- Feb 13, 2014
- 1,553
- 34
- 110
In light of the recent update thread I thought I'd post something that would improve the gameplay of the server instead of the complexity of it.
The single best and simplest way to improve and advance a Mir server is with new caves. Yims has evened out okay from what it started as, it's evident some ninja tweeks have been done.
The players would much rather see new boss AIs and caves with different approaches than just linear straight line (BDD type), over fancy new fangled gimmicks. I'll refer to Bens caves of old as they were always interesting with a lot less coding capability. If anyone remembers HeroesLord and could emphasise on it I'd be grateful as I can't remember much other than it was awesome.
It was a huge static boss that sat on a throne, spawned 3 mini (but massive) bosses at points throughout its HP, and a wall of impassable archers around it. It took a bit of working out the method to kill it. As opposed to just tank & spank that every boss is here (barring Behe to a degree). Things like this to stimulate players.
A revamp of some spells could be looked at. Things like Tao buffs could be made into auras instead of needing a cast on individuals (or a cast on self to active aura). Taos have a lot of spells and cutting the hot keys down wouldn't be a terrible idea. This would encourage Taos in groups as opposed to "town buff pls" and Tao left standing. TDB being on a toggle. ProField adding some MR/PR but only a small amount. DoS rework as suggested in other thread. You can look at the full spell list and think what can be done.
Mentor level being raised to help lower levels stay up. 42 or 43 would be sufficient but remove the drop buff if 40+.
Start level being raised to 10? 12?. Literally just cuts an hour of tediously swinging at hens out of the game at the beginning. Nobody enjoys this.
Unique items. "DamageRing" DC12-12/SC11-11/MC5-9 no AC/AMC. Rough figures ofc. Would need scaling with how base affects Poison/FF/FW etc. "ProtectRing" AC/AMC 8-8 with no offensive stats. Just some things to diversify kits as atm everybody is a clone of the next person.
Levelling cave for sub 35's or even sub 40's. Packed with mobs on a huge map. This is to make the most grindy of levels more pleasant. By this I mean once you hit 40 or w/e you can hunt Yim or RC in a group and have a chance of some really valuable items. Hunting BC, Mines etc is just running from 1 mob to the next and it's slow and boring. People should be able to get to 40 quickly as people are 50, and the grind starts at 40.
Any other suggestions welcomed. Will probs add to this post.
Sent from my iPhone using Tapatalk
The single best and simplest way to improve and advance a Mir server is with new caves. Yims has evened out okay from what it started as, it's evident some ninja tweeks have been done.
The players would much rather see new boss AIs and caves with different approaches than just linear straight line (BDD type), over fancy new fangled gimmicks. I'll refer to Bens caves of old as they were always interesting with a lot less coding capability. If anyone remembers HeroesLord and could emphasise on it I'd be grateful as I can't remember much other than it was awesome.
It was a huge static boss that sat on a throne, spawned 3 mini (but massive) bosses at points throughout its HP, and a wall of impassable archers around it. It took a bit of working out the method to kill it. As opposed to just tank & spank that every boss is here (barring Behe to a degree). Things like this to stimulate players.
A revamp of some spells could be looked at. Things like Tao buffs could be made into auras instead of needing a cast on individuals (or a cast on self to active aura). Taos have a lot of spells and cutting the hot keys down wouldn't be a terrible idea. This would encourage Taos in groups as opposed to "town buff pls" and Tao left standing. TDB being on a toggle. ProField adding some MR/PR but only a small amount. DoS rework as suggested in other thread. You can look at the full spell list and think what can be done.
Mentor level being raised to help lower levels stay up. 42 or 43 would be sufficient but remove the drop buff if 40+.
Start level being raised to 10? 12?. Literally just cuts an hour of tediously swinging at hens out of the game at the beginning. Nobody enjoys this.
Unique items. "DamageRing" DC12-12/SC11-11/MC5-9 no AC/AMC. Rough figures ofc. Would need scaling with how base affects Poison/FF/FW etc. "ProtectRing" AC/AMC 8-8 with no offensive stats. Just some things to diversify kits as atm everybody is a clone of the next person.
Levelling cave for sub 35's or even sub 40's. Packed with mobs on a huge map. This is to make the most grindy of levels more pleasant. By this I mean once you hit 40 or w/e you can hunt Yim or RC in a group and have a chance of some really valuable items. Hunting BC, Mines etc is just running from 1 mob to the next and it's slow and boring. People should be able to get to 40 quickly as people are 50, and the grind starts at 40.
Any other suggestions welcomed. Will probs add to this post.
Sent from my iPhone using Tapatalk
