Other Server concept - looking for advice/team

Chalace

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it was the only way a group could kill ZT in my day lol. i quite like the fact that that didnt always work either cos someone in the line would move out and zt would wipe the group lol

Works fine on a game that has hundreds/thousands of consistent players with plenty of content. Doesn't work at all on Mir these days, just results in 1, or if you're lucky 2 guild servers. (Then one month in the 2nd guild quits because they can't handle being 2nd best and not getting all the ****)

Then the rest, not part of the one guild, get bored with nothing 'fun' to do and leave for the next server. Who wants to be stuck grinding shitty trash when there are ample servers that let you kill bosses etc.

Every time a new server opens you always see the same 20 people for the first 2 weeks, every time.
 
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LightBringer

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See my issue with a soft cap is, as soon as its increased, the grinder's get levels ahead as the exp they gained follows through, they hit the soft cap and probably feel abit underwhelmed...

With a hardcap, it would be an interesting concept to test out:
HardCap say 40 to start
Each "Level" reached after 40, you alternate between a defensive stat point and a damage stat point.
So if you get to '44' you would still be 40 but have DC/MC/SC +2 as well as AC or MAC up to +2.

When the cap is pushed up; you will have both Hardcore and Casual players starting at the same 'level line' but the hardcore players will have base stats over the others.
 

holo

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Works fine on a game that has hundreds/thousands of consistent players with plenty of content. Doesn't work at all on Mir these days, just results in 1, or if you're lucky 2 guild servers. (Then one month in the 2nd guild quits because they can't handle being 2nd best and not getting all the ****)

Then the rest, not part of the one guild, get bored with nothing 'fun' to do and leave for the next server. Who wants to be stuck grinding shitty trash when there are ample servers that let you kill bosses etc.

Every time a new server opens you always see the same 20 people for the first 2 weeks, every time.
It works on other small team style games. How do you know it wouldn't work on Mir? Many servers have hard bosses requiring multiple people.

As for 1/2 guild servers, as I said in OP, I'd cap guild members to be small. These would be close friends who regularly hunt together. Yes people would have a larger group of friends as well, to share skills/gear with and to hunt subs when their guild isn't around.

Also bosses wouldn't be too hard damage etc wise, remember we can tune it to a specific level and gearing, the hard part would be to create the group. The ideal would be for people to shout in town to bring more players together. Increasing the social aspect of the game. So a PUG group goes to a boss, starts on it, a guild comes to try kill it and attacks the group. The PUG might have not known each other before, but we've made a situation where they're protecting each other, becoming friends.
Post automatically merged:

See my issue with a soft cap is, as soon as its increased, the grinder's get levels ahead as the exp they gained follows through, they hit the soft cap and probably feel abit underwhelmed...

With a hardcap, it would be an interesting concept to test out:
HardCap say 40 to start
Each "Level" reached after 40, you alternate between a defensive stat point and a damage stat point.
So if you get to '44' you would still be 40 but have DC/MC/SC +2 as well as AC or MAC up to +2.

When the cap is pushed up; you will have both Hardcore and Casual players starting at the same 'level line' but the hardcore players will have base stats over the others.
They don't get levels ahead, that's where the 100% exp buff per level lower catch up mechanic comes in. It might have taken the grinder 4 weeks to do a level, the casual will now do it in 2 (or 1 as they were already 50% or w/e).

The grinder has a good week to get better gear than the casual, better skills etc. They shouldn't feel underwhelmed. There is still a reason to level, it's just not as important as doing the other content. Bosses & PvP > grinding (as it should be imo).

I don't like hard caps, mir players would look at it and instantly take offense as it's "not mir".
 
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LightBringer

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I get what you are saying, but then it depends on how you do drops etc. I guess.
As currently its completely RNG based, so you might level for 4 weeks, farm for 4 weeks and get very little, then the casuals might level for 2 weeks (due to the catch up mechanic) kill for 2 days and outgear the person who has put the time in.

I am not arguing against your ideas at all by the way, I like new approaches to Mir, I just like to make sure bases are covered! :)
 

Chalace

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It works on other small team style games. How do you know it wouldn't work on Mir? Many servers have hard bosses requiring multiple people.
Having some is fine, you insinuate that every boss will be 6+ players. You can't even chill and farm some subs while grinding, apparently.

As for 1/2 guild servers, as I said in OP, I'd cap guild members to be small. These would be close friends who regularly hunt together. Yes people would have a larger group of friends as well, to share skills/gear with and to hunt subs when their guild isn't around.
Again, it's been tried, many times, and failed. The 'one' guild just makes a 2nd, and third... it's still one guild.

Also bosses wouldn't be too hard damage etc wise, remember we can tune it to a specific level and gearing, the hard part would be to create the group. The ideal would be for people to shout in town to bring more players together. Increasing the social aspect of the game. So a PUG group goes to a boss, starts on it, a guild comes to try kill it and attacks the group. The PUG might have not known each other before, but we've made a situation where they're protecting each other, becoming friends.
As nice as that sounds, that just not how it will work. The notion that you expect people to trust random strangers on Mir is just laughable, sorry. The only way that would be even remotely feasible would be with some LFG system and the 'roll for' loot implementation.

That said, by all means, try. But I suggest you spend some time going through the feedback of some of the hundreds of servers that have tried similar approaches over the years first.
 

mir2pion

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I am typically one of those on almost any server who still level in Bichon or BC while some are in 30ties or even hitting lev40 and I wouldn't like the idea of being jacked up level and item wise to close the gap with the server sharks.

I would feel it cheapens, devalues even that lesser effort I put in if that was done on some continuing basis. I believe it was on 5Heroes high rate server when on two or three occasions, I stopped playing for several months, then I logged in and found starting level was higher than I was at when I left, so I was boosted to it. It was accompanied by a gift of some crap items, my old ones were always better. I could live with it because that happened only once in a long while, at major points of server life you might say. But to be getting handout levels/items on some more continuing basis, it might make me feel like there is no point in grinding it and I would feel there is no point in playing.

The lower the rate, the more complete should lower level areas be, have variety. Maybe closest came Primordial server I am on just now but even that skips some features that euro had towards its end of life, like it has connection paths but they are limited in extent, there is no magic cave I think, no casino, on the other hand it seems to have way too much variety of ores, just reading the list on patch notes makes ones brain boil. It is fairly low rate but palatable because you get skills at lower levels than is standard, which is very much welcome.

You want pple to socialize, but social groups mean pple don't play solo and so gain huge advantage of those who play solo. This is where I see big incompatibility, solo vs group play style.
Also, majority of those who put up servers tend to focus on their favorite class they played in past on servers and it shows. Bulk of servers are put up by veteran wiz players, maybe also tao, war is rarest I think. You see it right away on videos or screens when they develop, advertise their server. And that is hard to get away from your fav class view when making a server. That said, maybe some who put up server are universals, not favoring one class over another.
Also, everybody always has full mouth of concerns about the tail levels on their server but ranking is almost always sole affair of top 20, maybe you get what I am trying to say by that.
 

holo

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I get what you are saying, but then it depends on how you do drops etc. I guess.
As currently its completely RNG based, so you might level for 4 weeks, farm for 4 weeks and get very little, then the casuals might level for 2 weeks (due to the catch up mechanic) kill for 2 days and outgear the person who has put the time in.

I am not arguing against your ideas at all by the way, I like new approaches to Mir, I just like to make sure bases are covered! :)
As I said in OP, bosses would drop a box once per week (per boss) which would give a legendary item. So the hardcore would have 4x the boxes on the casual. Think WoW caches if you played that. The casual might get some great loot from their boxes, plus amazing RNG from killing the bosses, but that's part of the fun? But realistically, the casual will likely have common/uncommon gear. The hardcore will have at least full rare gear (which might comprise of some legendary gear from the past level) plus a few new legendaries. That should be equal to a good 10%+ increase in power, which I believe is reasonable.

I don't view this as arguing. This is peer review imo, that's why I asked here. Like I said I've been thinking about this server for over a year and I want to make sure it would work.
 

kingdomgm

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i do like the idea od caping the guilds, but what number would you cap it at ?, maybe some solo leveling caves added in ? then ofcourse group leveling caves ?
 

holo

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i do like the idea od caping the guilds, but what number would you cap it at ?, maybe some solo leveling caves added in ? then ofcourse group leveling caves ?
My thinking was 12. Then possibly adding one of the guild buffs to increase it by 1/2. Remember these are permanent, and should feel like a large tradeoff, do you value ~10% more players (that might not log on!) or 5% of a stat? It should be a hard choice, personally, I'm not sure which I'd chose.
 

kingdomgm

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i might cap guilds at 20members and as you say use one of the buffs to allowed 5 more members
 

holo

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i might cap guilds at 20members and as you say use one of the buffs to allowed 5 more members
25 is way too high imo, for a small server you are just asking for one large guild to dominate. It's far better to have small guilds then either alliances, or global chat (with some limitations).