Server Future

Xx69xX

Golden Oldie
Golden Oldie
Dec 2, 2005
2,152
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If after 15 months players where still running around in greataxes and magestaffs there would be no players at this stage.

players where leaving 8 months ago because they where level 40 in level26 weapons. The one drop system in one reason the server is still here, you can't really change the rate on it (one kill 1 item) if you change the rate it would not be a one drop system :P

BH

Of course not, I fully agree, that euro completely under did it, but my point was you guys had a difficult job in balancing the drops due to the moans from all the players regarding how rare items were. As I said, I think the one drop system was the best thing you introduced, but the rates were just too high and made it easy tog et the best gear in game.
 

CitRix

Dedicated Member
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May 17, 2014
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Problem is you put the 1 drop system on mid tier bosses and left high tier bossesdropping **** the majority of the time... Log on to your test server, spawnsome mid tier boss and sone high tier bosses and compare the drops, you will see the issue.

Nobody is killing EM, OWL, DK because they're busy getting bettet drops from Fox, WG, Col, Gk either solo or in small groups. Is it any wonder people are getting bored?
 

CantTouchThis

LOMCN Veteran
Veteran
Dec 9, 2012
582
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The proposed new content looks good, but i do really think you need to give some timelines to some stuff. I appreciate it takes time to develop new content but i cant help but feel that setting some dates and sticking to them would do a hell of a lot to restore some faith. I appreciate you dont want to give dates you might miss, but again you need to look at chronicles as a business with paying customers because that's essentially what it is. If in the business world you flat out refused to provide some tangible timeless to your customers/clients they'd look elsewhere, which is what people are now starting to do.

There's a reasonable amount of stuff that either sounds ready or tantilisingly close to being ready - surely it wouldnt be that hard to give some timelines for these and just give them the final push they need to get them across the line? Even if this means putting in a few extra hours, i guarantee this will work wonders in terms of appeasing your disgruntled customers and keep them off your back whilst you then focus on brand new stuff (eg the new hunting areas youve mentioned).
 

d1craig

Golden Oldie
Golden Oldie
Aug 12, 2010
1,939
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Any chance of these new skills not ALL being the far side of level 40?

This is all sounds great. Let's hope it can be completed and implemented sooner rather than later like the 2.0 patch nearly a year ago lol.
 

Woodiex3

Dedicated Member
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Aug 25, 2013
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the problem is the game is to easy and predictable!!!!. as citrix already said.

Main problems

1. the drop system needs more work. its to flat. - its sub or boss hunt or you get *** all (this is fundamentally not mir).
2. Bosses take almost no effort to get to due to skills bypass mobs or mob level to low. just a run through.
3. Bosses take no effort to kill. fine for low level bosses but high end bosses should be group kills till you out level/kit them.
4. Boss spawns are constant time (some should be linked normal mob kills. (adds a dynamic)). <having some on a constant spawn time like old OKS is fine to promote pvp>.
5. existing maps most are unused due to the above. (JD/turtles perfect example just time sinks).

you already have the content just needs a refresh.



 
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Paloma

Dedicated Member
Dedicated Member
May 3, 2013
219
1
44
Its easy and predictable because you all been playin it for 12 years. Yet here you are, AGAIN
What do you want for a levelling area? Some ideas for them to work on. Why not level in psc PB or oma lair?
Sounds like you want the best exp in game for the least effort. Get a miner gem some kit.

---------- Post Merged at 04:30 PM ---------- Previous Post was at 04:24 PM ----------

rngongo The tele npc shouldn't be in town to remove players with 2nd chars easy access. they had this on euro and i kinda loved it[/QUOTE said:
Don' remember these low med high on euro cept as part o a event. Sure you got right server?
 

Provectus

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May 31, 2013
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A problem that's been mentioned a few times (and I've experienced) is that boss spawns are xx minutes apart, when they drop things worthwhile for a level 45+ (Benes), then it's worth them running through a level 20-30 zone to get it, 5mins before it's due, killing anyone in the way without any trouble at all;
Take benes out of lower end boss drops,
Up the gold a little (so we earn a small wage from grinding mobs, so we have a chance in buying a level 36 wep by the time we get there),
Randomise spawn times (rather than every 30mins, have the boss/sub spawn every 20-40mins),
Revamp upper caves' exp, make it worth the time of a pair of level 46+ FF Wiz's to go there, rather than BDD 10th - Important to balance strength/number of Archers, they make the difference between a good levelling spot and a bad one.

Have a cave that requires a group of most classes (mobs that poison, so a Tao is useful ~ Ones that don't flinch, so a Warr/Sin/Monk is useful, leaving Wiz for > ~ A large number of tank mobs, for dual Wiz's to FF/TS down), stick subs in there quite frequently (fake and the odd real), so they're more of a bonus you find every 5-10mins, and drop Benes/gems occasionally (non-impact drops) and rarely the low end 40's books. Have a fairly tanky and hard hitting boss that requires good positioning - Or a hefty group - To down... Basically a cross between ZT and PT, with some additions. Make exp high and gold moderate, thoroughly test it and then make it public knowledge that the boss drops ****ing well, so people are forced to go for it - Aiming at 3+ level 50+ people or a decent group of 43+'s. That would open up the lower places to lower level people, so they can catch up.

Don' remember these low med high on euro cept as part o a event. Sure you got right server?

They were in Euro in the earlier days, but got replaced (for a reason).
 

Paloma

Dedicated Member
Dedicated Member
May 3, 2013
219
1
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Sam I'll use Turtles as an example, you put time and effort into releasing new content and it was immediately obvious you wasted your time. The exp, spawns, and pot usage don't make it s viable leveling area for any class, the fact you can't rt there puts people off looking for the boss/subs and in my experience, you can spent 2 hours searching for that boss and it drops crap (comparable to yims).
Turtles is ok for levellin with the right group.
Good to see a map where you cant go straight to the bosses.
Tweak the exp a little more and it would be popular.
 

SPL1FF

Golden Oldie
Golden Oldie
Mar 24, 2003
555
323
250
Bosses spawning like clock work is a MAJOR issue. They should be random and even spawn on a mob counter.
 

Raider

LOMCN Veteran
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Loyal Member
Jun 26, 2003
405
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As someone who came back to the game with some friends a couple of weeks ago with no spells, no gear, no cash, I would like to add my comments on the current situation of the server.

Leveling has improved vastly, it is now a steady increase and feels a lot smoother leveling from level to level, not noticed any major jumps at certain levels yet. It would be nice if other areas such as battlegrounds were added or somthing as decent as bdd just with a different change of scenery.

Sub bosses have all been re-vamped since we last played and always drop a bene/marble/rune, they are a really good source of cash especially if your gear is limited and bosses are being contested. It would be nice if they had the chance of the odd rare item, nothing to major, I don't really have any complaints about them though.

Mid tier bosses such as ZT/MTK/MK/RME all seem worth killing and I have been enjoying the fights for them. We were getting completely destroyed when we tried contesting at the start but as we started gathering some drops its becoming more bearable even though we are still a long way off competing for higher bosses.

Mid-High tier bosses such as Frozen/Fox/Collosus, not killed many of these yet and not had any drops but I have heard they can drop decent.

High tier bosses - JD/Warlord/EE/GK/DK - not even attempted any of these yet so I cannot comment.

Evil Mir - Was really surprised that no one goes here, the times we have killed it since being back it has been completely un-contested, does it even get hunted anymore and is it even worth the time? Mir items are among the best in game so I don't know why people don't hunt it more often with its potential.

On the subject of PvE, I do find shadow step a very forgiving skill when boss hunting too, gives such an advantage to an already extremely powerful and potent class. I understand that PvE is one of their strong points but the tool kit of an assassin is ridiculous on this server.

I can see from a new player or a small guilds perspective that getting started is a struggle, constantly getting pked, nearly all bosses dead on spawn timer and not having the gear to try better dropping bosses, however this is how mir has always been and its somthing you should expect joining a new server. I wouldn't object to some more randomized bosses to give these players a chance though.

The final thing I really wanted to mention is, why did you destroy sun pots to the extent that you did? Having a cooldown on them has never been a part of mir. It makes the game a lot more reliant on numbers to win fights and one of the changes I have disliked most, unless you are playing a class with some decent mobility its almost means you that have to instantly tt in none rt'able areas when a slow lands on you, I dread to think what its like playing a tao with sun pots in their current state.

/Xele
 

Corbu

Loyal Member
Loyal Member
Mar 26, 2014
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As someone who came back to the game with some friends a couple of weeks ago with no spells, no gear, no cash, I would like to add my comments on the current situation of the server.

Leveling has improved vastly, it is now a steady increase and feels a lot smoother leveling from level to level, not noticed any major jumps at certain levels yet. It would be nice if other areas such as battlegrounds were added or somthing as decent as bdd just with a different change of scenery.

Sub bosses have all been re-vamped since we last played and always drop a bene/marble/rune, they are a really good source of cash especially if your gear is limited and bosses are being contested. It would be nice if they had the chance of the odd rare item, nothing to major, I don't really have any complaints about them though.

Mid tier bosses such as ZT/MTK/MK/RME all seem worth killing and I have been enjoying the fights for them. We were getting completely destroyed when we tried contesting at the start but as we started gathering some drops its becoming more bearable even though we are still a long way off competing for higher bosses.

Mid-High tier bosses such as Frozen/Fox/Collosus, not killed many of these yet and not had any drops but I have heard they can drop decent.

High tier bosses - JD/Warlord/EE/GK/DK - not even attempted any of these yet so I cannot comment.

Evil Mir - Was really surprised that no one goes here, the times we have killed it since being back it has been completely un-contested, does it even get hunted anymore and is it even worth the time? Mir items are among the best in game so I don't know why people don't hunt it more often with its potential.

On the subject of PvE, I do find shadow step a very forgiving skill when boss hunting too, gives such an advantage to an already extremely powerful and potent class. I understand that PvE is one of their strong points but the tool kit of an assassin is ridiculous on this server.

I can see from a new player or a small guilds perspective that getting started is a struggle, constantly getting pked, nearly all bosses dead on spawn timer and not having the gear to try better dropping bosses, however this is how mir has always been and its somthing you should expect joining a new server. I wouldn't object to some more randomized bosses to give these players a chance though.

The final thing I really wanted to mention is, why did you destroy sun pots to the extent that you did? Having a cooldown on them has never been a part of mir. It makes the game a lot more reliant on numbers to win fights and one of the changes I have disliked most, unless you are playing a class with some decent mobility its almost means you that have to instantly tt in none rt'able areas when a slow lands on you, I dread to think what its like playing a tao with sun pots in their current state.

/Xele


Cos some fkheads had some bot to auto sunpot in PVP so we got the CD on suns.
 

Clintus2

Dedicated Member
Dedicated Member
Jan 31, 2014
394
4
45
sun pot timer is an issue.
having a lvl 50+ camping PT 3rd so no one can level there is a big issue.
lack of events.
SV ruined by Bots, Bots fixed but drops not switched back on.
only real way to get plat is mining, was great when fox orbs dropped from time to time.
too much nerfing because people whinge.

however, love the update on what is being worked on, thanks for letting us know. :)
 

Aldor

Dedicated Member
Dedicated Member
Aug 16, 2013
240
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The point I am trying to make and trying to understand is, we have over 20 hunting grounds (granted some of them are useless the more you level)... That is more than Euro, USA, any other private server to date... Why is this an issue on Chronicles but it wasn't on them? (This is a genuine question).

They all shut down so maybe it was an issue for them?

I can't comment on the current state of Chronicles as I haven't been around for some time but I'd be cautious basing anything on servers that died.
 

kickey

LOMCN Veteran
Veteran
Jun 5, 2010
686
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I would really like to understand the issue here tbh...

Is it that new content is needed? Or that the current content isn't being used? The point I am trying to make and trying to understand is, we have over 20 hunting grounds (granted some of them are useless the more you level)... That is more than Euro, USA, any other private server to date... Why is this an issue on Chronicles but it wasn't on them? (This is a genuine question).

Sam

It's definitely new content that's needed.

And i'd say a level cap "lowering" like what was done in the past would help the slower lvlers get moving up the levels abit.

On the topic of levling , id say all new characters should start at level 35 , they've already got enough leveling to do to stand any chance against the long term players , so at-least give them a chance. I for 1 would have no problem with it.

It would also open up alot of caves ingame that are currently pretty much a waste.

New books and new items should not be added to any of the old caves, this will move the top guilds along and give the little guys a chance to get there FF books and sowg's ect.

( or if they are added to old cave's make them x10 more rare to drop than from the new area's)

New type of boss fights would also help the server, atm you make bosses hit insanely hard so some classes cant touch it, why not mix it up... have the boss spawn mobs or command all mobs in room to come to his aid. Give him a super attack that will 1 hit kill 1 person in the group every-time he uses it, no matter which class.

Make boss fights a battle....not just with the boss but with everything in the cave trying to defend there leader. ( i know this is ment to be achieved by getting to the boss, but currently every cave in-game is sprinted though)

To some up ...Throw some crazy **** at us and blow are minds :triumphant: , And then we have it conquered ... hit us again.

( And as raider said , Battlegrounds is great for group hunts & long hunts )
 
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blah1233

Dedicated Member
Dedicated Member
Apr 30, 2009
195
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The sun potion cooldown is ridiculous, increase the health given by sun pots with the cooldown. Damage seems out of control
 

Insinia123

Dedicated Member
Dedicated Member
May 6, 2013
404
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55
the problem is the game is to easy and predictable!!!!. as citrix already said.

Main problems

1. the drop system needs more work. its to flat. - its sub or boss hunt or you get *** all (this is fundamentally not mir).
2. Bosses take almost no effort to get to due to skills bypass mobs or mob level to low. just a run through.
3. Bosses take no effort to kill. fine for low level bosses but high end bosses should be group kills till you out level/kit them.
4. Boss spawns are constant time (some should be linked normal mob kills. (adds a dynamic)). <having some on a constant spawn time like old OKS is fine to promote pvp>.
5. existing maps most are unused due to the above. (JD/turtles perfect example just time sinks).

you already have the content just needs a refresh.




Have to agree

Also I'd add make solo leveling worth while with the current system you either make no cash and a bit of experience or next to no experience and a little bit of cash.

Why not add some level caps to certain cases stop level 50s and other levels entering certain caves to give lower levels a chance to level and get a boss
 

Kamikaze

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Jan 21, 2005
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Few little things, do something about group leveling so people can actually work together to level etc rather than people just going off in small groups as its quicker.This will make for some epic fights as people will be in larger groups!

Make Guild Gold cap a lot bigger than the current 3? mill
 

Babyhack

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Feb 4, 2004
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Dublin, Ireland
Have to agree

Also I'd add make solo leveling worth while with the current system you either make no cash and a bit of experience or next to no experience and a little bit of cash.

Why not add some level caps to certain cases stop level 50s and other levels entering certain caves to give lower levels a chance to level and get a boss

Few little things, do something about group leveling so people can actually work together to level etc rather than people just going off in small groups as its quicker.This will make for some epic fights as people will be in larger groups!

Make Guild Gold cap a lot bigger than the current 3? mill

This is why we get confused, 1 post says make solo leveling better, the next post says make group leveling better :P

BH
 

d1craig

Golden Oldie
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Aug 12, 2010
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This is why we get confused, 1 post says make solo leveling better, the next post says make group leveling better :P

BH
you cant do both?

solo levelling could be set to certains cave swith no benefits just a slight boost in exp

group levelling can be made so you get more than 100% exp per mob. ie. a grp of 2 gets 55/60% each.
 

Stavros

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Jan 25, 2014
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you cant do both?

solo levelling could be set to certains cave swith no benefits just a slight boost in exp

group levelling can be made so you get more than 100% exp per mob. ie. a grp of 2 gets 55/60% each.

this was one of the better features on oldskool.

a battleground style hunting area was also a big hit. maybe a revamped version?