Do i really start a low rate? Such a hard choice :*(

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Shane/Banshee

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Well korean mir 3 has levels 90 and up. This all started from official euro mir 3 content. Does anyone know what mir 2 koren is up to know? Wonder if it is following mir3 in high levels
 

Fusion

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Imho, If euro was still alive today people would be level 100? perhaps higher its hard to be precise.. but it would still be classed as a low rate due to how long/much effort it has taken people to reach these levels.

i don't think there should be a exp boost as lets say a year or two people so high and it can put new comers off if you must have exp boost id say make it vary small. Fusion
 

PRIMO

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Low rate = low rate of experience usually x1 - x5

Medium rate = medium rate of experience usually x5- x32 ish

High rate = high rate of experience usually x32+

Refers to the rate of experience regardless of top level or amount of content. 100exp from a zombie is low rate 10000xp from a zombie is high rate. Is it really that hard a concept to grasp?

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Kaal

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I think the key is that the LR/HR dichotomy is relative to the original Euro exp rates. 100 exp for a zombie is low rate and 10,000 exp for a zombie is high rate, relative to euro of course. NightScare is obviously making the point that HR is simply scaled up and so everything remains just as relative to everything else, then progressively increases with the server life as new players come in etc and are not starting at lvl 1. Those servers are actually more CUSTOM exp servers as the relativity changes so much over a shorter period.

In low rate euro mir, it was not taking 2 weeks for 0-40 until very very late on. But a level 36 in decent kit could still do ok with 40+ with much of what they could do which still made it fun but left a narrow range of activites that made aiming for 40+ still desirable. The value of increasing by that +1 or 2 DC/SC/MC made it so much better with rares and slowly building kit etc, diversity in items is good but the value of the stats is best when not inflated. Low rate will last longer as there are fun things worth achieving in the short/medium AND long term. HR makes what you can achieve immediately not that much better than what you can achieve later because everyone ends up achieving it anyway so you never end with something especially unique or special as even rares are far more interchangable and easy to replace. It was cool only having a few deva taos etc to start with as it makes it more sensational in an oriental fantasty world that only some people had mastered a certain skill as it where and then eventually it became common for all taos of that level but was still RELATIVELY difficult to achieve for a very long time.

Euro was good because even low lvls going with there guild to zt kr etc was fun and you felt like you could still get involved and werent just essentially playing a different game to high lvls but still made being higher evel something that was necessary as the margins where so small but it clicked together so much more nicely.
 

NightScare

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doesnt make sense.
seems like terms such as hr and lr are being thrown around when they dont actually apply, either you are wrong or ppl are incorrectly using the word rate in thier server discriptions.

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this makes sense to me.




Orginally as KAAL said it was x20 would be (take euro and times everything by 20)


Now-days however,many people have different theory's on what LR/HR means, it was never an exact defined term

Now-days people associate (generally)
LR = Euro clone,
HR = Level 700 in 1 day, with a pet that one hits u by firing thunderbolts out of its arse.

To me whether its LR or HR it should not affect the balance/progression of the game ( As such, it should still have the same progression time-line as Euro, as that was the best way to do it), how-ever this is never the case.

In theory a "HR" would be classed as anything over x20 of Euro.

So if i followed what the terms actually are supposed to mean and made a x20 Server, i'd be left with a server with 0-800 and the journey from 0-800 would take EXACTLY the same time as 0-40 on the original euro server.
Also, damage would be exactly the same as instead of 10 damage on someone with 100hp you would do 200 damage on someone with 2000 HP.
So nothing would of changed, so this hole LR V's HR is absolute Bullshit, both are meant to have the exact same PROGRESSION rate as Euro, just over different number ranges.

An example of how this term i miss-used is prevalent for this server

"Mir Chronicles LR x 2/x3 of euro"

Oh so the max level will be about 120? No?...so really this is a custom rate that for some reason has the same number range as euro? but you have just made it x3 easier than Euro? ..(yes this wont be another piss easy LR were people are level 40 in the first 3 days....)

This server is a custom rate Euro clone, It is NOT a LR. as a LR would be x2 / x3 of euro would mean the level range would be 0-120ish, how-ever for some strange reason this team has decided to just increase the exp gained from mobs/gold drops by x2/x3 but not move anything else.

If anything this will be a MR/HR in disguise. But because they've used the Term LR which is massively understood in this community, everyone will flock to it expecting the same progression time-line and game play as euro, but instead the community will VERY quickly top out level 40-45 (as that's all the content they've done) get bored, and leave because it wasn't what they was expecting.

so a LR Would be x2-x4 a MR would be x4-x20 and a HR would be x20+

The term LR/HR/MR was originally coined to describe what multiplier they had times the rates by, But now-days people put up "custom rate" server's were they have manually changed the progression time-line, but they will then advertise it is a LR/MR/HR depending on what numbers there using in there server, e.g if its 0-50 they will advertise it as a "LR" but x2/x3 .. if its a 0-100/120 they will advertise it as a MR. but it isnt they are usually custom-rate servers.

I dont think anyones actually done a Proper LR/HR/MR in year's now-days everything is custom, which is were the term then started to meaning something else, such as "how big are the numbers ingame" and actually have moved to have nothing to do with the progression time-line and balance.
 
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mStation

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but for instance you are saying that you must keep the timeline the same..

this means that if on euro i made 0-40 in 1 year
doing a 2x lr for you means simply that you will make 0-80 in the same time and since you must keep the timeline similar you will have to higher all items levels requirements x2 also

but doing this will not make a difference at all, it would be playing the same euro clone with only bigger numbers

LR/MR/HR came in only to specify that exp and drops would have been powered up
obviously all have their flaws.. slow exp makes game impossible at high lvls, high exp makes the game end more quickly and obliges you to add new content very quickly..

at the end of the day when we all say LR x3 server we are talking about a server which is 3x easier to level up than euro.. for this reason reaching lvl 50 is expected to happen and quite soon so devs must be considering how to add content for keeping people enjoyed.. :)
 

deano13

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but for instance you are saying that you must keep the timeline the same..

this means that if on euro i made 0-40 in 1 year
doing a 2x lr for you means simply that you will make 0-80 in the same time and since you must keep the timeline similar you will have to higher all items levels requirements x2 also

but doing this will not make a difference at all, it would be playing the same euro clone with only bigger numbers

LR/MR/HR came in only to specify that exp and drops would have been powered up
obviously all have their flaws.. slow exp makes game impossible at high lvls, high exp makes the game end more quickly and obliges you to add new content very quickly..

at the end of the day when we all say LR x3 server we are talking about a server which is 3x easier to level up than euro.. for this reason reaching lvl 50 is expected to happen and quite soon so devs must be considering how to add content for keeping people enjoyed.. :)

Your net connection is amazing.
 

NightScare

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but for instance you are saying that you must keep the timeline the same..

this means that if on euro i made 0-40 in 1 year
doing a 2x lr for you means simply that you will make 0-80 in the same time and since you must keep the timeline similar you will have to higher all items levels requirements x2 also

but doing this will not make a difference at all, it would be playing the same euro clone with only bigger numbers

LR/MR/HR came in only to specify that exp and drops would have been powered up
obviously all have their flaws.. slow exp makes game impossible at high lvls, high exp makes the game end more quickly and obliges you to add new content very quickly..

at the end of the day when we all say LR x3 server we are talking about a server which is 3x easier to level up than euro.. for this reason reaching lvl 50 is expected to happen and quite soon so devs must be considering how to add content for keeping people enjoyed.. :)


Exactly....... The reason people would prefer this over the traditional approach is Physiologically its not as much of a grind for a small increase in stats.

i'd rather play a server like that were the euro time-line is kept, than a server with the same levels as euro (0-40/45) but the exp/drops/golds is x 3. To me, that is more of a "HR" than a server which sticks to the logical definition of the rate multiplier.

Also you can have a lot more item sets and kits, with different attributes, that just wouldn't work on a traditional Euro based server. Such as AC/AMC base/max dc/sc/mc kit would be alot more used as Psychologically 30 AC/AMC is a lot more than 3 AC/AMC or 10-10 dc is more than 1-1 DC, people would see the benefit of mixing there kit more due to the higher number ranges, which leads to more varied play-styles and a more competitive economy.
+ there could be a lot more items in game while still keeping to the balance. Higher numbers opens up a lot more doors.

Server owners need to stop mislabeling their servers as LR/MR/HR simply based upon the range of numbers they use as it gives the wrong impression on the rate of progression. This server for example will not be a LR, nor will it be like euro progression wise (which is what everyone associates LR's with)

This is a custom rate server, which will have a medium progression time-line, but you will quickly top out at the max level content due to the small range of numbers.
 
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Rollcage

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you're all talking as if level is the only gain on a server, when i refer to a rate of a server i dont simply mean the rate at which you gain levels, but also the rate at which you can gain items, it HAS to be taken into consideration as in terms of game progression items account for 50% of it.

as for topping out quickly, that was the case for ace2 which was 8x exp, this is only 3x, so i think that issue has been adressed accordingly without making it a lifetime achievment in terms of time spent, its not "easy" to reach 40, it still takes time and effort, and the higher levels even more so, as long as the rewards for putting in that kind of time are worthwhile then its all gravey.
I think this server has the right "rate" even if its "custom", this server has the potential to last for a very long time, especially if the gms consider some of the ideas that were thrown at them during the beta.
claiming it has no longevity from looking at forums seems like the blind leading the un-knowing.
give it a chance, i think ull be intrested.
 
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ZeusStar

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long as we actually hear from the team this time round and not having them go awol with no explanation for weeks then ill carry on playing, I cannot stand a server that is run by a team that don't communicate with there players and disappear for weeks, yes they may have jobs/family etc I can understand that 100% but this time just let the players know considering this time round were see'in over double the player base ACE had.
 

deano13

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you're all talking as if level is the only gain on a server, when i refer to a rate of a server i dont simply mean the rate at which you gain levels, but also the rate at which you can gain items, it HAS to be taken into consideration as in terms of game progression items account for 50% of it.

as for topping out quickly, that was the case for ace2 which was 8x exp, this is only 3x, so i think that issue has been adressed accordingly without making it a lifetime achievment in terms of time spent, its not "easy" to reach 40, it still takes time and effort, and the higher levels even more so, as long as the rewards for putting in that kind of time are worthwhile then its all gravey.
I think this server has the right "rate" even if its "custom", this server has the potential to last for a very long time, especially if the gms consider some of the ideas that were thrown at them during the beta.
claiming it has no longevity from looking at forums seems like the blind leading the un-knowing.
give it a chance, i think ull be intrested.

+1 on that, I certainly don't play Mir to be the highest level, I'll get myself to a half decent level then hunt for kit and the PK & lols
 

NightScare

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you're all talking as if level is the only gain on a server, when i refer to a rate of a server i dont simply mean the rate at which you gain levels, but also the rate at which you can gain items, it HAS to be taken into consideration as in terms of game progression items account for 50% of it.

as for topping out quickly, that was the case for ace2 which was 8x exp, this is only 3x, so i think that issue has been adressed accordingly without making it a lifetime achievment in terms of time spent, its not "easy" to reach 40, it still takes time and effort, and the higher levels even more so, as long as the rewards for putting in that kind of time are worthwhile then its all gravey.
I think this server has the right "rate" even if its "custom", this server has the potential to last for a very long time, especially if the gms consider some of the ideas that were thrown at them during the beta.
claiming it has no longevity from looking at forums seems like the blind leading the un-knowing.
give it a chance, i think ull be intrested.

The two things logically correlate with each other, but on a HR the items would just have different names. e.g the level 800 weapon would drop off a high end boss, at the same rate that a DSS Dropped of ZT on euro. (using the x20 example from earlier)


It has no longevity if the community refuse to let the numbers get bigger, which a lot of people will as they don't understand the concept of quantifying, which is why i'm trying to educate them that Big numbers does not automatically mean easy progression, and for the sake of the Mir community's future prospects the majority of people need to be alot more open-minded about how they pick the servers they play and not instantly write off a server were the levels goes over 50 and the stats go over the "traditional" threshold.
 
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Rollcage

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as i said, according to my understanding, if items and levels are gained at low rate then reguardless of how high u can possibly get it makes the server a "low rate" server, atm your just feeding my stance, and with that said ur argument is holding less and less water
 

NightScare

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as i said, according to my understanding, if items and levels are gained at low rate then reguardless of how high u can possibly get it makes the server a "low rate" server, atm your just feeding my stance, and with that said ur argument is holding less and less water


I've confused myself,

Basically, i think you agree with my point, that there is no direct correlation with the range of numbers involved and the progression time-line of a server. And people need to stop mis-labeling servers based around the range of numbers involved and not the actual rate of the server.

E.g Acem2 was a MR/HR, not a LR.


Trying to change this mis-labeling will never happen though, people will always presume
Big Numbers = HR
Little Numbers = LR.



Back on topic - Yes todd, you should, its the same thing.
 
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mir2pion

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Reading all this makes me thoroughly confused. I thought usa mir with its level scheme was stupid and I think its just stupid placebo to have levels go to hundreds. If you can't rearrange/tweak mir caves more meaningfully to make the progress more engaging, entertaining, why not just decrease the steepness of level exp points requirements so that when you get to 45+ the leveling doesn't so radically slow down. Reason for doing it this way is that messing with levels implies need for tweaking item level reqs and mob and skill levels and it gets too complicated and its just a needless makework and why mess up system that is in place in the first place, as if the effort wouldn't better be spent on working on adding to existing base.

I used to post on euro in its later days about balancing mir but that of course never happened. Mir was balanced for its original content prior to Spider, PI, BDD, patches and it was unbalanced more and more with each of those major patches as it no longer made sense to level on the original content (except for very low levels), especially for those who made new character later on when those patches were already in.

If I should be running my own server these days, I'd move a number of low level caves to higher league - you might still remember first weeks when we got spiders and TP proved to be too much for relatively lower levels on euro mir and koreans custom tweaked it down for our use... but the problem is, PServers typically slavishly copied that easy setting over and over with the result, there is way too many caves for mid levels and they mostly don't get used as a result, pple just pick the best for leveling and the rest two thirds go unused and pple go in there just to fish out a midboss like khazard.

It blows mind why should Natural and Oma caves be just copies of each other, SV mines almost a copy of BW mines, like PS have thousand players LOL that they need to spread out.

All those exp multipliers mean is skip as fast as you can to 40+ and then quit @45 because the hafo of promised new places (when the server was starting) don't materialize, the crew gets tired, falls appart...
 
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NightScare

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Reading all this makes me thoroughly confused. I thought usa mir with its level scheme was stupid and I think its just stupid placebo to have levels go to hundreds. If you can't rearrange/tweak mir caves more meaningfully to make the progress more engaging, entertaining, why not just decrease the steepness of level exp points requirements so that when you get to 45+ the leveling doesn't so radically slow down. Reason for doing it this way is that messing with levels implies need for tweaking item level reqs and mob levels and it gets too complicated and is just makework and why mess up system that is in place in the first place, as if the effort wouldn't better be spent on working on adding to existing base.

I used to post on euro in its later days about balancing mir but that of course never happened. Mir was balanced for its original content prior to Spider, PI, BDD, patches and it was unbalanced more and more with each of those major patches as it no longer made sense to level on the original content (except for very low levels), especially for those who made new character later on when those patches were already in.

If I should be running my own server these days, I'd move a number of low level caves to higher league - you might still remember first weeks when we got spiders and TP proved to be too much for relatively lower levels on euro mir and koreans custom tweaked it down for our use... but the problem is, PServers typically slavishly copied that easy setting over and over with the result, there is way too many caves for mid levels and they mostly don't get used as a result, pple just pick the best for leveling and the rest two thirds go unused and pple go in there just to fish out a midboss like khazard.

It blows mind why should Natural and Oma caves be just copies of each other, SV mines almost a copy of BW mines, like PS have thousand players LOL that they need to spread out.

All those exp multipliers mean is skip as fast as you can to 40+ and then quit @45 because the hafo of promised new places (when the server was starting) don't materialize, the crew gets tired, falls appart...


You have a point, there is alot of un-used caves now.

Most people just get 22 and live in PT/PB, no need for the other 15-20 other area's ingame.

The PI Patch ruined Mir imo.
 

Turrican

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It blows mind why should Natural and Oma caves be just copies of each other, SV mines almost a copy of BW mines, like PS have thousand players LOL that they need to spread out.

All those exp multipliers mean is skip as fast as you can to 40+ and then quit @45 because the hafo of promised new places (when the server was starting) don't materialize, the crew gets tired, falls appart...
We came to the same conclusion when developing hence now natural cave is now ant cave , Serpent valley is totally revamped / remade there is no longer an sv mine. we have also tweaked exp across many areas due to their being big exp jumps in certain places, which should make the dungeon transitions more fluid.

We have areas supporting over level 50, and will continue adding new areas / updates as live progress's.
 

mir2pion

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You have a point, there is alot of un-used caves now.

Most people just get 22 and live in PT/PB, no need for the other 15-20 other area's ingame.

The PI Patch ruined Mir imo.

Thanks, I am glad someone else also can see mir problems more globally, it would be nice if someone had courage to sit down and rearrange mir more fundamentally but without destroying it completely because the original mir, the pre 1.4 spider patch is the mir most cherish. Still I could see tweaking some of its caves that were added only later in mir life (that don't belong to classic mir pre 1.4 base) and moving some stuff like PI and others to different locations, higher levels. I'd be carefull with restricting access like to PB but we got used to that one and it was actually done in interesting way, always was something for folks to aim for @33+ when you could use timestone and then you wanted to get to 40 to open access. Perhaps some creative access to other places is needed.

One idea I had was to make some mine high level, like 40+ (perhaps open to low levels but mobs would be too strong for them) and ore from that mine would work better for refining or would be needed to refine new stats that classic refining can't add.

---------- Post Merged at 01:36 PM ---------- Previous Post was at 01:35 PM ----------

We came to the same conclusion when developing ...

We have areas supporting over level 50, and will continue adding new areas / updates as live progress's.

Thanks a bunch, glad to hear, I go to download then-.- :D
 
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