- Jan 15, 2017
- 147
- 7
- 44
We love games, and are willing to support Zed’s games.
I am happy that we can participate in the improvement of the quality of the game. We have some ideas for the current development of the game, and hope to communicate with you and your development team. These discussions are summarized into a few points, namely server operations, classes balance, and game content.
1. Server Operation
• Update maintenance: Please ensure that your content update cycle, so that it is convenient for players to arrange life events accordingly, rather than sudden updates, which will affect players (dedicated) real-life arrangement. A good time and progress planning are essential for a project as such, otherwise the work will be a mess. Exceptions can be made for emergency updates.
• Understand income is needed to maintain and sustain the server. So, do you have any idea on the future development of the cash shop? Can the cash shop items be traded freely? Can the game currency be purchased using real cash? You need to give players a plan and announcement on what you planning to do moving forward.
2. Class Balance
This is something that every game needs to consider, and is a data intensive task. What have been done now (although is not too bad) has caused some problems to arise. If you noticed, tons of players have switched to warrior, after you deliberately empowered warrior in a way that is so different from the original Mir 3 setting. This can easily collapse the game, as it would be impossible for you to “reverse the damage” (i.e. restate warrior’s setting), which will hurt many players.
• At this stage, Warrior is the most popular and power class, with the highest HP, AC, MR, and DPS. You need to give players a reason to NOT pick to play as a warrior. Warrior need weakness, Just like the Wizard has lesser HP, the Taoist has only burst damage in the medium term, and the Assassin has less HP and less defense. As you can see, these other classes have weaknesses. The way you modified warrior strayed too far from the original Mir 3 system, that warrior is too perfect now. It has no weaknesses.
At present, you should restore warrior’s defiance ability back to its original state, and equipment should be used to supplement the defensive role, so that warrior become the team's tanks. Elements attack has always been Wizard and Taoist’s output damage, but you have added elements to the warrior weapons, which is very incomprehensible. Why should you give a DC-centric class an element weapon?
• Taoist: Since the beginning of Mir 3, Taoist’s positioning has always been auxiliary. But it has been strengthened by AOE attacks in zircon. Taoist is already strong enough. But we can accept that its attack should not be explosive, so other professions have a chance to overcome it.
• Wizard needs some time to grind until level 49 to learn tempest. He will become a god-like existence. Wizard needs to grind, but the process of grinding is very boring. The current open map makes the Master not have enough room for activities, and his DPS is as obvious as his weakness. But the increase in the hermit point HP must be weakened as wizard can't increase its HP like other professions.
• Assassin: Noticed that you have removed an assassination skill - Karma – from assassin’s skill list. This is Assassin’s core ability, and removing it has changed assassins from a PVP class to a PVE career. To recap, assassin class is close to unplayable in the late game due to its limited growth linearity after hitting Lv50. We would suggest you nerf its life-stealing ability, and restore Karma back to its skill list. The strength of assassins in the early stage is mainly due to its output dependency on MP. Given that MP has no lower limit, Assassin’s output is very stable.
The strength of assassins in the early stage is mainly due to its output dependency on MP. Given that MP has no lower limit, Assassin’s output is very stable.
Source: Players experiences based on Mir3-gsp and Zircon.
3. Game Content
• Map releases and experience should be tested more rigorously before release. Testing shall include the matching between different classes and different equipment and level, to asses the effect of each. Based on the current system, you and your development team may hope that all classes can have the ability to leveling and hunt on their own. However, it is impossible to do it consistently as a class can only fully awaken its ability in a group play. As such, you must encourage team formation and encourage players to team up with different classes. This will attract higher participation from real-life friends, and can also awaken the characteristics of each classes. Please do not make this a single player game as it can be very boring. Mir 3 does not have the characteristics of AAA games.
• With regards to the current level gap, this will make the game to enter the decline stage very quickly. If players were to multi a same character, the multi-ed character will have an unfair advantage as compared to other players because Mir 3 is a “level game”. High-level players will play a decisive role in PK and PVE, which will affect the game experience of many people. It should limit the time for players to gain experience, such as 15 hours per day.
In the end, we hope that the game mechanism encourages the cooperation of different classes and not solo, and then vent.
I am happy that we can participate in the improvement of the quality of the game. We have some ideas for the current development of the game, and hope to communicate with you and your development team. These discussions are summarized into a few points, namely server operations, classes balance, and game content.
1. Server Operation
• Update maintenance: Please ensure that your content update cycle, so that it is convenient for players to arrange life events accordingly, rather than sudden updates, which will affect players (dedicated) real-life arrangement. A good time and progress planning are essential for a project as such, otherwise the work will be a mess. Exceptions can be made for emergency updates.
• Understand income is needed to maintain and sustain the server. So, do you have any idea on the future development of the cash shop? Can the cash shop items be traded freely? Can the game currency be purchased using real cash? You need to give players a plan and announcement on what you planning to do moving forward.
2. Class Balance
This is something that every game needs to consider, and is a data intensive task. What have been done now (although is not too bad) has caused some problems to arise. If you noticed, tons of players have switched to warrior, after you deliberately empowered warrior in a way that is so different from the original Mir 3 setting. This can easily collapse the game, as it would be impossible for you to “reverse the damage” (i.e. restate warrior’s setting), which will hurt many players.
• At this stage, Warrior is the most popular and power class, with the highest HP, AC, MR, and DPS. You need to give players a reason to NOT pick to play as a warrior. Warrior need weakness, Just like the Wizard has lesser HP, the Taoist has only burst damage in the medium term, and the Assassin has less HP and less defense. As you can see, these other classes have weaknesses. The way you modified warrior strayed too far from the original Mir 3 system, that warrior is too perfect now. It has no weaknesses.
At present, you should restore warrior’s defiance ability back to its original state, and equipment should be used to supplement the defensive role, so that warrior become the team's tanks. Elements attack has always been Wizard and Taoist’s output damage, but you have added elements to the warrior weapons, which is very incomprehensible. Why should you give a DC-centric class an element weapon?
• Taoist: Since the beginning of Mir 3, Taoist’s positioning has always been auxiliary. But it has been strengthened by AOE attacks in zircon. Taoist is already strong enough. But we can accept that its attack should not be explosive, so other professions have a chance to overcome it.
• Wizard needs some time to grind until level 49 to learn tempest. He will become a god-like existence. Wizard needs to grind, but the process of grinding is very boring. The current open map makes the Master not have enough room for activities, and his DPS is as obvious as his weakness. But the increase in the hermit point HP must be weakened as wizard can't increase its HP like other professions.
• Assassin: Noticed that you have removed an assassination skill - Karma – from assassin’s skill list. This is Assassin’s core ability, and removing it has changed assassins from a PVP class to a PVE career. To recap, assassin class is close to unplayable in the late game due to its limited growth linearity after hitting Lv50. We would suggest you nerf its life-stealing ability, and restore Karma back to its skill list. The strength of assassins in the early stage is mainly due to its output dependency on MP. Given that MP has no lower limit, Assassin’s output is very stable.
The strength of assassins in the early stage is mainly due to its output dependency on MP. Given that MP has no lower limit, Assassin’s output is very stable.
Source: Players experiences based on Mir3-gsp and Zircon.
3. Game Content
• Map releases and experience should be tested more rigorously before release. Testing shall include the matching between different classes and different equipment and level, to asses the effect of each. Based on the current system, you and your development team may hope that all classes can have the ability to leveling and hunt on their own. However, it is impossible to do it consistently as a class can only fully awaken its ability in a group play. As such, you must encourage team formation and encourage players to team up with different classes. This will attract higher participation from real-life friends, and can also awaken the characteristics of each classes. Please do not make this a single player game as it can be very boring. Mir 3 does not have the characteristics of AAA games.
• With regards to the current level gap, this will make the game to enter the decline stage very quickly. If players were to multi a same character, the multi-ed character will have an unfair advantage as compared to other players because Mir 3 is a “level game”. High-level players will play a decisive role in PK and PVE, which will affect the game experience of many people. It should limit the time for players to gain experience, such as 15 hours per day.
In the end, we hope that the game mechanism encourages the cooperation of different classes and not solo, and then vent.

