Pk update

Mu online season 21 - grand opening

Adv

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Feb 13, 2014
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What change would this make. Same issues would be presented with a sin rting about until he found a sign of a player hunting?

People being attacked will have a chance to rt, as currently if youre mid cast or youre slowed using the Teleport skill is alot less reliable.

Also the sins rting around might be seen doing so, and give themselves away atleast partially to defenders, who will be more vigilant.

You mentioned Yims, so i gave a solution that doesnt totally gimp pvp, or unsuspecting victims.
 

JustAUser

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Feb 11, 2017
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What change would this make. Same issues would be presented with a sin rting about until he found a sign of a player hunting?

Rting reveals moonlight, if a sin rt's you hear/see him.
Would change a lot, including boss's killed on rs due to rt's.
 

Adv

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Feb 13, 2014
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Dont do it then, people wonder why nobody cba to give constructive feedback anymore.
 

blink

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Jan 1, 2014
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Fair enough, For the good of the server and the few left playing, just revert the pk change mate and make it a -5 level gap or something, just something more pk friendly than this.

You can still PK. Just change of tactic and more skill needed. Let the mobs get last hit and yr fine. Like euro was.
ppl who jumped on the sin bandwagon wanted items for fk all effort. Hide jump someone and collect items dropped. No skill no real effort plenty gains. If they got the contacts to make irl cash for a couple hours in mir then its a gravy train.

People are leaving because they think Jamie is concentrating on mir 3 server and marble get neglected now. That information should never have been leaked until about October.
 
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JustAUser

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Feb 11, 2017
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They still rt to locate the player, rt away the come back in moonlight.

If you know the sin is about in moonlight and you stay you're a mong and deserve to die.
Perhaps a number of players on the mapfunction could be coded in?
Would help a bit I guess
 

Sukotto

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Oct 4, 2011
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PK should always be something you can do, that comes with a risk of punishment. That way killing someone 10 levels lower than you isn't worth the risk. Give people a reason not to bash the noobs, but let people of equal level still fight it out, with some form of punishment coming to the person who attacks first. They'll still do it, but at least from then on it becomes a choice. They have to decide "Is killing this person worth it?" Instead of "Oh a person. Since there is no risk, let's just try nuke them".

PK has always had a chance of losing luck on your weapon (Not sure about this server). Some issues here are that it's very easy to get luck 7 on this server and someone could also change to a PK weapon to avoid cursing the luck 7 weapon. So what can we do? What about a penalty that applies luck -3 to the character that commits the PK for a certain amount of time. If they PK again before that time runs out, it could stack so luck -6. Also, the luck should go into the negatives so if a character has luck 9, and they kill 7 or more ppl they would now have luck -9 which should hit the lowest each hit (opposite of luck + 9).

Another issue I see: (Just gonna use warriors as an example)
The characters have always had the same amount of HP but warriors back in the day or early euro (when mir was great imo) would struggle to get 80 DC. I also believe that Flaming Sword was the most powerful skill. BUT, now there are very powerful skills and kits that are just ridiculously high DC (200 + then if you add BUFFS maybe 300 DC) but the HP is almost the same. Sure there are better pots, and dark armours etc but it doesn't even come close to the damage these characters can do.


I don't play anymore but not because of anything to do with the server. This has been my favorite mir server in a long time.

Best,
/ACANA
 
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