Important Next Major Update.

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Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
It was mentioned I no longer mentioned my planned changes. I've recently avoided doing so because of the Negativity/Complaints that it produced.

I will once again be Transparent with my intentions.

I am sure some of you are unhappy with the current balance / state of the server, I too feel the same way.

Here are my future plans, If you are to provide feedback make sure it is constructive ideally provide your Character Level/Class so I can get a clearer picture.




Changes Intended for next update (Originally aim for 21st but going to delay for a larger update. )

  • Sabuk will enabled.
  • Removal of Min AC, MAC, DC, MC and SC. (Max Stats will be adjusted/lowered according).
  • Mob Rebalance, Every mob will have its Stats, Exp, Drop adjusted to match the change in stats.
  • Drop mechanics changed from the current system to something with more control.
  • Skills/Spells will be adjusted, some Mechanically, others strength.
  • Death Drops (Inventory and Equipment) will be removed; Temporarily at first (because of the significant changes) will be revised a week after update release.
  • Possible Hard cap with each 'level' gained after that offering a Primary stat or attribute points.
  • Large content update (new caves, spells, items, skills)
  • Experience penalty for killing monsters / bosses lower level than yourself (Level 50 Killing Lv 20 Mobs will result in 1 Exp,)
  • Drop penalty may also be implemented (similar to the exp penalty)
  • Legendary Mob Adjustments.

Potential Issues
  • Charms Spell mods, These may need to be disabled (for the first week) and then adjusted or removed depending on how the accurate the balance is.
  • Added stats on existing items may gain or lose value.
  • existing items may gain or lose value.
  • Luck becoming redundant.

Unresolved
  • Gold need more value but easier to obtain.
 
Last edited:

Selaine

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May 18, 2015
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Selaine 49 Tao

Sabuk - Heavily Requested and be good to see it introduced
Removal of Min Stats - You sure a week of testing is enough? This is a huge balance change that would require more time to fully test out scale of all lvls not just high end
Drop Mechanics - Hard to balance in general but granted we haven't seen a 47 weapon actually drop yet so well see moment
Skills/Spell changes - Again your gonna need more than a week to adjust with variant lvls and kit
Death Drops - Good idea during test period
Hard Cap - Define it more and you'll need it attribute point based as no one main stat on this server for each class to be honest
Content Update - Define it more, we enjoyed the mechanics of Yims (Before Nerf) Behe (Before Nerf) New bosses gonna be like old just hit until it falls over?
Experience Penalty (Depending on Cap but can't see this being a issue as lv50 will not grind in BC etc)
Drop Penalty - Do not introduce, as whole point to be high lvl to farm low lvl mobs for mats, some mats you havent brought up with current lvls. Plus should be benefit that you are higher to mass grind low mobs for mats. If not then reduce the mats needed to make specific items (Zombies for ore etc?_
Legendary Mob Adjustments - Recommendations give them something unique rather than just mini brick walls

Charms - Your entire server money system is pretty much wrapped in these if you remove the stats you wasted millions of peoples gold in rerolls, again seems more like a knee jerk reaction to "There a little strong"
Adding Stats - Thought mechanic of using gems was potential to break items? Now your introducing loss of stats thats a little overboard for potential game. You could just cap it, (Both Gems/Orbs/Refining)
Exisiting items gain/loss value - Testing and refinement would be needed as take for example the 47 Weapons, there is literally no point in a Tao/Wiz one to make as the gain is far too minimal compared to a Warr/Sin Wep. So should they be increased or warr/sin be decreased? Someone gonna cry regardless so do what you think is best and just remember ratios of dc/mc/sc when balancing as thats key to ensure one class isn't overpowered
Luck - Again lot of people spent money on Luck, would be good to see it used for something unique (increase chance rolling additional stats on making items etc?)

Just my thoughts in general from update.

You need to outline the content sooner than later, People bitch and moan thats just humans in general. Ignore the comments take the feedback from people giving pros and cons for both sides and adjust accordingly. You have a good server that slowly going under, few tweaks and express whats in the pipeline general ETAs of stuff will keep people content and happy (Majority)

Main thing is people want updates, not massive updates tweaks and changes to address major issues. There plenty of content avaliable to choose from and to add, you might want to think of adding little but often so piece meal a cave into the server gives people new areas to explore and taste, and gives you valuable feedback of current state of cave how to adjust and add more into next section. This just my own personal idea and people will say different but from feedback from people ive spoken to about updates little and often would appear to be right path.

Hope this is somewhat constructive
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
Hard Cap - Define it more and you'll need it attribute point based as no one main stat on this server for each class to be honest
No details at this point as its only a possibility at this point., (May or may not be implemented but for now i figured it would be worth mentioning).

Drop Penalty - Do not introduce, as whole point to be high lvl to farm low lvl mobs for mats, some mats you havent brought up with current lvls. Plus should be benefit that you are higher to mass grind low mobs for mats. If not then reduce the mats needed to make specific items (Zombies for ore etc?_

I would like to encourage leaving the low level items to the low levels, it might be that you cannot get added items from low level mobs (or crafting items + gold only).


Charms - Your entire server money system is pretty much wrapped in these if you remove the stats you wasted millions of peoples gold in rerolls, again seems more like a knee jerk reaction to "There a little strong"

The problem with Charms is that they are not accessible enough, A solution to this keep the same re-roll mechanic, remove the added spell mod's off of the charms and into a "Spell Mod Item" with a "Spell Mod Container" that has X amount of Spell mods slots. (Bigger Pouches have more slots). There would be Offensive Slots/Defensive/Utility Slots, as everyone prioritise the Offensive stats. This then preserves the rarity/value of the mods, without making them unavailable to the majority.


Adding Stats - Thought mechanic of using gems was potential to break items? Now your introducing loss of stats thats a little overboard for potential game. You could just cap it, (Both Gems/Orbs/Refining)

Not removing any stats, I'm merely pointing out that +5 DC on a power ring might have more or less value after the change.

Luck - Again lot of people spent money on Luck, would be good to see it used for something unique (increase chance rolling additional stats on making items etc?)

I will not be changing the rates of luck, I am looking to find a suitable replacement for it, (Increased Gold Find Level was one of them).


Fair points.
 

PuffDaddy

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May 7, 2011
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basicaly the 551 benes i spend on lvl 47 wep to get luck 5 not even 6 will be on nothing thats 32m+ gold worth on just selling the benes to the shop removing the base dc/mc/sc will benefit the most will be warriors whith lvl 3 rage and @ 200 dc they will do max hits each time so 1nce ur touched your dead or stuff like that they will constanly do orange dmg taos will just drop a psn cloud whith 70 tiks or more depends of the sc a tao have he will just do 3-4-5 poison clouds wich will hit all the same dmg u wont get close to that and all the people from the game will be force 2 hunt in the same place as example lvl 47-50 players will only do red cave but theres a lot of people who dose pb or yims or bdd so lets say u loose xp for killing lower mobs or bosses lets say u gona kill a WT at lvl 50 u dont get almost nothing and a lvl 30 will kill it will get masive drops spend @60m gold on rolling charms and now they may be removed or ?
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
basicaly the 551 benes i spend on lvl 47 wep to get luck 5 not even 6 will be on nothing thats 32m+ gold worth on just selling the benes to the shop

I will not be changing the rates of luck, I am looking to find a suitable replacement for it, (Increased Gold Find Level was one of them).

removing the base dc/mc/sc will benefit the most will be warriors whith lvl 3 rage and @ 200 dc they will do max hits each time so 1nce ur touched your dead or stuff like that they will constanly do orange dmg taos will just drop a psn cloud whith 70 tiks or more depends of the sc a tao have he will just do 3-4-5 poison clouds wich will hit all the same dmg u wont get close to that

I guess I wasn't clear, I've adjusted my main post. Yes the Minimum stats will be removed, but the Maximum stats will be lowered / adjusted. Not to mention the spells themselves will be re-balanced to match the power of the stats..


will be force 2 hunt in the same place as example lvl 47-50 players will only do red cave but theres a lot of people who dose pb or yims or bdd so lets say u loose xp for killing lower mobs or bosses lets say u gona kill a WT at lvl 50 u dont get almost nothing and a lvl 30 will kill it will get masive drops spend @60m gold on rolling charms and now they may be removed or ?

There'll be more area's of content to spread the density of players, mob levels will change (TU, and EShock will be adjusted accordingly) and possibility of new pets will come from this reshuffule.
 

nigelfarage

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Mar 2, 2017
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i love it when big changes are made

will be interested to see how removal of min stats plays out
 

Elseani0

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Dec 7, 2014
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Changes Intended for next update (Originally aim for 21st but going to delay for a larger update. )
  • Removal of Min AC, MAC, DC, MC and SC. -This will buff warriors, nerf wizards FF and make all PvP interactions predictable.
  • Drop mechanics changed from the current system to something with more control. -A fundamental change of the drop system that people have been using for the life of the server will be the end of it.
  • Skills/Spells will be adjusted, some Mechanically, others strength. -Can't provide feedback as no specifics mentioned.
  • Large content update (new caves, spells, items, skills) -Can't provide feedback as no specifics mentioned.
  • Experience penalty for killing monsters / bosses lower level than yourself (Level 50 Killing Lv 20 Mobs will result in 1 Exp,) -Forcing all people into one cave, even those that don't want to be there, PvE players will be meat for the PvP players.
  • Legendary Mob Adjustments. -In what way?

Potential Issues
  • Charms Spell mods, These may need to be disabled (for the first week) and then adjusted or removed depending on how the accurate the balance is. -This will make all the time and gold people have spent getting the stats they desired literally pointless, a change of this ilk is essentially not caring about the effort people put in to the server.
  • Added stats on existing items may gain or lose value. -Clarify
  • existing items may gain or lose value. -Clarify
  • Luck becoming redundant. -Having built my kit around Luck, making this redundant would be removing all efforts made, same applies to charms. This goes for all the high luck players, having used hundreds of benes all at huge cost as they sell to the shop for a premium.


This isn't the server I signed up to play, this isn't the Mir I recognise and if I wanted to play a new game with new mechanics I'd pick one with better graphics. The changes you're intending to do are huge, this isn't beta and some of these changes directly remove the efforts of the core players of the server. I think this will be a server breaking update, you didn't listen when people said the stat changes were a bad idea. You decided to go ahead anyway, in the process you decided you'd remove the time and gold sinks people have grinded on to better their characters. At this point I'm fairly certain I'm departing the server,

/Cry
 

Jamie

LOMCN Developer
Developer
Mar 29, 2003
4,862
418
350
United Kingdom
  • Removal of Min AC, MAC, DC, MC and SC. -This will buff warriors, nerf wizards FF and make all PvP interactions predictable.
I disagree, I believe it will have the opposite effects. For a start FF will be able to gain the benefit from gems.

  • Drop mechanics changed from the current system to something with more control. -A fundamental change of the drop system that people have been using for the life of the server will be the end of it.

How would me having more control over the drop system be the end of the server?


  • Experience penalty for killing monsters / bosses lower level than yourself (Level 50 Killing Lv 20 Mobs will result in 1 Exp,) -Forcing all people into one cave, even those that don't want to be there, PvE players will be meat for the PvP players.

Considering most of the monsters are level 50+, i hardly see this an issue, Agreed some caves will be adjusted to fill gaps. but there's not going to be a shortage of high end mobs that you are imagining.



Potential Issues
  • Charms Spell mods, These may need to be disabled (for the first week) and then adjusted or removed depending on how the accurate the balance is. -This will make all the time and gold people have spent getting the stats they desired literally pointless, a change of this ilk is essentially not caring about the effort people put in to the server.
  • Added stats on existing items may gain or lose value. -Clarify
  • Luck becoming redundant. -Having built my kit around Luck, making this redundant would be removing all efforts made, same applies to charms. This goes for all the high luck players, having used hundreds of benes all at huge cost as they sell to the shop for a premium.

From my earlier replies


The problem with Charms is that they are not accessible enough, A solution to this keep the same re-roll mechanic, remove the added spell mod's off of the charms and into a "Spell Mod Item" with a "Spell Mod Container" that has X amount of Spell mods slots. (Bigger Pouches have more slots). There would be Offensive Slots/Defensive/Utility Slots, as everyone prioritise the Offensive stats. This then preserves the rarity/value of the mods, without making them unavailable to the majority.

Not removing any stats, I'm merely pointing out that +5 DC on a power ring might have more or less value after the change.

I will not be changing the rates of luck, I am looking to find a suitable replacement for it, (Increased Gold Find Level was one of them).


  • existing items may gain or lose value. -Clarify

For Example, Wizard weapon, Majority of wizard desire the RedMoonSword for the Minimum MC, however with the rebalancing of FlameField, RedMoonSword may not be as valuable.
 

Elseani0

Loyal Member
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Dec 7, 2014
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The problem with Charms is that they are not accessible enough, A solution to this keep the same re-roll mechanic, remove the added spell mod's off of the charms and into a "Spell Mod Item" with a "Spell Mod Container" that has X amount of Spell mods slots. (Bigger Pouches have more slots). There would be Offensive Slots/Defensive/Utility Slots, as everyone prioritise the Offensive stats. This then preserves the rarity/value of the mods, without making them unavailable to the majority. -This once again makes the time spent grinding out the rolls and charms that we have totally pointless. The advantage gained over other players will have been mostly lost, this isn't an action I would expect from a server GM.

I will not be changing the rates of luck, I am looking to find a suitable replacement for it, (Increased Gold Find Level was one of them). -Me and Tzuk have spent crazy amounts of time grinding out benes, we've used between us around 1k benes roughly and have around 300 in store ready to use on the soon to be crafted 47 wep. The aim was to obtain a PvP damage output that we wanted. This was the aim of ALL high luck players of which there are many, these players are a lot of the servers core numbers. They didn't do this to get more gold from a mob, mass pops. They did this to pk. Negating this is placing no value on the time players have put into this server.

/Cry
 

Adv

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Feb 13, 2014
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The fact that you are openly admitting that you pour cash and hundreds of hours into getting max luck only to pk unfairly is testament to how baaaaaad you are.

Absolutely shitting yourself at the thought of an even playing field.

However I do agree this is game changing, and even though it was advised against previously you seem like you'll do it anyway so, good luck.


Sent from my iPhone using Tapatalk
 

SkeemaLOM

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Feb 6, 2017
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agree crying that u cant one shot someone in pk cos luck gonna be removed is kinda just shooting yourself in the foot
things will be changed for balance and u have to accept that...im lvl 40 warrior before slashing burst was added u dont see me crying about how much easier it is for warrs to level now with it its a benefit to server

also saying about being level 50 and killing WT....why are u killing wt at level 50? at that level u have the stats to kill higher bosses which can get u much more gold than farming low bosses can give, so if u need somethign wt drops u could always buy with gold?

some people just dont like change....no matter if its needed and youll never please everyone
 

Netskee

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Atm I'm a lvl 31 wiz. All sounds good to me but tbh I'm not fully aware of charms and other bits n bobs mentioned as I don't get a whole lot of game time to explore the new stuff.

My only concern is that if a guild decides to go hunt some big boss are they gunna want me to come if the exp and the drop from the hunt is to be set to **** Coz I'm such lower lvl than them?
 

xXxX

Golden Oldie
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Mar 9, 2005
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My Feedback...

1) The stat changes, would make most fights way too predictable in the sense if X player has more DC,MC,SC than me and more hp in dark armour= certain loss in most situations.

2) The added stats people have grinded for on items like dc/mc/sc/slow/agil/acc/pa/luck will get screwed over if they should suddenly dissapear.

3) As mentioned before I feel the penalty for higher level players hunting in lower are pressures people to hunt in limited places too much.

4) Charms as much as I'd like to say they should only have been dropping from bosses, the fact is certain people ( chinese in Particular) are running around with full bags of charms now from simply farming leveling in redcaves and to make it worse the more drop charms they have stacked per char leveling the more charms they are getting as a result , this is also the same for EXP charms, if you plan to change these maybe have a fair trade in system and remove them from standard redcaves drops and have them boss specific instead.

5) Luck is something myself and many others have spent 10's of millions trying to achieve similar to charms this kinda shits on people who pumped so much cash into trying to get that certain amount of luck or x stat roll on charms.

Summary: I Respect that you are trying to add your own spin on mir but 99% of mir players play for nostalgia, and these kinda changes mid server life literally forces people to adapt to something they never originally signed up for. In fairness with Archons coming up ( which I don't have intentions of playing but just saying) there is alot of hype around it and some of these changes go ahead people will be scared if they adapt to the changes then a month or 2 down the line everything might be flipped upside down once again negating some of the effort people have put into doing certain things. Now I know alot of people objected to your post suggesting similar changes about a month back found here : http://www.lomcn.org/forum/showthread.php?96535-Stat-Spells-rework-Feedback-wanted , but maybe have a step back and take in the remaining players opinions rather than going all in like it or lump it.

Again i respect that you are trying to take the game in a new direction but this is indeed scaring alot of players as I can speak from experience as a CORE guild leader, since this post was made alot of players have become scared tonight alone to continue with their efforts from now onwards.


As always Jamie you are more than welcome to DM me on discord for direct feedback from my guild. I'm always more than happy to relay the general consensus.

/KENPACHI
 

WargodSius

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Aug 5, 2013
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Like brexit?
No, if it were like Brexit he would have disappeared.

Good to see the exp/drop rate curve coming in, you'll have noticed I've mentioned it before as I am a fan of it. It has its drawbacks, as I listed, but I still think it's the easiest way to steer users to intended zones. If they wanna go to Zombies to hunt ore, then ok, go hunt zombies. For ore.
 

Guiltyspark

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Apr 28, 2004
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46 Wiz Blizzardela

End Game Boss


With recent changers towards behemoth basicly made the only decent boss (Mechanics wise) left was a joy to fight and was not always a walk in the park to kill.

All the time you invested in making such a great fight has pretty much gone to waste and enable Easy-Mode across all main bossers and also Yims boss since you made chanagers to that which we all never really never understood why you made them.

When the 1st time we tryied Yims and killed it we was all very shocked at how boring and easy it has become just tank and spank.

You used to watch us try behemoth and guessing you watched other on different bossers dont you miss the action compaired to now?


With the current state of end game bossers theres no fun or joy or a sence of sucess after the kill.
dont get me wrong theres gonna be one day where you can kill it with less once people get better gear.

Used to love killing Behemoth such a hard kill everyone had to be on their A game only took 1 person to mess up and the boss was runined till rebooot. Once we got better gear we was able to clear the mobs off the once others had failed.

Just feel sorry for the people who tried to kill behemoth the way he was 1st created and what fun they have missed out on compared to what the current state hes in now.

Can you exsplain why you made end game boss changers (Behe & Yim) or aleast why you didnt add extra mechianics when the HP regain was introduced.
 
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Keevo

Dedicated Member
Dedicated Member
Apr 5, 2011
159
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My Feedback...

1) The stat changes, would make most fights way too predictable in the sense if X player has more DC,MC,SC than me and more hp in dark armour= certain loss in most situations.

2) The added stats people have grinded for on items like dc/mc/sc/slow/agil/acc/pa/luck will get screwed over if they should suddenly dissapear.

3) As mentioned before I feel the penalty for higher level players hunting in lower are pressures people to hunt in limited places too much.

4) Charms as much as I'd like to say they should only have been dropping from bosses, the fact is certain people ( chinese in Particular) are running around with full bags of charms now from simply farming leveling in redcaves and to make it worse the more drop charms they have stacked per char leveling the more charms they are getting as a result , this is also the same for EXP charms, if you plan to change these maybe have a fair trade in system and remove them from standard redcaves drops and have them boss specific instead.

5) Luck is something myself and many others have spent 10's of millions trying to achieve similar to charms this kinda shits on people who pumped so much cash into trying to get that certain amount of luck or x stat roll on charms.

Summary: I Respect that you are trying to add your own spin on mir but 99% of mir players play for nostalgia, and these kinda changes mid server life literally forces people to adapt to something they never originally signed up for. In fairness with Archons coming up ( which I don't have intentions of playing but just saying) there is alot of hype around it and some of these changes go ahead people will be scared if they adapt to the changes then a month or 2 down the line everything might be flipped upside down once again negating some of the effort people have put into doing certain things. Now I know alot of people objected to your post suggesting similar changes about a month back found here : http://www.lomcn.org/forum/showthread.php?96535-Stat-Spells-rework-Feedback-wanted , but maybe have a step back and take in the remaining players opinions rather than going all in like it or lump it.

Again i respect that you are trying to take the game in a new direction but this is indeed scaring alot of players as I can speak from experience as a CORE guild leader, since this post was made alot of players have become scared tonight alone to continue with their efforts from now onwards.


As always Jamie you are more than welcome to DM me on discord for direct feedback from my guild. I'm always more than happy to relay the general consensus.

/KENPACHI


Just what the world needs, More Core input lol
 

Keevo

Dedicated Member
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Apr 5, 2011
159
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Geoff 47 Tao

Really concerned how Taos will come out of this.

with every update questionable changes seem to be made then rectified / semi-rectified weeks or months later, feels like an uphill battle with each update. don't get me wrong atm they are stronger than ever ( PVE) because of Holy's poison cloud interaction. on the other hand, green poison is now totally useless unless you're levelling as a noob in FP.

in terms of Other classes, I think this update has the potential to fix broken sins with high luck and Wizzys 1/2 shotting people with FF, and Finally, warriors soloing Behe :(

I think a lot of player testing on your test server is required to actually get close to balanced classes as i feel you can often be off the mark in terms of classes ( no disrespect meant) its hard when you're so close to something.