- Apr 14, 2020
- 37
- 24
- 10
Kraken Legend of Mir 3
Our goal is to create a low rate, challenging and rewarding experience for everyone to enjoy. We’ve put a lot of effort into the server thus far and don’t intend to stop until we have made a truly unique experience.
Changes from Zircon:
Removed Assassins.
Removed Cubing System.
Removed Lost Lands.
Increased book rarity and removed pages.
Increased companion storage
Reworked companion stats.
Reworked items from scratch.
Reworked quests from scratch.
Reworked the economy to reflect a more challenging experience.
Reworked group buffs to promote group play (vicinity based), without having a negative effect on solo players.
Reworked hermit system.
Reworked master refine stats.
Reworked accessory refine stats.
These are only the main changes, plenty more changes are being made as the server moves forward with development.
Added Wings/Belts
Starter Town
Along with reworking the quests, we wanted to improve the overall experience especially at a lower level, so we’ve introduced a new starting area. The area has plenty of quests to keep players busy and will be the hub until players progress through the quest line.
Daily Quests
A daily quest system has been added. The quality of daily quests will depend on your current fame (more on our implementation of the fame system below), the more fame a player has, the better daily quests become available. Daily quests will be reset at 1am GMT.
Fame system
A fame system has been added to the server, fame is rewarded for completing quests. Players also have a fame status, which includes a coloured name and title. As the player increases their fame, the name colour will become darker and they will obtain new titles. At any time the player can decide to show their status in-game for others to see.
Honour System
An honour system has been put in place to encourage PvP, as players kill one another they gain Honour. Honour also has a status much like the fame system which players can choose to display at any point. It is also a currency, points can be spent in-game for rewards. The honour status is calculated from the maximum level achieved, so spending points will not alter the character status. PKing players that are much lower levels will drastically reduce Fame and result in lesser quality daily quests.
Champion Monsters
Champion monsters spawn throughout the world, these monsters are more challenging than the ordinary but offer increased rewards. They are indicated in game by a green name.
Hermit System
We’ve reworked the hermit system to give random stats in a specific range at certain levels. The stats look like the following:
Level 40-50 - 1-3 is possible to roll each level.
Level 51-61 - 1-4 is possible to roll each level.
Level 62-72 - 2-5 is possible to roll each level.
Level 73-80 - 2-6 is possible to roll each level.
Level 80 is our current cap. Once the player reaches level 80, they are still able to level their hermits, we’ve called these hermit levels and the stat increases look like the following:
Hermit Level 1 -10 - 3-7 possible to roll each level.
Hermit Level 11 - 21 - 4-9 - possible to roll each level.
(More levels will be added as players near the current amounts)
We’ve decided to take this route to keep the end game content relevant for max level veterans and newly turned level 80s.
Charm system
Charms have been added to the game, charms are rare drops from monsters that give increased stats. To gain these stats the player must have the charm in their inventory. Charms are not immune to being dropped.
Augmentation system
An augmentation system has been added to the server. The system currently supports Belts/Armours/Boots/Shields/Helms. The amount of runes that can be augmented into a specific item depends on that item's rarity. For example a Superior item has 1 socket, Rare has 2 sockets with Elite and Legendary having 3 sockets each. Like everything there is a cost for the service, so it can become expensive.
The player also has the opportunity to reset their item. However with a standard reset the runes in the item are lost. There are however special items that can be used to increase the chance of saving the augmented runes.
Runes of all qualities drop throughout the world and have stats on them like any other item. These stats are the stats that will be augmented to the item.
Crafting System
A crafting system has recently been implemented. The finer details are still to be worked out, but some features will be as follows:
Professions are limited to one profession per character.
Crafting Reagents have been introduced and are found in various ways. Drops/Harvesting/Mining etc.
The system uses recipes which are dropped throughout the world, through quests or bought from vendors.
Certain recipes will need crafting reagents that only other professions can make.
The profession interface is accessed by combining Shift + C.
It's early days for the profession system but we are looking at expanding this in a number of ways.
Companion Filter
A companion filter has been added to give players more control over what their pets picking up.
Group Dialog
A group member dialog has been added as it seems to be an essential QOL feature missing from Mir. This should make keeping an eye on group members much easier, especially for Tao's as there is a lot of functionality to help them support their groups. The features are as follows.
- Panel is toggled by combining SHIFT + P
- Live health and mana update.
- Current Tao buffs displayed, so it's much easier for Tao's to see when members need buffs.
- Current poison status displayed in the top right.
- Hovering over the group member will target them, so from a PVE standpoint, buffs and heals get delivered directly to the target. This also solves issues where it’s hard to target players for resurrecting under monster corpses.
Achievement System:
An achievement system has now been added. Achievements will range from killing numerous monsters, levelling to certain levels, capping out professions and even server firsts, it has been designed from the ground up so anything is possible, making for much more of a unique experience. Characters can earn achievement points by completing achievements. Points will vary on the difficulty of the achievement, naturally server first achievements will reward players with more achievement points. Some achievements also come with titles, which players will have the opportunity to display in-game to others, giving them the ultimate bragging rights, server first titles are unique and will only be obtained by 1 character throughout the life of the server, I can appreciate this will be music to the competitive players ears. Achievements are fully passive, they will start automatically when killing or collecting eligible resources, or whatever that achievement may require, they will also complete automatically rewarding you with your achievement points and that unique title. There will be an additional rankings tab based on achievement points. The system is in its infancy but the core functionality is already there, just a few more pieces to implement then we will look at getting it live on the test server. A few UI tweaks also to come.
We have huge plans for the server, some of our upcoming changes and features:
Add profession system:- The profession system i'll be limited to one profession per character. Each profession will have unique craftable items, making all professions relevant. (See above)
Improve the general experience:- As we’re testing and implementing new features we are constantly finding bugs and balance issues that we’re determined to fix and get right.
If there is anything that doesn’t quite make sense here please let me know and I’ll do my best to elaborate further. Also please feel free to voice suggestions, as we’re always looking for ways to improve.
We’re looking at getting a test server online relatively soon, it’ll be phased testing at something like 10 levels per phase. Keep an eye on this thread for news on a possible release and to keep up with the development of the server.
Lastly I’d like to say a massive thanks to:-
LOMCN for having such a supportive and open community.
Jamie for releasing his Zircon source.
Vyse and the community for their thoughts on how to improve the overall experience of Mir. It’s a lengthy read but well worth it.
Discord:-
https://discord.gg/PB4Ea97
Cheers for taking the time to read.
Ceebs
Our goal is to create a low rate, challenging and rewarding experience for everyone to enjoy. We’ve put a lot of effort into the server thus far and don’t intend to stop until we have made a truly unique experience.
Changes from Zircon:
Removed Assassins.
Removed Cubing System.
Removed Lost Lands.
Increased book rarity and removed pages.
Increased companion storage
Reworked companion stats.
Reworked items from scratch.
Reworked quests from scratch.
Reworked the economy to reflect a more challenging experience.
Reworked group buffs to promote group play (vicinity based), without having a negative effect on solo players.
Reworked hermit system.
Reworked master refine stats.
Reworked accessory refine stats.
These are only the main changes, plenty more changes are being made as the server moves forward with development.
Added Wings/Belts
Starter Town
Along with reworking the quests, we wanted to improve the overall experience especially at a lower level, so we’ve introduced a new starting area. The area has plenty of quests to keep players busy and will be the hub until players progress through the quest line.
Daily Quests
A daily quest system has been added. The quality of daily quests will depend on your current fame (more on our implementation of the fame system below), the more fame a player has, the better daily quests become available. Daily quests will be reset at 1am GMT.
Fame system
A fame system has been added to the server, fame is rewarded for completing quests. Players also have a fame status, which includes a coloured name and title. As the player increases their fame, the name colour will become darker and they will obtain new titles. At any time the player can decide to show their status in-game for others to see.
Honour System
An honour system has been put in place to encourage PvP, as players kill one another they gain Honour. Honour also has a status much like the fame system which players can choose to display at any point. It is also a currency, points can be spent in-game for rewards. The honour status is calculated from the maximum level achieved, so spending points will not alter the character status. PKing players that are much lower levels will drastically reduce Fame and result in lesser quality daily quests.
Champion Monsters
Champion monsters spawn throughout the world, these monsters are more challenging than the ordinary but offer increased rewards. They are indicated in game by a green name.
Hermit System
We’ve reworked the hermit system to give random stats in a specific range at certain levels. The stats look like the following:
Level 40-50 - 1-3 is possible to roll each level.
Level 51-61 - 1-4 is possible to roll each level.
Level 62-72 - 2-5 is possible to roll each level.
Level 73-80 - 2-6 is possible to roll each level.
Level 80 is our current cap. Once the player reaches level 80, they are still able to level their hermits, we’ve called these hermit levels and the stat increases look like the following:
Hermit Level 1 -10 - 3-7 possible to roll each level.
Hermit Level 11 - 21 - 4-9 - possible to roll each level.
(More levels will be added as players near the current amounts)
We’ve decided to take this route to keep the end game content relevant for max level veterans and newly turned level 80s.
Charm system
Charms have been added to the game, charms are rare drops from monsters that give increased stats. To gain these stats the player must have the charm in their inventory. Charms are not immune to being dropped.
Augmentation system
An augmentation system has been added to the server. The system currently supports Belts/Armours/Boots/Shields/Helms. The amount of runes that can be augmented into a specific item depends on that item's rarity. For example a Superior item has 1 socket, Rare has 2 sockets with Elite and Legendary having 3 sockets each. Like everything there is a cost for the service, so it can become expensive.
The player also has the opportunity to reset their item. However with a standard reset the runes in the item are lost. There are however special items that can be used to increase the chance of saving the augmented runes.
Runes of all qualities drop throughout the world and have stats on them like any other item. These stats are the stats that will be augmented to the item.
Crafting System
A crafting system has recently been implemented. The finer details are still to be worked out, but some features will be as follows:
Professions are limited to one profession per character.
Crafting Reagents have been introduced and are found in various ways. Drops/Harvesting/Mining etc.
The system uses recipes which are dropped throughout the world, through quests or bought from vendors.
Certain recipes will need crafting reagents that only other professions can make.
The profession interface is accessed by combining Shift + C.
It's early days for the profession system but we are looking at expanding this in a number of ways.
Companion Filter
A companion filter has been added to give players more control over what their pets picking up.
Group Dialog
A group member dialog has been added as it seems to be an essential QOL feature missing from Mir. This should make keeping an eye on group members much easier, especially for Tao's as there is a lot of functionality to help them support their groups. The features are as follows.
- Panel is toggled by combining SHIFT + P
- Live health and mana update.
- Current Tao buffs displayed, so it's much easier for Tao's to see when members need buffs.
- Current poison status displayed in the top right.
- Hovering over the group member will target them, so from a PVE standpoint, buffs and heals get delivered directly to the target. This also solves issues where it’s hard to target players for resurrecting under monster corpses.
Achievement System:
An achievement system has now been added. Achievements will range from killing numerous monsters, levelling to certain levels, capping out professions and even server firsts, it has been designed from the ground up so anything is possible, making for much more of a unique experience. Characters can earn achievement points by completing achievements. Points will vary on the difficulty of the achievement, naturally server first achievements will reward players with more achievement points. Some achievements also come with titles, which players will have the opportunity to display in-game to others, giving them the ultimate bragging rights, server first titles are unique and will only be obtained by 1 character throughout the life of the server, I can appreciate this will be music to the competitive players ears. Achievements are fully passive, they will start automatically when killing or collecting eligible resources, or whatever that achievement may require, they will also complete automatically rewarding you with your achievement points and that unique title. There will be an additional rankings tab based on achievement points. The system is in its infancy but the core functionality is already there, just a few more pieces to implement then we will look at getting it live on the test server. A few UI tweaks also to come.
We have huge plans for the server, some of our upcoming changes and features:
Improve the general experience:- As we’re testing and implementing new features we are constantly finding bugs and balance issues that we’re determined to fix and get right.
If there is anything that doesn’t quite make sense here please let me know and I’ll do my best to elaborate further. Also please feel free to voice suggestions, as we’re always looking for ways to improve.
We’re looking at getting a test server online relatively soon, it’ll be phased testing at something like 10 levels per phase. Keep an eye on this thread for news on a possible release and to keep up with the development of the server.
Lastly I’d like to say a massive thanks to:-
LOMCN for having such a supportive and open community.
Jamie for releasing his Zircon source.
Vyse and the community for their thoughts on how to improve the overall experience of Mir. It’s a lengthy read but well worth it.
Discord:-
https://discord.gg/PB4Ea97
Cheers for taking the time to read.
Ceebs
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