Server Future

Mu online season 21 - grand opening

d1craig

Golden Oldie
Golden Oldie
Aug 12, 2010
1,939
7
124
although the way i see it is, the only way to make solo levelling better is to make it more customised towards each class.

you could have a few caves with types of mobs that make levelling easy for each class. or a cave with floors specific to each class

low AC mobs for all but wizard and tao (the only benefit to having 4 classes use physical attacks)
slow mobs for taos (cant really think of anything for taos lol)
low amc mobs for wizards (maybe archers fall under amc attacks aswell)
 

Kamikaze

LOMCN Member
Untrusted Member
Veteran
Jan 21, 2005
476
2
44
I'm thinking a group of 11 get a set bonus but have to have certain classes in group (more of the ones that struggle to solo level) 2 taos 2 monks 2 archers 1 wiz 1 sin 1 war gets you the bonus and then 2 random spots can be filled however you like (as an example). Set the bonus so you get like 80% of the original experience of the mob if you were solo. As an example Zuma Archer gives 9300 exp and if you have the bonus group each player in that group would then get 7440 exp per mob. Not much of a exp loss for the small leveling groups and a big gain for the slow leveling classes! Obviously you could make a couple of caves for different levels of players and only get the bonus in these leveling caves!
 

d1craig

Golden Oldie
Golden Oldie
Aug 12, 2010
1,939
7
124
I'm thinking a group of 11 get a set bonus but have to have certain classes in group (more of the ones that struggle to solo level) 2 taos 2 monks 2 archers 1 wiz 1 sin 1 war gets you the bonus and then 2 random spots can be filled however you like (as an example). Set the bonus so you get like 80% of the original experience of the mob if you were solo. As an example Zuma Archer gives 9300 exp and if you have the bonus group each player in that group would then get 7440 exp per mob. Not much of a exp loss for the small leveling groups and a big gain for the slow leveling classes! Obviously you could make a couple of caves for different levels of players and only get the bonus in these leveling caves!

thats a little too extreme though mate.
 

Mckimmie

Dedicated Member
Dedicated Member
Mar 27, 2003
129
0
92
The stuff Sam has listed as upcoming content should have been worked on before monks in my opinion
 

CrazyBear...

Golden Oldie
Golden Oldie
Veteran
Mar 25, 2003
851
2
155
The stuff Sam has listed as upcoming content should have been worked on before monks in my opinion

This is what we said.

My plan is to look into SW immediately (once we have fixed the small issues introduced in our last reboot)... This will put my current development plan for new content on hold, but it seems the demand for a working/fair SW is gaining higher and higher priority.

What this means in the long term is, SW is likely to be fixed sooner, however, newer content is likely to be pushed back/not make the current plan.

Sam

The moment has well and truely passed now.
 

Kamikaze

LOMCN Member
Untrusted Member
Veteran
Jan 21, 2005
476
2
44
Hence it was an example.... But need something to encourage group leveling!


Sent from my iPhone using Tapatalk
 

Kamikaze

LOMCN Member
Untrusted Member
Veteran
Jan 21, 2005
476
2
44
Also bring in a npc that removes all runes out of a socketed item at a cost!


Sent from my iPhone using Tapatalk
 

Mystickiller

Bored AF
Untrusted Member
Golden Oldie
Dec 24, 2003
1,007
4
174
Minnesota, USA
It takes almost no time to rename maps and buff mobs to x amount of strength. Even reintroducting hardcore versions of old caves with better exp and drops is worth it. Say a dark black Dragon dungeon mobs all 2x more powerful drops x2 more often. Stuff mental and many other server owners have done to keep the higher levels interested.

Currently their is not much of a point playing most days when you wanna fight. Forsaken and the rest of the guilds spend their entire day trying to avoid you. The rest of the server doesn't even attempt the higher level bosses. I miss the foreskin/tkblow alliance. When we had to use tactics and skills. Now it's just steamroll the way to the boss then avoid greifers in town.
 

knives

100% Hyphonix
Golden Oldie
Aug 3, 2004
797
35
165
Should impliment lvl restrictions on caves. So that if you're top end.

You can't enter the lower lvl caves. If you're above a certain lvl etc.
 

rainstone

LOMCN Veteran
Veteran
Feb 10, 2014
770
9
79
Killed DemonKing and Warlord today in four hours. A bit tied.

Good night server.
CNtroublemaker
DragonDynasty
 
Last edited:

bayya

Dedicated Member
Dedicated Member
Aug 19, 2012
355
0
42
Also bring in a npc that removes all runes out of a socketed item at a cost!


Sent from my iPhone using Tapatalk
No dont do that. Not unless theres a chance of braking the item.

Levelling is easy on this server until you start to get into 45+ No need for low med high caves
What would make it better would be for the heros guild to work so you can see who is online. ppl could find other to hunt with easily. You could even ask for volunteers to lead levelling hunts for Heros guild
Dont understand what it is people want. Somewhere they can go an level and have the cave all to themselves?
Kit that means they can solo stuff at level 30?
Its a lowish to medium rate server.

---------- Post Merged at 11:34 PM ---------- Previous Post was at 11:24 PM ----------

Cos some fkheads had some bot to auto sunpot in PVP so we got the CD on suns.
Lets be clear
Forsaken posted about this. They reckoned it was why they didnt win some fights and died when others didnt. the cd was the staff response
It has been suggested that cd doesnt need to be such a long to stop people using the macro to auto sunpot.
 

Pottsy

Legend
Legendary
Feb 26, 2004
3,278
259
309
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

Bottom line, before I attempt to go into detail for you. Is you're never going to please everyone, fact lol.

But when introducing new content, it has to be attractive enough for the higher players to deem good enough to MOVE away from the current locations, so that the "newer" players can use them without hassle. Otherwise, the new content will simply be pointless and unused, giving the impression that nothing is being added.

Although it is added, if it's not used, you may as well not have bothered.

But like I said, you won't be able to please everybody lol. But a couple of things that most people will want is:
1) A few mobs needs to be better exp/leveling than the previous cave in a mass lure. So killing 5 mobs in one go, need to be better than killing 20-30 in one go from the lower cave. Or at minimum, give the same but without burning half the potions in your bag lol.
2) Drops or at least potions also need to be better or an improvement, such as better items or just an increased drop rate, or potion drop happy to make it possible to hunt for much longer and extended times than the previous cave.

But the chances that you'll be able to get the exact exp/drops/spawns to effectively separate the higher levels from the older caves, is so slim lol. Someone will say it's too much exp, drops aren't good enough or something....but that is basically what people are looking for when it comes to new content.
 
Last edited:

Darkans

Dedicated Member
Dedicated Member
Mar 10, 2011
128
1
44
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 touches on something interesting for me, nobody hunts places like Orcs/Jinchon for exp but perhaps there is a way to set these caves to give an exp bonus to groups that are on that map. The map part is obviously important so people can't just group up and afk in sz.

If these caves were competitive with other places, in terms of experience per hour, it would achieve several things:
- Encourage group hunting
- Spread leveling across more caves, more options means more people inclined to level.
- For PvPers/PKers it would mean more chances of a fight in lots of other places (no more running to hell entrance/EE/Waiting for OKS to spawn for big group fights :P)

I wish there was a way you could set mobs/bosses to scale HP/Damage depending on how many people had hit it but I suppose that's asking too much for a game this old.
 

Slipmatt

Frunk Duck
Golden Oldie
May 10, 2009
1,121
394
170
North East, UK
No dont do that. Not unless theres a chance of braking the item.

Levelling is easy on this server until you start to get into 45+ No need for low med high caves
What would make it better would be for the heros guild to work so you can see who is online. ppl could find other to hunt with easily. You could even ask for volunteers to lead levelling hunts for Heros guild
Dont understand what it is people want. Somewhere they can go an level and have the cave all to themselves?
Kit that means they can solo stuff at level 30?
Its a lowish to medium rate server.

---------- Post Merged at 11:34 PM ---------- Previous Post was at 11:24 PM ----------


Lets be clear
Forsaken posted about this. They reckoned it was why they didnt win some fights and died when others didnt. the cd was the staff response
It has been suggested that cd doesnt need to be such a long to stop people using the macro to auto sunpot.

Lol be quiet, none of which you stated helps any of the matters deemed an issue.
 

ramilponce

LOMCN n00bie
Mar 28, 2014
7
0
12
We did originally have a support ticketing system but found it very quickly become over run with duplicates and stagnant issues... Ie a player would raise an issue, we would respond asking for more information and would never receive the additional information. Facebook has been working for a flow of communication.

Sam
sam may i ask if the combo skill is release to when 2.0 are comin ? let see your answer sam
thanks.
 

DeeKayDee

Loyal Member
Loyal Member
Mar 26, 2014
391
0
43
Only just been on the forums to read this thread but nice to see updates are coming!

Imo, some very quick "fixes" can be done to improve the server until the next big patch.

1. REMOVE the sun pot 1 second cap.
2. REMOVE sun pot bundles.
3. Make all 5/5 HardTorches 12/12.
4. Make the shop HardTorches 20/20.
5. Add more pots drops to turtles.
6. Add strong items to drop files in turtles.
7. Orange attack mode.

These have all been things suggested in the suggestions area that were well praised, but put "on the list" or never replied to

It would be nice to see them done, then work on leveling areas/SW like people have asked for months and months ago, we don't need any more broken skills introduced at this point
 

MaNnY

Dedicated Member
Dedicated Member
Dec 27, 2003
160
2
95
[/B]I have recently been trying to finish off the original fixes/changes I made to the website, getting the new player guides finished etc... I am then going to be looking at advertising on forums/blogs of similar styled games to Mir to see if we can't interest other players from other games in Mir (there are tons of top down isometric games out there with large communities)... We have Facebook advertising, and I am using some analytical softwares (google analytics) to try and adjust keywords on the site to bring us higher up on google.

Give me a shout on this. I could help with a few araes. Currently working as an Online Website Development Exec