Kings Rooms - Bosses

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DarkSacred

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May 13, 2014
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Always been a thorn in my side but any chance of reviewing the ways in which KRs and caves/dungeons work?

My proposed idea would be that KRs are locked as default (including after a server reboot!)

In order to unlock the KR this would require a certain activity to take place, though could be something as simple as a kill wall. Kill 10,000 monsters in dungeon A to open dungeon A's KR. Or could require something more complex such as killing specific sub bosses, capture the flag type mechanics, king of the hill or any other potential task.

This would prevent people turning up at specific spawn times just to grab a boss without doing any of the work for it.

I'm not saying do this for every dungeon but I would like to see at least a few that are locked behind a specific task in order to unlock the KR door.

(also drop the global shouts for bosses, makes it far too easy! no standardised timers either)
 

DiabloVodkaShot

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Feb 20, 2009
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Always been a thorn in my side but any chance of reviewing the ways in which KRs and caves/dungeons work?

My proposed idea would be that KRs are locked as default (including after a server reboot!)

In order to unlock the KR this would require a certain activity to take place, though could be something as simple as a kill wall. Kill 10,000 monsters in dungeon A to open dungeon A's KR. Or could require something more complex such as killing specific sub bosses, capture the flag type mechanics, king of the hill or any other potential task.

This would prevent people turning up at specific spawn times just to grab a boss without doing any of the work for it.

I'm not saying do this for every dungeon but I would like to see at least a few that are locked behind a specific task in order to unlock the KR door.

(also drop the global shouts for bosses, makes it far too easy! no standardised timers either)

Hi DarkSacred,

I am not sure this would work for all caves, but perhaps one or two, it would be a great idea. However it wont be in for launch. We will add it to our suggestion doc.

-The Apocalypse Team
 

SmavidDavid

Playing Legend of Mir 5
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Jun 13, 2006
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Worthing is depressing.
Always been a thorn in my side but any chance of reviewing the ways in which KRs and caves/dungeons work?

My proposed idea would be that KRs are locked as default (including after a server reboot!)

In order to unlock the KR this would require a certain activity to take place, though could be something as simple as a kill wall. Kill 10,000 monsters in dungeon A to open dungeon A's KR. Or could require something more complex such as killing specific sub bosses, capture the flag type mechanics, king of the hill or any other potential task.

This would prevent people turning up at specific spawn times just to grab a boss without doing any of the work for it.

I'm not saying do this for every dungeon but I would like to see at least a few that are locked behind a specific task in order to unlock the KR door.

(also drop the global shouts for bosses, makes it far too easy! no standardised timers either)

Guess this would be similar to Evilmir, that you needed scales to enter, or PB with Timestone.

I quite like it, would definitely stop the run in , kill, reap rewards and TT that top teir players do.
 

Alecs

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Jan 10, 2009
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I always liked the idea of kr keys being dropped by subbosses or mobs. Once you get it you have 1 hour or so to get in.

I'm adding something like this in a game I'm developing. You can't just go around hunting bosses. And of course, keys are not tradable.
 

Skyline

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Mar 26, 2003
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Just make it difficult to get to certain boss rooms.

No RT's, jam packed floors, mobs difficult to kill especially if you lure too many.

Means you need to be in a group to get to the KR and even then you may have wiped or pretty much ran out of pots before you even get there.
 

azzee

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Just make it difficult to get to certain boss rooms.

No RT's, jam packed floors, mobs difficult to kill especially if you lure too many.

Means you need to be in a group to get to the KR and even then you may have wiped or pretty much ran out of pots before you even get there.

+1 to this
 

DarkSacred

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May 13, 2014
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Don't get me wrong, I wouldn't want to see the early game content made too difficult. Or have every dungeon follow this format.

But being able to breeze through a level 45+ dungeon with RTs and running passed everything straight to the boss is a bit dull.
 

Wade

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Just make it difficult to get to certain boss rooms.

No RT's, jam packed floors, mobs difficult to kill especially if you lure too many.

Means you need to be in a group to get to the KR and even then you may have wiped or pretty much ran out of pots before you even get there.

Reminds me of Euro ZT, pot run and recall, even D/C and reconnect for those on dial up!!


Sent from my iPhone using Tapatalk
 

Chriz

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Reminds me of Euro ZT, pot run and recall, even D/C and reconnect for those on dial up!!


Sent from my iPhone using Tapatalk

Haha I remember thoes days.. Used to take a decent group to get there and wall up and kill that thing.. We wont be need to re-pot on here, we got Stacks :loyal:
 

Skyline

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Reminds me of Euro ZT, pot run and recall, even D/C and reconnect for those on dial up!!


Sent from my iPhone using Tapatalk

Yeah that's how it should be. Then makes it even more interesting when another guild arrives.
Infact, I even remember bumping into another guide and agreeing to help each other clear the way.
 

DarkSacred

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May 13, 2014
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Yeah that's how it should be. Then makes it even more interesting when another guild arrives.
Infact, I even remember bumping into another guide and agreeing to help each other clear the way.


Feels like a lifetime ago since people did this! I can still remember everyone re-connecting before the maze.

I wonder if they will mix things up a bit and change the mazes in ST, ZT etc
 

rayray

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May 26, 2011
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Always been a thorn in my side but any chance of reviewing the ways in which KRs and caves/dungeons work?

My proposed idea would be that KRs are locked as default (including after a server reboot!)

In order to unlock the KR this would require a certain activity to take place, though could be something as simple as a kill wall. Kill 10,000 monsters in dungeon A to open dungeon A's KR. Or could require something more complex such as killing specific sub bosses, capture the flag type mechanics, king of the hill or any other potential task.

This would prevent people turning up at specific spawn times just to grab a boss without doing any of the work for it.

I'm not saying do this for every dungeon but I would like to see at least a few that are locked behind a specific task in order to unlock the KR door.

(also drop the global shouts for bosses, makes it far too easy! no standardised timers either)


NO offence but imo this idea is dog dirt. Carebear crap.

Dono about anyone else but when i want to boss hunt i want to kill as many as i can as fast as i can, the only thing i really want to break stride for is a bit of worth while pk , not for aid's mechanic's.


I'd hate to see any kill 10k mobs crap to open KR's, all this does is make the bosses get killed half as much because if the area isn't high exp who the hell's gonna wanna farm it.
 
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Xzoviac

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Dec 14, 2012
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NO offence but imo this idea is dog dirt. Carebear crap.

Dono about anyone else but when i want to boss hunt i want to kill as many as i can as fast as i can, the only thing i really want to break stride for is a bit of worth while pk , not for aid's mechanic's.


I'd hate to see any kill 10k mobs crap to open KR's, all this does is make the bosses get killed half as much because if the area isn't high exp who the hell's gonna wanna farm it.

Also KR mob locks stops PVP, and imo the servers that do the best are ones with strong rivalrys, and worthwhile pking
 

Piff1

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Apr 17, 2015
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**** idea. Mir's boring enough don't make me grind to go kill a boss for **** sake. Mir's limited to things you can do as it is just further limiting and adding un needed grind.

Maybe for 1 end game cave you could make it work like EE cave does on Mir3 where you need a pass drop to get into the KR and hope everybody gets one drop before hitting KR but even that was a pain in the arse early game on Zircon getting to KR and only 2 of us had passes, obviously a few weeks you could just buy them from TM cheapish.

I was thinking the opposite way like Teleport links to close to KR for a high cash fee, people loved what Jamie did with Mir cutting out a lot of the boring **** with pots / ore / gems etc stacking, auto pick up pots once you already had one of them pots in bag etc, it just cuts out some boring **** nobody want's to be doing. Untill Custom maps come in later game i don't really want to be running much.

Losing my love for Mir and running / Rt place's like RMV and PT is just the time consuming now, it's not like everybody doesn't know route's or it's hard to get there. People been doing **** for 16 years and you want us running round 1st 2nd 3rd floors farming mobs to open a KR lul, can't believe people are entertaining this.
 

LightBringer

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All I do on MIR is barely try to level, afk in Safezones, run around for no reason for a bit, whine that my class is underpowered and its not fair that others have better gear and levels then me, then I log off.