Map Modification

flamefield

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Since I found the high level maps no-one going to hunt, mobs such as Orc, JinChon, FrozenCave, ZT7, LostShip etc.
WHY?
First, mobs at those maps are very hard; Second, they are no relate to drop any rarely items (what i saw olny pots).
It is no valuable to deal lot of time to hunt, team put these classical map in game, but not attract players to hunt in these maps, that means unsuccessful on the design of chronicles. As know mass people quit from game, they just bored in hunting boars cave , bugs cave, bulls temple,or TU bdd4, everyday, every time.
My point of view is modify these maps first, don't just look forward or new version new map, make the recent dungeons fun and attractive, then go upgrade and put new things.
1. Reduce difficulty of these maps, make single player or small team easier to hunt, so they can catch bosses.
2. Make drops from mobs of these maps, such as level40+ spell books, level37+ accessories, level 36+ weapons etc,so people has confident at hunting even pay more time on it.

Every time we lost players, we need think about, why? Maybe they not just desire new maps or new spells or something else.
Please think about it.

My best wish.
 

Jicaa

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You might like to read this :)

And my forum reading has been far more pleasant since you left :).

I wouldn't expect craft-able skills in the next couple of updates... Craft-able skills will be post 2.0, we are currently releasing 2.0 content over the next couple of updates...

This weekend is planned for mobs, which include:
- Adjustments to LostShop (Spawns, difficulty have been lowered, some of the maps are now r/table).
- Adjustments to JinchonTemple (Spawns, difficult have been lowered, some of the maps are now r/table).
- Oma Lair added.
- Numa Desert added.
- Hell Cave added.
- Demon Cave added.

After this there will be a focus on the 2.0 skills that have been planned:
Warrior:
- SlashingBurst (Big shoulderdash that pushes mobs to either side of you (creating a passage)).
- FrozenSword (A heavy hitter with a chance of slow, with a cooldown).

Assassin:
- Ghost (Mir3 moonlight, that makes you completely invisible to mobs and players unless your in x radius).
- Hemorrhage (A heavy hitter that has a chance to cause bleeding, with a cool down... Bleeding will tick health away but also cause flinch whilst it does it).

Taoist:
- ThousandSwords (FireBang type skill with a small cooldown).
- EnergyShield (A castable shield that protects its owner from death (will revive you if you die whilst its up), has cooldown).

Archer:
- IceTrap (Archer sets the trap, only the caster can see it, those who run in its radius set the trap off causing an explosion and chance of slow).
- AttunedBody (Similar to attuned mind, but hp instead of mp).

Wizard:
- MagicBooster (6-6 MC per skill level totaling in at 24-24 at level 3).
- TwinDrakeFlame (2 powerful hits, the second hit cuts amc, has a chance to cause third degree burns that add a 1.2x damage multiplier to fire type skills).
- Stupidify (Chance based (like TU) when applied it will remove the advanced AI for x amount of time, amount of time and chance of success are based on skill level).

Once the above is done and in, then we will be looking at craft-able skills and new leveling system.

ETA for above completion, mid to late July

Sam

As you can see some adjustments are going to happen to atleast 2 of the caves you mentioned.
 

terriblen

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Hunt those caves in a larger group.
I like it that some caves need a group to get to the boss. That was the gameplay I thought was most fun anyway. Solo and small groups isn't MMorpg. Some of the guilds hunt those caves now and some of them went there weeks ago.
 

lancelot1

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Hunt those caves in a larger group.
I like it that some caves need a group to get to the boss. That was the gameplay I thought was most fun anyway. Solo and small groups isn't MMorpg. Some of the guilds hunt those caves now and some of them went there weeks ago.
For you. Don't impose your idea of fun on others, it makes you look like a jerk.
 

Turrican

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For you. Don't impose your idea of fun on others, it makes you look like a jerk.
mmorpg stands for massively multiplayer online role playing game.

If the game was intended to be completely solo'd it wouldn't be an mmo, if you take the group elements out of the game all your left with is a social rpg.


i agree with the op to an extent, perhaps the mobs could be made easier/spawns reduced to make them viable as lvling areas, but the bosses should remain as they are.
 
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Tai

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For you. Don't impose your idea of fun on others, it makes you look like a jerk.

As above, it's not intended as a solo game so you can't complain that certain things aren't accessible without a group. It makes you look like a jerk.
 

lancelot1

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mmorpg stands for massively multiplayer online role playing game.

If the game was intended to be completely solo'd it wouldn't be an mmo, if you take the group elements out of the game all your left with is a social rpg.


i agree with the op to an extent, perhaps the mobs could be made easier/spawns reduced to make them viable as lvling areas, but the bosses should remain as they are.
Firstly, the whole argument is moot if nothing drops exclusively somewhere where you can only go with a large group (full group, 2 groups, etc.). But it is a problem if there are exclusive drops there, as you are locking a sizable amount of the player base out of ever getting them. People with commitments, people with jobs, people who only play 2 hours a day, people who have young children and need to take 2 minute breaks every 10-15 minutes. Moving on..

Nobody said anything about soloing the whole game, but there's also no need to force people to try and get together groups of 10/20 people in order to even experience cave X or province Y, let alone reach the boss. Other MMOs learned this the hard way and implemented difficulty scaling for smaller groups.

Why shouldn't Chronicles learn from the mistakes of other MMO developers and implement it earlier, rather than later, considering how little effort (compared to the alternative of making a new cave) it would take to copy/paste a KR/zone/cave and double the mob's stats, drops and XP, then tweak spawns a bit?

My point is no cave should need a 10-man (or larger) group to reach/kill the boss. It should be doable with, at most, 1 of each class who are the appropriate level and appropriately geared, though ideally with 3. Not with the same difficulty, mind you, and it shouldn't be cleared in the same time frame.

As above, it's not intended as a solo game so you can't complain that certain things aren't accessible without a group. It makes you look like a jerk.
What? I said people play MMOs for different reasons, not that all of Mir should be soloable. And there's a difference between "a group" and "a larger group". You know, it's that word he used, "larger".

He plays for cave clears with 2 full groups? Good for him. I play for refining and gemming. John plays for high level PvP. Jill plays because she enjoys leveling solo, as she has a special needs adopted dog who needs constant attention and she has to take breaks at a moment's notice. How in the **** is Jill playing it wrong and Turrican right? Should I need one full group to be able to get BIO or Gems? Should John need to do mini-raids twice a week in order to get gear that is half-decent for high-level PvP?

Also, pretty much anything can be soloed with a bit of ingenuity, specifically by Taos (hi, poison). Been that way for 13 years and I don't see anyone rushing to patch it out.

And yes, I can, in fact, raise an objection if certain things aren't accessible to a sizable portion of the player base (me included). Do you think people wouldn't complain if gems only dropped from JD/EE and JD/EE each required at least 2 full groups to down? The forums would be swarmed in a heartbeat.

People want to be able to get anything that's not nailed to the floor in Mir. I, personally, don't want to get PoisonCloud as quickly as TKO will, for instance, because I know my limitations. But I do want to be able to get it at my own pace, even if it took them 4 days to get it for all their Taos and it takes me 6 weeks.
 

davey_boyy

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Im worried that its going to be too late judging by samuels post hes doing everything in the wrong order =/ =/ adding even more caves/mobs/skills when we have enough content but not enough skills craftable skills or just making them drop more is the number 1 important thing should be concentrating on it right now.... Cannot stress it enough PPL DONT LIKE PLAYING WITHOUT SKILLS!! ITS BORING!!! To not have skills like Flame field/rage/curse/swiftfeet etc etc after 5 months and being 45+ on a private server is just crap and boring man we have these skills on 10+ servers before its nothing new.

With Bens C source five heros server being released in few months its going to hit this server mega hard need to get ppl back playing happy with full skill sets before that server is released as ppl will just leave and go join that where they can enjoy the game more with all their skills to use.
 

Carribean

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Firstly, the whole argument is moot if nothing drops exclusively somewhere where you can only go with a large group (full group, 2 groups, etc.). But it is a problem if there are exclusive drops there, as you are locking a sizable amount of the player base out of ever getting them. People with commitments, people with jobs, people who only play 2 hours a day, people who have young children and need to take 2 minute breaks every 10-15 minutes. Moving on..

Nobody said anything about soloing the whole game, but there's also no need to force people to try and get together groups of 10/20 people in order to even experience cave X or province Y, let alone reach the boss. Other MMOs learned this the hard way and implemented difficulty scaling for smaller groups.

Why shouldn't Chronicles learn from the mistakes of other MMO developers and implement it earlier, rather than later, considering how little effort (compared to the alternative of making a new cave) it would take to copy/paste a KR/zone/cave and double the mob's stats, drops and XP, then tweak spawns a bit?

My point is no cave should need a 10-man (or larger) group to reach/kill the boss. It should be doable with, at most, 1 of each class who are the appropriate level and appropriately geared, though ideally with 3. Not with the same difficulty, mind you, and it shouldn't be cleared in the same time frame.


What? I said people play MMOs for different reasons, not that all of Mir should be soloable. And there's a difference between "a group" and "a larger group". You know, it's that word he used, "larger".

He plays for cave clears with 2 full groups? Good for him. I play for refining and gemming. John plays for high level PvP. Jill plays because she enjoys leveling solo, as she has a special needs adopted dog who needs constant attention and she has to take breaks at a moment's notice. How in the **** is Jill playing it wrong and Turrican right? Should I need one full group to be able to get BIO or Gems? Should John need to do mini-raids twice a week in order to get gear that is half-decent for high-level PvP?

Also, pretty much anything can be soloed with a bit of ingenuity, specifically by Taos (hi, poison). Been that way for 13 years and I don't see anyone rushing to patch it out.

And yes, I can, in fact, raise an objection if certain things aren't accessible to a sizable portion of the player base (me included). Do you think people wouldn't complain if gems only dropped from JD/EE and JD/EE each required at least 2 full groups to down? The forums would be swarmed in a heartbeat.

People want to be able to get anything that's not nailed to the floor in Mir. I, personally, don't want to get PoisonCloud as quickly as TKO will, for instance, because I know my limitations. But I do want to be able to get it at my own pace, even if it took them 4 days to get it for all their Taos and it takes me 6 weeks.
jesus christ is there any need?
 

lancelot1

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I believe there is a need for anyone to be able to obtain anything available ingame themselves, even if it takes them considerably longer, yes.
 

Colin

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Thats console gaming.
I dont think anything drops exlusively from one boss in mir except things like red skull and relic and wooma horn. Those arent that important to individual players.
If you cannot give too much time to mir then you have to join a guild that you trust to go to the need a group places and kill the bosses.
If you want to solo most of the time or only hunt with a few chosen mates then you simply have to wait for the items to be common and sold on TM, or sold in guild, which you seem to accept.
I dont see how you can have a boss reachable and killable by a small group which wont be camped by larger higher levels if it drops good.
 

lancelot1

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I dont see how you can have a boss reachable and killable by a small group which wont be camped by larger higher levels if it drops good.
Then clearly you don't play at odd hours, like 8 AM on Saturday or 4 AM Tuesday.
 

terriblen

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When did Mir announce a social inclusion policy.
Yes people play for different reasons, solo levelling playing to gem and refine are picking out bits of the game and ignoring the main parts. Choice. These choices have consequences which are not getting the bosses and the good drops as early as some of the more driven players with plenty of hours to play.
Odd hours like 8am and 4am Tuesday are when China Aussie and parts of USA are active. Higher user count will see more people around at those off peak for euro times. If the boss drops good enough there are players who will set their alarms and be there.
 

lancelot1

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When did Mir announce a social inclusion policy.
Yes people play for different reasons, solo levelling playing to gem and refine are picking out bits of the game and ignoring the main parts. Choice. These choices have consequences which are not getting the bosses and the good drops as early as some of the more driven players with plenty of hours to play.
Odd hours like 8am and 4am Tuesday are when China Aussie and parts of USA are active. Higher user count will see more people around at those off peak for euro times. If the boss drops good enough there are players who will set their alarms and be there.
It didn't. I'm saying it should, especially since it's as easy as creating a second KR with the entrance next to the normal entrance with the same mobs, same layout, same respawn timers, boss has more/less HP and drops more/less items and, if possible, a max group size limitation (or limit the amount of people on the map, which I know to be doable). If the difference is big enough (say the 2 group boss drops level 40 weps at a 1/20 rate for each and the 5-man one drops level 35 weps at a rate of 1/30 each) the big groups will probably avoid the small one in favour of the big one.

What's there not to like about it?

Edit: I'm genuinely asking. I'm not a mad scientist and I'm not a genius, I [understandably] only see the upside of my own ideas. Please point out any downsides I might be oblivious to.
 

Rollcage

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mmorpg stands for massively multiplayer online role playing game.

If the game was intended to be completely solo'd it wouldn't be an mmo, if you take the group elements out of the game all your left with is a social rpg.

i agree with the op to an extent, perhaps the mobs could be made easier/spawns reduced to make them viable as lvling areas, but the bosses should remain as they are.

yeh, some normal mobs have silly stats, killed 1 orc sorc solo on my 43 warr with 66 dc and norm acc, hit it maybe 30% of the time, and most of my damage was from the 2nd hit of tdb.
some mobs have had thier hp increased to the point its really not worth the time/pots it takes to kill them
 

Doug

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This thread is ridiculous

---------- Post Merged at 07:12 PM ---------- Previous Post was at 07:09 PM ----------

yeh, some normal mobs have silly stats, killed 1 orc sorc solo on my 43 warr with 66 dc and norm acc, hit it maybe 30% of the time, and most of my damage was from the 2nd hit of tdb.
some mobs have had thier hp increased to the point its really not worth the time/pots it takes to kill them

It's not a solo cave... Go st if you want to solo... It's not even a group cave, it's intended as a guild cave, you'll understand when you eventually see a warlord, if the mobs were easily kill able tko woul be running about in high end gear and camping every spawn rather than waiting for right manning, then you'd cry too

and for the record 66dc is gash you'd struggle to kill foxes
 

Koriban

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It didn't. I'm saying it should, especially since it's as easy as creating a second KR with the entrance next to the normal entrance with the same mobs, same layout, same respawn timers, boss has more/less HP and drops more/less items and, if possible, a max group size limitation (or limit the amount of people on the map, which I know to be doable). If the difference is big enough (say the 2 group boss drops level 40 weps at a 1/20 rate for each and the 5-man one drops level 35 weps at a rate of 1/30 each) the big groups will probably avoid the small one in favour of the big one.

What's there not to like about it?

Edit: I'm genuinely asking. I'm not a mad scientist and I'm not a genius, I [understandably] only see the upside of my own ideas. Please point out any downsides I might be oblivious to.

Splitting up the playerbase into multiple of the same caves is counter intuitive when you want people to interact with each other in caves and fight for bosses etc, which is what I think is still the main aspect of Mir.

However your "instancing" idea does work, but Instancing only works when you limit it to say, once per day. This allows a guaranteed boss for those who just want to group and kill it at least once per 24hours. Allowing a mix between small-group orientated players and the general massive MMO type players is good, but mainly you want your playerbase to interact with everyone else otherwise the game becomes very closed off and well, boring.

This is something I don't think any Mir servers have done (properly) yet, but don't quote me on that.
 

lancelot1

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Splitting up the playerbase into multiple of the same caves is counter intuitive when you want people to interact with each other in caves and fight for bosses etc, which is what I think is still the main aspect of Mir.

However your "instancing" idea does work, but Instancing only works when you limit it to say, once per day. This allows a guaranteed boss for those who just want to group and kill it at least once per 24hours. Allowing a mix between small-group orientated players and the general massive MMO type players is good, but mainly you want your playerbase to interact with everyone else otherwise the game becomes very closed off and well, boring.

This is something I don't think any Mir servers have done (properly) yet, but don't quote me on that.

No RTs with nifty dropping subs in pre-KR floor, people will still fight even if it's not for a boss. That instancing with a 1 day lockout thing is brilliant. I'm thinking debuff with 24 real hours duration, maybe?

Sent from my GT-N7100 using Tapatalk
 

HarryH

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This thread is ridiculous

---------- Post Merged at 07:12 PM ---------- Previous Post was at 07:09 PM ----------



It's not a solo cave... Go st if you want to solo... It's not even a group cave, it's intended as a guild cave, you'll understand when you eventually see a warlord, if the mobs were easily kill able tko woul be running about in high end gear and camping every spawn rather than waiting for right manning, then you'd cry too

and for the record 66dc is gash you'd struggle to kill foxes

http://www.youtube.com/watch?v=7mTxYAKaqZs

That **** cray