- Apr 25, 2013
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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
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.
Only lvl cap endgame stuff has higher stats but if the game isn't flooded with the stuff then it won't all shift to MR nor HR. Adding more stuff to this game won't turn it into three heroes nor 5.4 lvl 90 wow.snip
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.
---------- Post Merged at 12:32 PM ---------- Previous Post was at 11:56 AM ----------
this makes sense to me.
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..![]()
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..![]()
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.
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.
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
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...
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.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.
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.
