutes of its global shout.

but i completely agree with the suggestion post.

btw its not just bosses that need to drop benes imo, the best gold maker for sins/warriors always been sub killing but the lack of benes,str oils,WGO is really lacking in most of the current content.

also with the current AGRO system in game it makes the bosses wayy to easy due to them always hitting closest target, you can just walk in and out constantly sharing damage with tao pets.

in terms of content you could always add town lords as a global bosses.

(example after (X) amount of BoneLords have been killed it spawns a SuperBoneLord in a random town)

this could work with countless bosses and enhance the game play/fun we currently have as we have hit a point in the server when people are currently waiting around for boss shouts.

just a few ideas, problems i currently see in game
 
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NewHope

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Nov 18, 2005
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You need to increase the HP pools on FT, FD and HP bosses to fall in line with Banyo boss.
 

TheDayIDie

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I like the idea of the super bosses. Currently most interesting fights are in sabuk or at FrostTiger. Probably because I can actually see the boss and fight some people before it's dead...

In most cases if you're a tad slow the boss is probably dead. Dps is too high, maybe increase HP of them as mentioned above, triple or double maybe?

I want to be able to play tactically, fighting around the boss or guarding a kings room door... not just pile in and gank the boss in < 10 seconds.
 

KingP

LOMCN n00bie
Feb 23, 2018
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Love a lot of the ideas in the above thread.

To me the Bene oils is a big one and same with the super bosses idea.

I think making a change to the bosses to make them more tactical would be a good thing exactly what I don’t know maybe a few more ideas are needed.

I made a suggestion about a group hunting area where you have gateways that you need to pass in order to progress. The idea was that you can only kill the gates with a large group etc. It Work like a chestnut tree that regens HP fast to stop high DMG players soloing and enforce it to be only killed by groups before you can pass.

Maybe this would be a good idea to have on the way to some bosses or even have the gate blocking the door to the next floor.


Another possible idea could be to make use of some of the smaller bosses RME etc. And say every 20th kill it spawns as a super RME that has a chance of dropping better items.

I think with this idea it would allow smaller guilds a chance of getting decent kit elite weps etc as higher guilds probs wouldn’t spend much time hunting those smaller bosses ?

——————————————————
STOP FREEDOM PASSES to MS
ms used to be a fun hunt to go for some small exp and special repair + the boss at the end.

Since you can now freedom pass there if you do attend a hunt their you’re likely to get to the end only to realise the boss has been killed.

Again only some simple suggestions some may not be worthwhile or beneficial so put you’re comments below.
We might be able to make changes to ideas and make them work :)
 

Mythra

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Aug 6, 2015
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"The definition of insanity, is, doing the exact same ****ing thing over and over again, expecting **** to change. That. Is. Crazy."

- https://www.urbandictionary.com/define.php?term=Insanity

Grinding > Boss Hunting > Fortune Checker > Mental breakdown because I'm 70 days away from getting any valuable drop > Grinding > Rinse and repeat...

My point is, this server is a grindfest. If you want to keep players interested in a game you have to add something for them to look forward (weekly events, maybe?). You don't even have to make something amazing as your goal should be to let the players take a break from the undending grind routine.
 

DarkSacred

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May 13, 2014
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SabukWall / Guilds suggestion:

Guilds over 40-45 players should not receive a buff, smaller guilds to receive a buff as previously trialled (unless you hold Sabuk, Sabuk holders can have both the Sabuk buff and a guild buff assuming they meet the member requirements)


Sabuk Wall holders should be given the Sabuk Dungeon and quest line that goes with it offering them a private levelling ground, some bosses on each of the 3 to 4 floors and finally the challenge of taking on the Sabuk Lord quest which runs the risk of locking the dungeon for the remainder of the week.


Monsters in the dungeon should be comparable with other hunting grounds capping out with a mix of level 70-75-80 monsters on the 3rd and 4th floors (this would need expanding upon tweaking as the server matures or an extra floor adding as people push beyond level 80 keeping Sabuk relevant)

Bosses again should be comparable with the Sabuk Lord being available as a weekly quest, completing the quest would open the KR and give the guild access to it once every 24 hours that week. Failing the quest would lock the whole dungeon till the start of the next week. This offers the risk / reward element. Take a chance and get the KR open early meaning you can try the boss several times that week, or lose and potentially lock the dungeon till the next week.

This would balance the whole guild/buff situation but still ensure that those holding Sabuk Wall get a buff and a special dungeon / quest line to enjoy as a side benefit for holding and defending the wall.


If you would like to throw anything into the ring, offer some suggestions etc on this idea please post here:

http://www.lomcn.org/forum/showthread.php?99319-SabukWall-Guilds-Buff-suggestion

Rather than spamming up this thread.
 
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<SOSO>

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I`ll just post this here...it was ment to be in the [Important] Maintenance 19 March but it got closed before I could reply.

Good job on the update.
SW is something that should attract people. The war should be an important part of the server. If they don't like it the way it is, remove all the buffs and just leave the SW one to encourage ppl to unite and get SW for themselves. U gave them 30% on a plate and the mongs still cry.
No1 forced any1 to leave their guilds but their own GREED.

Anyone not in Sd will complaint and see it as a disadvantage as u gave them Wall+Buff+Numbers

Oh thx for the clarification, I was under the impression that Jamie didn't give us wall (we fought for it and took it); SW should give a buff yes, otherwise what's the point of it? Just asking. ; & that Jamie didn't give us numbers ( WeMade the numbers because of the THC members attitude towards other ppl on serv). But I guess I was wrong and he gave us "Wall+Buff+Numbers".

I wont quote the 12 y/o in this thread cuz the amount of bollox they say is directly proportional with the amount of tears they drop when not getting what they want.
 

DigitalDevil

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Jan 20, 2018
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Bosses for Desert Dungeon and Numa Ruins

Subs for Goru, Holy Palace, Banyo Island (on the island not inside the cave) - Make these like Hyunmoon subs that are a little more difficult to kill.

Elite versions of bosses, on spawn there is a chance that instead of the standard boss an “Elite” version of it spawns triggering the KR/Map to gain a map status buff (like that in Banyo or Underground Mines). On an elite boss spawning a global shout could also go out making people aware that the elite version is now lurking somewhere.
 

Koriban

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Interesting idea about a drop % buff applying, depending on how long it has been since spawn. Have it so all KR maps get a map buff at 2 hours from the boss death applying a 50% drop penalty. This updates every 2min 24 sec by 1%. Therefore 2hrs = 50%, 3hrs = 75%, 4hrs = 100%, 5hrs = 125%, 6hrs = 150%.

Could even let it continue after 6 hrs, so if someone decides to leave a boss up after it's spawn they can risk someone else coming to fight over it vs getting better drops. This would increase fighting over bosses, which would make the game more interesting!


Adding here as it was a decent suggestion, also Stickied.
 

Iglu

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Leveling Areas: LostLand currently overshadows everything in game, I've not properly calculated EXP per hour but it seems to be somewhere around 400-500m. The next cave down is Banyo Island which is around 130-170m per hour (Assassin&Tao/Decent sized Group) as you can see that's a huge change of pace on top of even less effort (fighting over the island just leads to 4hour+ pointless fights). I'm not saying it's entirely bad but there needs to be something else to compete with this new cave. No one I've spoken to feels like solo leveling anymore, myself included. It seems to be an area just entirely focused on leveling, To my knowledge there aren't item drops (I haven't looked into this, I've only heard about a weapon).

Caves like HolyPalace, Goru, Hyunmoon, FrostDungeon, DragonAbyss, DragonAbyss Ent even Banyo are just not worth the time anymore, My suggestion would be to lower the EXP. and hp values of the mobs in LostLands but have it still be the best EXP per hour because it's a group zone that requires a few different classes and a couple players. Or give the other caves a touch up in terms of EXP.
While some of these caves are supposed to have low exp / item drops I feel they are a huge waste of time considering the drop rates (Parts have helped this issue a lot).

PvE Balance: As it stands all classes have a role but some are blatantly much better...

Assassin: Life Steal(30%) is just ridiculous for most PvE content, I'm not to sure what could be done about this without it destroying the class, I'm sure others have some ideas. Crits can heal for 40-50% of our health pool, on top of pots and comfort 20 it gets crazy. Karma is useless for most situations, it's not even worth using if it doesn't crit. - Highest Dps, High Survivability, Medium Utility, Low AoE Dps.(Non-RT floors)

Warrior: All around do what they are supposed to in my eyes. High Dps, Highest Survivability, Medium Utility, Medium AoE Dps. (Non-RT floors)

Wizard: Huge AoE Damage, can clear waves of mobs in seconds. With the new IceBlock spell to keep them away from hectic situations the class seems fine. High Dps, Low Survivability, Low Utility, Highest AoE Dps.

Taoist: Class seems to be a bit busted, Pets tank way more then they should. Transparency just makes it hard to die, even if your in a bad spot it doesn't matter just trans and wait for a Warrior to take agro. Emp Healing on top of pots/comfort 20 would be insane. Medium Dps (High Burst), High Suvivability, Highest Utility, High AoE Dps.

PvP Balance:
Short version, Taos are broken and make PvP boring. - The server shouldn't of been balanced around who's the higher level, less skill more nolife xping. but it's way to late to change this. (Wraith Grip, Abyss, SD, Assault, Beckon, Interchange, EmpPuri etc... All of these skills bar Wraith grip have a < 10s CD.)

Assassin: Pre-HP change the class was beyond busted, 2 shotting every class however with the 2x HP increase they seem to be a lot more toned down.

Warrior: Tank huges amounts of damage although its becoming less of an issue the more damage ranged classes get, they can still run forever in an open enough area. Deal quite a lot of damage in a short amount of time compared to the Assassins ramping damage (first bloom). Warriors are in a decent spot.

Wizard: 1 Wizard can be effective enough but the strength of the class comes from multiple/AoE damage. Spirit Set takes the class to new heights but since you can build E.ADV against them it's not to bad. Very slippery if on a RT map (Geo)

Taoist: I was wrong when I shared my thoughts about Taos last time, Res CD increase did next to nothing in PvP A Cast time is what is needed that's also interrupt-able. They still run around spamming Resurrection making the game boring, I've seen a lot of people talk about EmpPuri being busted but as I haven't played a Wizard/Tao this doesn't really effect me as bad, either way it sounds super strong from what I've heard. Trans spam to get rid of the chasers lock on is just annoying, the spell is just annoying altogether.

All in all I think It would be really difficult to fix the overwhelming problems that the server is facing. Stupid amounts of experience has been gained from LL in a short amount of time. The servers not been much fun at all for the past few weeks but I thought I would share my opinions anyhow. This is more of a list of problems but I hope it helps in some way.
 
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NewUserName

Banned
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Jan 6, 2018
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Leveling Areas: LostLand currently overshadows everything in game, I've not properly calculated EXP per hour but it seems to be somewhere around 400-500m. The next cave down is Banyo Island which is around 130-170m per hour (Assassin&Tao/Decent sized Group) as you can see that's a huge change of pace on top of even less effort (fighting over the island just leads to 4hour+ pointless fights). I'm not saying it's entirely bad but there needs to be something else to compete with this new cave. No one I've spoken to feels like solo leveling anymore, myself included. It seems to be an area just entirely focused on leveling, To my knowledge there aren't item drops (I haven't looked into this, I've only heard about a weapon).

Caves like HolyPalace, Goru, Hyunmoon, FrostDungeon, DragonAbyss, DragonAbyss Ent even Banyo are just not worth the time anymore, My suggestion would be to lower the EXP. and hp values of the mobs in LostLands but have it still be the best EXP per hour because it's a group zone that requires a few different classes and a couple players. Or give the other caves a touch up in terms of EXP.
While some of these caves are supposed to have low exp / item drops I feel they are a huge waste of time considering the drop rates (Parts have helped this issue a lot).

PvE Balance: As it stands all classes have a role but some are blatantly much better...

Assassin: Life Steal(30%) is just ridiculous for most PvE content, I'm not to sure what could be done about this without it destroying the class, I'm sure others have some ideas. Crits can heal for 40-50% of our health pool, on top of pots and comfort 20 it gets crazy. Karma is useless for most situations, it's not even worth using if it doesn't crit. - Highest Dps, High Survivability, Medium Utility, Low AoE Dps.(Non-RT floors)

Warrior: All around do what they are supposed to in my eyes. High Dps, Highest Survivability, Medium Utility, Medium AoE Dps. (Non-RT floors)

Wizard: Huge AoE Damage, can clear waves of mobs in seconds. With the new IceBlock spell to keep them away from hectic situations the class seems fine. High Dps, Low Survivability, Low Utility, Highest AoE Dps.

Taoist: Class seems to be a bit busted, Pets tank way more then they should. Transparency just makes it hard to die, even if your in a bad spot it doesn't matter just trans and wait for a Warrior to take agro. Emp Healing on top of pots/comfort 20 would be insane. Medium Dps (High Burst), High Suvivability, Highest Utility, High AoE Dps.

PvP Balance:
Short version, Taos are broken and make PvP boring. - The server shouldn't of been balanced around who's the higher level, less skill more nolife xping. but it's way to late to change this. (Wraith Grip, Abyss, SD, Assault, Beckon, Interchange, EmpPuri etc... All of these skills bar Wraith grip have a < 10s CD.)

Assassin: Pre-HP change the class was beyond busted, 2 shotting every class however with the 2x HP increase they seem to be a lot more toned down.

Warrior: Tank huges amounts of damage although its becoming less of an issue the more damage ranged classes get, they can still run forever in an open enough area. Deal quite a lot of damage in a short amount of time compared to the Assassins ramping damage (first bloom). Warriors are in a decent spot.

Wizard: 1 Wizard can be effective enough but the strength of the class comes from multiple/AoE damage. Spirit Set takes the class to new heights but since you can build E.ADV against them it's not to bad. Very slippery if on a RT map (Geo)

Taoist: I was wrong when I shared my thoughts about Taos last time, Res CD increase did next to nothing in PvP A Cast time is what is needed that's also interrupt-able. They still run around spamming Resurrection making the game boring, I've seen a lot of people talk about EmpPuri being busted but as I haven't played a Wizard/Tao this doesn't really effect me as bad, either way it sounds super strong from what I've heard. Trans spam to get rid of the chasers lock on is just annoying, the spell is just annoying altogether.

All in all I think It would be really difficult to fix the overwhelming problems that the server is facing. Stupid amounts of experience has been gained from LL in a short amount of time. The servers not been much fun at all for the past few weeks but I thought I would share my opinions anyhow. This is more of a list of problems but I hope it helps in some way.


very good points, lets hope something is done to address the huge exp disparity between the new cave (1 map lol) and the other dungeons
 

Drakay

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Jun 16, 2014
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New cave wouldn't be as much of a problem if other caves were brought in line in regards to Xp to make them a viable option to hunt.
 

<SOSO>

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Jun 8, 2012
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This will be my last Jamie server ever. Low rate that becomes highrate in 5 months reaches it's peak. Drastic changes that were not tested/thought thoroughly. New ppl've put off to join cause ppl @ lvl 77 make faster exp then them @ 40.
What was wrong with the lvling speed ? Ppl've hunted for months for something that can be made in few days now.
1 spot only for this x5 times any exp u could make anywhere else , so the stronger become stronger and hell with the rest.

Anyways , waste of time.
 
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Macka

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Nov 30, 2013
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Now here we are with THC having most of the server aligned with them it used to be that Sd outnumbered everyone. You wont like this but
make it so
the guild that declares guild war takes more damage
damage taken increases with pk points
going red/brown also increase damage from mobs as well as players
 

TheDayIDie

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Jul 29, 2011
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Now here we are with THC having most of the server aligned with them it used to be that Sd outnumbered everyone. You wont like this but
make it so
the guild that declares guild war takes more damage
damage taken increases with pk points
going red/brown also increase damage from mobs as well as players

Lol, penalize everyone for being better than you. Please then, for each pk point I have you have bigger bag/ body drop when I kill you.
 

MinoNenki

LOMCN Rookie
Mar 6, 2019
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I think we need new map , new Location this idea can give more players and better funny for old players its problem make new map ??
This is very improtant

what do I have to do to make you do it new map GM >>??<<<