Diminishing returns and well rested mechanics.

Mu online season 21 - grand opening
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levp

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This is something I believe will make the server more balanced for people that don't multi or can't play every day and newbie friendly.

Diminishing returns, some form of debuff that affects your character after spending X amount of hours ingame outside safe zone (doesn't need to affect ppl leveling pig). This debuff could hinder XP/Drop rates from mobs only, boss are already at slow respawns rates that are not an issue.

This will also help with some troublesome players that spend most of the day in game farming non stop (almost like a machine) and them give it all to his friend ingame for free (almost like they are the same person) will have it harder to do so.

Introduce a well rested mechanic where hours spent offline/in safe zone gives you a buff doing just the opposite of the diminishing returns.

The usual top 10% of the players will definitely stay at the top but this may help slow the gap that is being created between them and the average player.
 

Koriban

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Personally, I think it's detrimental to punish players from playing "too long". It's a very counter intuitive thing to do, considering they're your biggest player and, likely, spender.

I'd rather buff the players who don't have as much time to play instead, but frankly I feel we've already accomplished that to quite a decent degree. The game shouldn't be easy, and people should have to work towards their item sets, regardless of play time - otherwise there's no sense of achievement.

But i'll take it into account and see where we can improve on helping the little guy.
 

Erebus

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Agreed with koriban, why punish someone for grinding? That's what mir is all about

---------- Post Merged at 03:05 PM ---------- Previous Post was at 03:01 PM ----------

Side note: I get people don't always have a lot of time to play but again, rewarding someone for not putting in the effort to grind is another concept I have never understood. Rest buffs just encourage people to stay away and deter people from hunting and putting in the hours as soon as the buff wears off
 

KingCobra92

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I can only play for 3 hours a day but if you could go ahead and give me the means to catch up to someone who plays 12 hours a day that would be great.
 

Mythra

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Agreed with koriban, why punish someone for grinding? That's what mir is all about

---------- Post Merged at 03:05 PM ---------- Previous Post was at 03:01 PM ----------

Side note: I get people don't always have a lot of time to play but again, rewarding someone for not putting in the effort to grind is another concept I have never understood. Rest buffs just encourage people to stay away and deter people from hunting and putting in the hours as soon as the buff wears off


This entire thread is most likely directed at those paid farmers who have been playing 24h a day since day 1 and jamie has done ABSOLUTELY NOTHING to deal with them.

This diminishing return he speaks off is most likely to affect only those who play an insane amount of time.
 

ipwnu

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Reality of life is people who don’t get enough time to play stupid amounts aren’t going to compete and in all likeliness won’t enjoy the game a great deal.

Personally get about 10 hours a week tops to play and I just nerd departed valley doing a couple of levels a week, genuinely bored shitless of it but it’s mir it is what it is.
 

Seanofsmeg

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Hmm... I don't understand why someone needs to catch up? Even in old euro, I remember on P serv Sub Zero and a few others being miles ahead and hitting 50 while others were still grinding to 44. Didn't change the fact the game went on, they could still be killed all be it a bit harder to drop.

Personally, I work 40 hours, family and doing a degree so my gameplay time is zilch. I shouldn't be able to catch up with the top 10% of players. They are there for a reason.

I agree with the above if its due to botting obviously needs to be dealt with but if its achieved by 24/7 no life fall asleep at your keyboard from sleep deprivation grinding (ah the old BDD daily grind for that 1-2% a day). You earned it.

I think the best way and is mentioned above is to give offline players a way to get a boost to stay relevant but the top 10% players should still have the levels & gears to drool over and aim for but if you can only play for a very short time I think you need to stop dreaming off being top 10 and be happy with what progress you make.
 

Erebus

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I agree botting is a subject that needs addressing but to reward those who play less and punish those who play more is not the answer imo.

It would be like having 2 employees: 1 full time and 1 part time and telling the part time employee you are going to pay him more so that he makes the same money while putting in less hours.

You get what you put in to it, yes it sucks when you cannot put in the same hours as someone else but that shouldn't be an excuse to change the exp/drops in your favour.

Again, just my opinion, don't have to agree with it 😝
 

Dragonsluck

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This is something I believe will make the server more balanced for people that don't multi or can't play every day and newbie friendly.

Diminishing returns, some form of debuff that affects your character after spending X amount of hours ingame outside safe zone (doesn't need to affect ppl leveling pig). This debuff could hinder XP/Drop rates from mobs only, boss are already at slow respawns rates that are not an issue.

This will also help with some troublesome players that spend most of the day in game farming non stop (almost like a machine) and them give it all to his friend ingame for free (almost like they are the same person) will have it harder to do so.

Introduce a well rested mechanic where hours spent offline/in safe zone gives you a buff doing just the opposite of the diminishing returns.

The usual top 10% of the players will definitely stay at the top but this may help slow the gap that is being created between them and the average player.

Why punish ​people for being out of safezone? no other game in mmorpg history has done this.
 

blah1233

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Mir has always been a game about time, people should know this if you’ve been playing the game for enough years.

Jamie has put in a starter guild which helps new players get gold/exp/drops.
 

holo

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Personally, I think it's detrimental to punish players from playing "too long". It's a very counter intuitive thing to do, considering they're your biggest player and, likely, spender.

I'd rather buff the players who don't have as much time to play instead, but frankly I feel we've already accomplished that to quite a decent degree. The game shouldn't be easy, and people should have to work towards their item sets, regardless of play time - otherwise there's no sense of achievement.

But i'll take it into account and see where we can improve on helping the little guy.

That's what Blizzard thought as well. Originally WoW had a debuff for excessive playing, but people hated it. So they made it take longer to level and added rested bonus instead and everyone liked it. Just shows the same system can be perceived in vastly different ways by presenting it differently.

Personally, I'd say a debuff for spending 2+hrs in the same map. Wouldn't affect anyone legit playing really, as you can easily just go into the next floor (and come back out if needed), but would mess with bots spending 8hrs farming while the user sleeps.
 

jaffar91

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I do get the idea behind this guys thread - I was playing 12+ hours a day when I was 15/16. 10 Years on I'm lucky to even log on once a week so I cant play now.

To punish the guys who grind non-stop would be awful, this is an mmorpg after all so there will always be someone better than you. If you feel that strongly try playing a large scale game that's offline so you have know one to envy haha

I got stuck into Far Cry and Fallout when I had no time left to play mir - all great games with loads of content + no other characters turning up and 1 shotting you in these games ;d


I'd love to see a Mir server for casuals that resets every month or so - not sure what playerbase would be achieved though.
 

holo

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Mir has always been a game about time, people should know this if you’ve been playing the game for enough years.

Jamie has put in a starter guild which helps new players get gold/exp/drops.

The target demographic of mir is largely the same people who played a decade ago. The problem is those people now have a life and can't spend all day on mir. So you are alienating the core player base, which is just dumb.

The core player base has changed, the game should try and continue to accommodate them where possible.

This isn't about starting players, this is about the core players who started around release, but don't have the time to play so are in the 40-60 range. Should they just not get to participate in PvP or high end content? That's how you end up with a dying game.

On a side note, this is also why WoW added flexi raids and LFR, to cater to the mega fans who simply don't have as much time to play. Keeping a high user count is literally the most important part of any server, it's a slippery slope when you lose the casuals the hard cores quickly get bored and leave too.
 

Exsodius

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While we're at it, every job should be paid the same too....

This new 'we're all equal/casual' gaming mentality is ridiculous.

The more you put in, the more you get out. That's how everything works...

Stupid thread.
 
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holo

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While we're at it, every job should be paid the same too....

This new 'we're all equal/casual' gaming mentality is ridiculous.

The more you put in, the more you get out. That's how everything works...

Stupid thread.

Every job should be paid the same, for the same job. That's actually in law, and why the whole women being paid less thing is BS, they just have different jobs, they are paid exactly the same as males doing the same job (or the company would be sued into the ground).

Games are far more interesting when it's a balanced playing field. It's why first person shoots are extremely popular. Why most MMOs are most popular just after a gear reset when everyone is equal and it's a race to be the first to do stuff. Why mir servers drop off so quickly when a new interesting server starts.

Diminishing returns are an important aspect to most games. Having huge amounts of times shouldn't automatically mean you win. That's just boring frankly. Playing smart and skillfully should come into it. Grinding is a part, but should never be the most important part.
 

ventus

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A rest experience system like marble had would be cool ;) (If im remembering correctly that is)
 

Exsodius

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Diminishing returns are an important aspect to most games. Having huge amounts of times shouldn't automatically mean you win. That's just boring frankly. Playing smart and skillfully should come into it. Grinding is a part, but should never be the most important part.

You realise you're playing Mir right? People play this game because of its mechanics. If they wanted to play a game that requires more skill then they wouldn't be on Mir..

I understand your points but it involves changing the very principles of Mir, it's like making a MMORPG first person only.

I think you're playing the wrong game bud.
 

Dragonsluck

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I remember when u hit lvl50 in mir2 it was top level, and then about 5-10 people made it to 55, then 5 or so to 60.. and alot of people just stayed lvl40.
 

levp

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I understand that this is what mir is and we come back to it experience the grind. But let's be real most people come back every few months or years to try the new server, they get hooked for a couple months then it gets boring because you just can't compete with the usual hardcore players. Even the hardcore players get bored when they stop having noobs around.
So that's why I was sharing this idea to try and tackle the gap being created between hardcore players and the average player.
You just have to make it "seem" that they have a chance, though mechanics that allow enough competitive gaming without having to engage in 40+hours of grinding a week.
"The carrot and the stick" someone? Just get the carrot a little closer to keep ppl interested.

The guy putting 40+h a week will still be ahead even if this is implemented, just not as far. And maybe you increase or at least keep the gamebase as it is.
 

Erebus

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I understand that this is what mir is and we come back to it experience the grind. But let's be real most people come back every few months or years to try the new server, they get hooked for a couple months then it gets boring because you just can't compete with the usual hardcore players. Even the hardcore players get bored when they stop having noobs around.
So that's why I was sharing this idea to try and tackle the gap being created between hardcore players and the average player.
You just have to make it "seem" that they have a chance, though mechanics that allow enough competitive gaming without having to engage in 40+hours of grinding a week.
"The carrot and the stick" someone? Just get the carrot a little closer to keep ppl interested.

The guy putting 40+h a week will still be ahead even if this is implemented, just not as far. And maybe you increase or at least keep the gamebase as it is.

It goes back to the same thing though, why shouldn't the guy putting in 40+ hrs a week be pulling away from a guy putting in maybe 20 hrs a week? This is a problem that people have in all walks of life these days, everyone wants everything handed to them without working for it. Not a rant just an observation.

The core base of the server is always going to be around the same level and you will always have a group that is ahead, shouldn't be looking for ways to close that gap as they put in a lot more effort than anyone else to get to where they are. If you want to close the gap put in more grind hours as most of the lvl 75's don't grind, they mix lvling with bosses etc
 
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