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Adv

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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.


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KingCobra92

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Good post

I think we need more BDD type caves. multiple bosses , think of bens "OldSkoolTemple" , **** loads of bosses , best ones get camped for PK purposes, but this also opens out yims/behe/ghost bdd to more people

You need more of an incentive for new players, as Adv said 1hour grinding hens has never been fun for the past 15 years on EVERY SERVER.

Maybe a noobie cave for 0-33 , nice exp, get yourself some D rings/ruby rings dropped , and learn the game.

What would also be good , although maybe to much, is a proper mir guide , explaining when how/when all stats work and spells work , as a new player i might come in and think "wtf does DC reduction do , decrease damage taken from DC or decrease my DC", and "what does holy do and why does everyone have it?"
 

Adv

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Would take a lot of effort from one person. But the community could do it pretty easily.

Apex's website had a pretty solid guide from what I remember. Although that didn't explain stats, mechanics etc


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KingCobra92

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Would take a lot of effort from one person. But the community could do it pretty easily.

Apex's website had a pretty solid guide from what I remember. Although that didn't explain stats, mechanics etc


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I meant more of an NPC in border village.
 

Jamie

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Interesting thread, I can see where you are coming from, If the community reacts positively to my newest thread Alot of the spell reworks would happen at the same time.

I think you are correct I should look at a way to streamline the starting area, especially for new players.
 

KingCobra92

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Interesting thread, I can see where you are coming from, If the community reacts positively to my newest thread Alot of the spell reworks would happen at the same time.


I think you are correct I should look at a way to streamline the starting area, especially for new players.

more than happy to help with ideas for new starters.
 

GeeDee

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Few more caves would be nice :)

West desert? Numa? :) love these caves
 

Piff1

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Agree with most, defo need some more ways to make it newcomer friendly at the moment it's dog ****, its only fun grinding 0-22 when 200 other people are doing it if not its just a drag and you don't wanna even try catch up.30-43 need a cave designed for these levels really like another BDD with more mobs.
 

KingCobra92

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Personally my opinion is the server needs more lower level bosses along the lines of ZT MTK BDD , only s couple more , which then leaves the legendary bosses , behemoth . Yims , ghost bdd , for the guilds to fight over.

Atm you have level 48s pkong level 40s in bonelors trying to earn a living , I know this is Mir and it's part of it , but we should create more opportunities for the 33-43 player base to get items , and leave the harder bosses for the groups of players 43+
 

phoenixdancer

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Personally my opinion is the server needs more lower level bosses along the lines of ZT MTK BDD , only s couple more , which then leaves the legendary bosses , behemoth . Yims , ghost bdd , for the guilds to fight over.

Atm you have level 48s pkong level 40s in bonelors trying to earn a living , I know this is Mir and it's part of it , but we should create more opportunities for the 33-43 player base to get items , and leave the harder bosses for the groups of players 43+
it wont matter, If you add new bosses the higher level players will still go and kill them on rotation anyway.
These fragments make it more so.
Itwontmatter
 

Adv

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it wont matter, If you add new bosses the higher level players will still go and kill them on rotation anyway.
These fragments make it more so.
Itwontmatter

Let's just not bother doing anything then eh? Is that your solution?

They can't be everywhere all of the time. Eventually there will be enough things to do to keep everyone busy.

I'm sure you just say things for the sake of saying things sometimes without actually giving a counter point to your negative.

How about level capping some new caves w/ bosses @ 42. There, simple as that.

2b77ec1bc413add1ff16d7be0192d245.jpg


Your last 3 posts before that one... l o l
 
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phoenixdancer

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Let's just not bother doing anything then eh? Is that your solution?

They can't be everywhere all of the time. Eventually there will be enough things to do to keep everyone busy.

I'm sure you just say things for the sake of saying things sometimes without actually giving a counter point to your negative.

How about level capping some new caves w/ bosses @ 42. There, simple as that.

2b77ec1bc413add1ff16d7be0192d245.jpg


Your last 3 posts before that one... l o l

You have far too much time on your hands.

No that isnt my solution and i never sad it was.

My solution would be to level cap caves, but i didnt see a point in writing that just yet as i had a few other ideas of which i would tell jamie via ** or ingame if i wanted too.

I have a million other things to do than write massive replies to stuff on this forum.
I am currently doing 4 things along with replying to your post. We don't all have 'nothing' to do.
 

Adv

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Don't bother posting if your not being constructive then, idk. You're sooooo busy I don't see why you do.
How about level capping some new caves w/ bosses @ 42. There, simple as that.


My solution would be to level cap caves, but i didnt see a point in writing that just yet as i had a few other ideas of which i would tell jamie via ** or ingame if i wanted too.

Not a fan.


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WargodSius

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I have always enjoyed the idea of curving exp and drops based on level. It comes with it's own issues, but in my opinion solves more.

So you have BoneLord - I really can't remember the cave level and his lvl so let's say 35 for argument. The cave and the boss are intended for 35's. So for every level above that 'ideal' you earn less exp and encounter a lower drop rate. How this is implemented isn't relevant to the principle, but for arguments let's say it's a curve.

You could then add bonuses for being lower than if you really want, but again that introduces issues, but it does reward players who have been fortunate/worked hard enough to be 'better' than their level. That's just a side note/consideration

PTC Example - Assumed Ideal Level of 35

Lvl DiffDrop DiffExp
-1 (lvl34)+2%+2%
0+0%+0%
+1-2%-2%
+2 (lvl37)-6%-6%

NOTE: The formula in this example adding on the lvl diff (x2) each time. So +1 lvl diff is 0 + (1x2) = Value(2), +2 lvl diff is 2 + (2x2) =Value(6), +3 lvl diff is 6 + (3x3) = Value(15) etc. That's a pretty steep decline as that's the way I've set it up. But again, the actual values aren't important.


It keeps content kind of level/intent appropriate, without removing the option to do that content entirely if the player should want to.

Drawbacks that I have considered include:
  • Potential impact on desire for players to help lower levels in lower end caves (minimal)
  • Adding exp and drops for players being boosted (minimal)
  • Potential for creative play leading to exploits (group kill boss, have very low level player tag boss use boosted drop rate etc) - most though are very easily solved, if not near on impossible/too frustrating to manipulate in the players favour to bother with (minimal with minor dev effort)
  • Bosses/mobs are often wildly different levels for ingame mechanics reasons - so potentially a new value would be needed for mobs (such as mobIdealLevel) - (significant)
2nd EDIT: Note that I discussed this with Jamie I think quite early doors, or at least asked if he had implemented it, and I don't think he was keen (although I can't really recall convo) so I wouldn't expect it.
 
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NewHope

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Be cool to have trigger kill quests for level 1-40 in most caves.
Where the reward could be more exp/gold or the chance to summon a legendary after killing 10x mob etc.
Making the lower grind more dynamic.

Maybe you could make all items consumable for experience... say for example the items worth in gold will become the experience you get for 'destroying/smelting/harnessing/any other fancy word'
eg. goldring worth 1234gold, consume for the exp. Could sink the gold market a little too. :)