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lancelot1

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BH well done on this thread, keeping everybody up to date with what's going on is exactly what I was talking about.

Remember that everybody wants an easy life and you will never please everybody no matter how hard you try so stick to your own ideas with regards to exp.

Personally I would like to see a new cave with a substantial advantage for leveling as a group. I miss big group levelling as it's just not worth it anymore. Just an idea.
35+ cave so the lower levels can also enjoy good old fashioned Mir! Maybe with WoW dungeon-style "wings" for various level ranges (same mobs/similar layout, just tweaked stats/xp/drops per wing).
 

ziiid

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Live Date: 02/02/2014
Experience: Custom x2/x3
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Start level: 1

But not that any of that matters and was all before my time, as said I am looking into it

BH

---------- Post Merged at 11:03 PM ---------- Previous Post was at 11:01 PM ----------



There is already a plan in place for levels 1-38 (it is in the OT of this thread)

What needs looking at is the exp from the soft cap onwards and that is what I plan to look into over the weekend

BH

Sounds great!
 

Jacko

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There is already a plan in place for levels 1-38 (it is in the OT of this thread)

What needs looking at is the exp from the soft cap onwards and that is what I plan to look into over the weekend

BH

What I'm trying to get across is that it'd be a better idea to make everything x1,5 or x2.0 and still launch the idea you previously had this means people at all stages start leveling faster (this is what people are asking)but not that fast that it'll turn into med/high rate and if you then would change the exp tables like you previously planned to then everything should be fine until level 50ish and that'll take around 3/4 months at least and at that point people will still be chewing on the content you guys just released. Once that time has passed you can start looking into adding more content.

I know now you guys don't want to let the 1-40 content go to waste but at a certain point it'll stop doing what it was made for and if you still want it to have some sort of impact I'd have some ideas ready for you guys.

Also on the master-student system I really think you guys should add it to the game. Why? Because it gives the incentive for people to come back or join their friend on the server which combined with the extra exp could blow new life into the server I really hope you do some research on the system and otherwise would be prepared to tell you how the system works.
 

Turrican

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Babyhack said:
Now the big news
Babyhack said:
The level cap will be adjusted and exp for levels 43+ will be adjusted.
The new cap will be 50 or 55 (yet to be decided)


50-55 is too low to add a "hard?" cap, but i expect there is a reason behind this.

The soft cap was implemented to slow down hardcore players progression without stopping it completely, and allow the team to get patch 2.0 out,
which would then unlock new higher level content and removal the soft cap would follow. Players above the gap may gain a few levels but who cares?, if they've put the effort in and the now the new high level content is in place it shouldn't matter, the soft cap served its purpose, to allow content to be added/adjusted without creating a huge void between area's and player levels.

a new leveling system would likely follow not long after (The point system (50.1,50.2) and rebirth was discussed earlier in the project) and 50 would have likely become the new 40.

I'm sure the team are working on more high lvl content as it is severely needed. I was personally never a fan of the idea of numa/oma lair being lower lvl areas, and would of rather have implemented high lvl content in its place as i feel the content from 40+ is lacking.

My issue with a official mir layout is as you progress through the game the items/spells/dungeons increase between each level bracket (0-10,10-20 etc) until you hit level 40, when they all drop. Granted you cant implement as many spells as you gain from 30-40 as 40+ without changing the dynamic of each class and some becoming overpowered, but i believe the aspect of dungeons/items should increase each level bracket with the addition of a few new spells, which the 2.0 patch set out to cover with hundreds of new items, 2 new spells to each class ( 10 new spells in total ) and a new high level dungeon which was really 2 dungeons in one.

This content needs to be in place between each level bracket before players are entering it. there's been a few polls regarding the 50+ predicament and i believe this is most likely being worked on, aswell as the introduction of spell crafting (which is a move in the right direction, i personally love the crafting system and had big plans to expand on it which they are)

My advice would be to lift the soft cap, but make sure new high lvl content is around the corner, it doesn't need to have amazing new ai's, just new skins, new maps, new items and better exp.
If you plan to add a new leveling system for 50+ id suggest to get it in place before you remove anything, rather than putting in a hard cap that will frustrate people more than a soft one.
 
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Jacko

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50-55 is too low to add a "hard?" cap, but i expect there is a reason behind this.

The soft cap was implemented to slow down hardcore players progression without stopping it completely, and allow the team to get patch 2.0 out,
which would then unlock new higher level content and removal the soft cap would follow. Players above the gap may gain a few levels but who cares?, if they've put the effort in and the now the new high level content is in place it shouldn't matter, the soft cap served its purpose, to allow content to be added/adjusted without creating a huge void between area's and player levels.

a new leveling system would likely follow not long after (The point system (50.1,50.2) and rebirth was discussed earlier in the project) and 50 would have likely become the new 40.

I'm sure the team are working on more high lvl content as it is severely needed. I was personally never a fan of the idea of numa/oma lair being lower lvl areas, and would of rather have implemented high lvl content in its place as i feel the content from 40+ is lacking.

My issue with a official mir layout is as you progress through the game the items/spells/dungeons increase between each level bracket (0-10,10-20 etc) until you hit level 40, when they all drop. Granted you cant implement as many spells as you gain from 30-40 as 40+ without changing the dynamic of each class and some becoming overpowered, but i believe the aspect of dungeons/items should increase each level bracket with the addition of a few new spells, which the 2.0 patch set out to cover with hundreds of new items, 2 new spells to each class ( 10 new spells in total ) and a new high level dungeon which was really 2 dungeons in one.

This content needs to be in place between each level bracket before players are entering it. there's been a few polls regarding the 50+ predicament and i believe this is most likely being worked on, aswell as the introduction of spell crafting (which is a move in the right direction, i personally love the crafting system and had big plans to expand on it which they are)

My advice would be to lift the soft cap, but make sure new high lvl content is around the corner, it doesn't need to have amazing new ai's, just new skins, new maps, new items and better exp.
If you plan to add a new leveling system for 50+ id suggest to get it in place before you remove anything, rather than putting in a hard cap that will frustrate people more than a soft one.

The steep growth of the exp tree in mir already is a hardcap on it's own that says one will never by legit means get past 60 thus there is no need to discuss it if you'd ask me
 

d1craig

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The steep growth of the exp tree in mir already is a hardcap on it's own that says one will never by legit means get past 60 thus there is no need to discuss it if you'd ask me
This is true of euro standards. But here and most private servers will have many more mobs and caves and feel higher exp needs to be given from them.
 

noisound

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Not read too many of the replies in this thread a lot of pages and so little time lol, I hope the level 50/55 cap isn't a permo one if this server is looking at things long term. Bullpit is a machine and has managed to get like 3% away from 48 without the Exp Nerf ( which by the way is seriously needed before most players give up) If the exp nerf is done correctly I would of thought bullpit would be in the 50's lol. The amount of exp he has gained from 43+ is insane. Let's hope the future for this server is a bright one and not like all the others :D
 

lancelot1

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Not read too many of the replies in this thread a lot of pages and so little time lol, I hope the level 50/55 cap isn't a permo one if this server is looking at things long term. Bullpit is a machine and has managed to get like 3% away from 48 without the Exp Nerf ( which by the way is seriously needed before most players give up) If the exp nerf is done correctly I would of thought bullpit would be in the 50's lol. The amount of exp he has gained from 43+ is insane. Let's hope the future for this server is a bright one and not like all the others :D
The amount of exp he has gained from 43+ is insane, yes. Also, the total amount of exp needed from 44-50 is unchanged, it was just frontloaded to 44-45. He should get some %, but nothing extraordinary.
 

terriblen

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This is how it goes
let people level with the driven desperation to be ahead that some have while the majority 85% are slow n steady behind them.
when the team is ready to release new content with higher exp mobs more devastating skills then adjust the exp
if all goes well even newer content is added and the next set of exp adjustments happens.
and so on forever and ever.
This way the truly addicted can just keep on levelling getting annoyed that they aren't level 102 before anyone else but then getting over it and carrying on.
 

Flump

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Jun 2, 2014
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So you want an easy wizard cave
And again I am removing the wall, not adding one removing it, therefore making it easy for players to reach level 45 and gain access to Hell cave and the new content


Adjusting the exp table means players will be able to level (and not have 3 levels in one which is what we have now)
I really really do not understand what your problem is, once the soft cap is removed we can then look at exp of monsters for players that are level 45+


Again I am removing the soft cap and removing the leveling limit, the way you are talking you want a mass spawn cave that a wizard can walk into and mass kill, easy and fast, this will not be added.


New caves, with higher exp, will be added but not until everything else is sorted


BH
Hi BH.


First I just wanna say thank you for being so active on these forums and engaging in discussion and debate with the players. Makes it feel like our opinions are valued.


I think in terms of this exp dilemma, we need to think about what everyone wants out of the changes. It's clear that everyone wants leveling to be an achievement. They want it to be exciting to hit the next level. They don't want to see their levels change (or really their exp at all). They don't want to see a huge exp cap come in at any stage. They do want to see a modest increase in exp needed for the next level.


I think there are two aspects to the experience topic: the exp needed to gain a level, and the exp gained from each mob. I'd like to focus on the latter. (And consider leaving the first well alone)


Why don't you consider opening new dungeons at level 44+ with significantly increased experience, so that the wall is somewhat eroded. My thoughts are heroic dungeons. At each level from 44 onwards, a new heroic dungeon could become available that has much stronger versions of the monsters that give better exp and loot.


Example: level 44 - heroic Oma caves. Monsters have approximately 2000hp. They give around 30000 exp each.
Example: level 45 - heroic Dead mines. Monsters have approximately 2500hp. They give around 38000 exp.


this is trend could continue every level. It would mean that people would penetrate the high exp demands a bit easier. It would also mean people would really want to get to the next level (as there is a new face awaiting them).
ALSO it would mean little work for you as developers (no new sprites or maps, just creating mirrors). And finally the bosses can be mirrored and lurvly drops can be added.


What are the implications for other high level dungeons? (Frozen, Orc) You might need to adjust them to be competitive content for pre-44 thus making them somewhat redundant for post 44 (a little like they are right now?)
 

davey_boyy

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So you want an easy wizard cave
And again I am removing the wall, not adding one removing it, therefore making it easy for players to reach level 45 and gain access to Hell cave and the new content

Adjusting the exp table means players will be able to level (and not have 3 levels in one which is what we have now)
I really really do not understand what your problem is, once the soft cap is removed we can then look at exp of monsters for players that are level 45+

Again I am removing the soft cap and removing the leveling limit, the way you are talking you want a mass spawn cave that a wizard can walk into and mass kill, easy and fast, this will not be added.

New caves, with higher exp, will be added but not until everything else is sorted

BH

No I don't want an "easy wizzy cave" I want more than one cave (BDD) where wizzys can go off on their own and AOE mass lure and kill there like they are supposed to do.. you think u have fixed wizzys just by increasing their single target damage? ok its a start, but the main problem all along was that ALL the caves except BDD are completely Anti wiz there is no nice caves with melee mobs we could TS/FF in big lures like almost every server iv played on all caves have too many ranged mobs or the mobs r just too strong, is it too much to ask to just want to play wizard and have 2/3 diff places I can go to with another wiz and mass kill lures of mobs in???

This is why literally 90% of the wiz on this server quit mnths ago because the whole layout/design of the server and caves is not catered for wizzy style of killing/lvling. I stopped lvling 2 months ago I was 45 11% rank 9th and now im rank 8th and my lvl and % has not moved at all just shows you that no one is lvling wiz anymore.
 
Last edited:

lancelot1

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No I don't want an "easy wizzy cave" I want more than one cave (BDD) where wizzys can go off on their own and AOE mass lure and kill there like they are supposed to do.. you think u have fixed wizzys just by increasing their single target damage? ok its a start, but the main problem all along was that ALL the caves except BDD are completely Anti wiz there is no nice caves with melee mobs we could TS/FF in big lures like almost every server iv played on all caves have too many ranged mobs or the mobs r just too strong, is it too much to ask to just want to play wizard and have 2/3 diff places I can go to with another wiz and mass kill lures of mobs in???
ST, BDD, Vipers.

What are you on about :eek:
 

davey_boyy

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ST, BDD, Vipers.

What are you on about :eek:

LOL ST? are u serious?? lvl 45+ players do not hunt in st for EXP and vipers requires a lost map how on earth are wizzys supposed to kill mobs in forest quick enough to get lost maps??

---------- Post Merged at 03:06 PM ---------- Previous Post was at 03:04 PM ----------

I even bet wizzys can hunt in frozen.

Extremely difficult to do without a tao and other classes helping them half the mobs are ranged and slow or instant freeze you its not a viable option at all anyway im done now no more posting I quit anyway, I see no one will ever get the message I make sensible suggestion and providing evidence that nearly all wizzys quit/stopped lvling but still u will say lvling options for wizzys are ok.
 

lancelot1

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LOL ST? are u serious?? lvl 45+ players do not hunt in st for EXP and vipers requires a lost map how on earth are wizzys supposed to kill mobs in forest quick enough to get lost maps??
Not all Wizzies are 45+ Oo.

St until 35, BDD until 40, Vipers until 50. There, a level-appropriate cave for each level range. What, do you think it's more fun for Wars/Sins to level exclusively in PB past 33? No, it's monotonous as ****. This is Mir, have you met?

Farm gold in ST and freaking buy a map. How do you think Taos get LostMaps? By grinding mobs in AF? :lol

I see plenty of Wizzies in towns. More than Archers. They also seem to have enough money to buy my gems. So clearly what you say can't be true for nearly all of them.
 

d1craig

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Wizzys can hunt any where they want. Doesn't mean it's feasible though.

FT is awful for wizzys. The amount of range ice attacks you get from there.

the only place I can think of is pt. That's where they all went for months.
 

horton

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Also on the master-student system I really think you guys should add it to the game. Why? Because it gives the incentive for people to come back or join their friend on the server which combined with the extra exp could blow new life into the server I really hope you do some research on the system and otherwise would be prepared to tell you how the system works.

Dont people just make a noob on another account and get the benefits on their main? Seems an obvious thing to do.
Surely if you have a mate that might play you just power level them. It doesnt even take long to get to 40 here. Boosted it cant take longer than a week or so.
Who's done it and how long did it take?
 

Sanity

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Gold easier to obtain now? I mean if you go do a hunt in a cave which is right for my level, will i have gotten enough trash to sell and gold drop from that cave to support my next hunt? It's the reason i quit, nothing worse then going back to noob cave to farm for gold every single day.

Just come back to answer my question and it's improved a lot, done about 5-6 hunts today in PC and profited each hunt, good job and i think il stick around :).
Oh and Gem crafting is back which is good, starting to feel alot more like ACE.