High Level Cave Option

Mu online season 21 - grand opening

Clintus2

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Jan 31, 2014
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give option when entering a cave to have x2 or x3 exp for x2 or x3 strength mobs?

maybe make it level reliant to enter so that it cannot be exploited for power leveling.

e.g. I love hunting in Zombie caves but at 45 its a bit silly, if it was 40+ x3 exp x3 strength Mobs with potentially better drops it would make loads of sense.

would mean that you wouldn't have to code whole new areas just adjust things. (except for the choice when entering part)
 

Clintus2

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ok forget that bit then, could it be considered though....
 

CrazyBear...

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I can understand where you're coming from Clint, at the level the majority of the server are at right now, places like the mines / WT / ZT / PSC are basically useless. I've said for a while they should buff these caves and make them more worthwhile for guild hunting at 45+.
 

Felicity

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I can understand where you're coming from Clint, at the level the majority of the server are at right now, places like the mines / WT / ZT / PSC are basically useless. I've said for a while they should buff these caves and make them more worthwhile for guild hunting at 45+.

Add something to these obsolete areas which makes them appealing. It doesn't have to be exp.

If exp is the main aim then perhaps add some new maps to those caves with the adjusted mobs/drop.
I'd much rather see that than a new cave.
 

holly

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Adding new caves and mobs is so easy I don't understand why they don't do it tbh!
 

Razarus

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Balance, server demand, spreading the population too thin, additional bug probabilities.
To list a few
 

Felicity

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Balance, server demand, spreading the population too thin, additional bug probabilities.
To list a few

Agree. A big mistake of servers be it mir and other games is the addition of 'new' maps, in an already low population server this disperses the player base too much. More players in the same places enhances player interaction.
 

Tai

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Agree. A big mistake of servers be it mir and other games is the addition of 'new' maps, in an already low population server this disperses the player base too much. More players in the same places enhances player interaction.

I fail to see how your idea to reuse existing caves helps counter this? Or you want to have it so you have lvl 47's hunting in BW mines alongside lvl 15s? How on earth does that make any sense... Even if we ignore the fact that that idea is ridiculous, how would it work mechanically? Mobs would have to be stronger for the lvl 47 to balance your suggested increased exp gained... meaning the level 15 cannot kill them, thus making it now a high level cave and redundant for the level 15. That's an extreme example but the same applies to somewhere like PT, a mid level cave. You can't have mobs adjust themselves strength/exp wise based on the level of the player attacking without creating big flaws.

Brainfart imo

No offence, ideas are great, but sometimes you have to cook them a little bit longer
 
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Vulcan

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Mar 20, 2014
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add more floors to existing caves, the deeper you go the harder the mobs become and the more exp they give, or make orcs and jinchon better, atm they are poor for lvling grps,
 
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d1craig

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Could add a level range for every cave - if you enter the cave it takes you to the level range that you are in ie. 0-20, 21-33 etc.

this is could be added for every cave if it was needed. Although there would be some caves that need to be left for groups to make use of. Wouldn't want to invite my friend to the game and then can't play with him because my level range is so different.
 

CrazyBear...

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Agree. A big mistake of servers be it mir and other games is the addition of 'new' maps, in an already low population server this disperses the player base too much. More players in the same places enhances player interaction.

This is already becoming a problem with the declining user count. It just seems a shame that some great caves (from a nostalgic point of view) are being under-used.