What kind of mir suits you!?

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Swampduck

LOMCN Veteran
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Apr 13, 2014
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I have decided to make a server of my own, a project more so which won't be ready for an awfully long time, but when it is ready I want it to last longer than 2-3 months which is the average life expectancy these days.
Everyone has their own preference, for myself it is low rate with both skills and items being rare which only drop from bosses and perhaps a slight chance from subs.
I don't mind the odd quest or 2 but nothing overkill.
Not a big miner or crafter either, slugging to level is one thing but having to mine for materials which in turn you use for crafting.. takes the joy out of some people who try to remain on top when playing.

What do you look for in a server?
High Rate/ Low Rate
Hunting for rare items
How many classes do you prefer, the original 3 or assasin/archer?
Questing
Do you like the old school type maps/mobs or would you prefer to see something new in a server in regards to those?

Appreciate any replies.
 

Azze

Cursed
May 6, 2013
8
13
15
Saudi Arabia
Surely a low rate with low stats and having additions that are unique for the server u gonna make, such as quests, boss AIs etc basically a different approach.

For example RiseOfTheArchons (Scorpians) had such a decent Idea with classes and how he came up with unique skill tree system whilst having 8 classes but sadly server died quick due to lack of testing on many things.

I always thought 3 classes are the goto, but I believe having more diversty would attract more people and make the server more rich gameplay wise BUT alot of testing need to be done to reach decent state of balance interms of PvE and PvP (Which I really believe is doable).
Thus an example I would say 6 classes fits our era currently, maybe Warrior and Assassin for DC as stat, Wizard and Archer for MC and finally Tao and (Monk or sort of Necro) for SC to create equilibrium for main stats, and you could go deeper with side stats for each one.

Euro mir rates with new classes, unique ideas could really be a hit really.
 

Slayer1985

Mir 1.4
Veteran
Jan 20, 2014
344
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I like basic origins, items maps and mobs, most of the people here now aren’t 40 years old and played the game 23 years ago so I can’t relate to most of the servers in the last few years. I also miss the 90s and its cold outside I need my slippers and pipe.
 

LightBringer

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Feb 13, 2014
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I think the balance of new and old.
Don't rush your server, and polish the server, there is nothing more indicative of a quick up and down server then stuff that just has felt dropped in/not finished.

You need to retain things for the nostalgia (as that's what most people play it for) while adding in new things to keep player retention.

Don't cheap out and back load new/custom content to late game - your early game is your first impression, if this is unfinished and feels like rushed/repurposed/reused - that's peoples impression.

You need to want them to get to the late game.

On Rates
I don't think it's as black and white as low/high rate.
Our's wouldn't be seen as a low rate due to the level cap being 90, but we've built into the system more levels to allow a better stint of progress, rather than hitting 40 and just getting stuck.



I am finally coming back to mir after basically a long stint off (which has impacted my own server release) but message me anything and I will happily try help!
 

Slipmatt

Frunk Duck
Golden Oldie
May 10, 2009
1,121
394
170
North East, UK
Rate doesn't bother me all that much nowadays, but I prefer a server where people actually have a level playing field, and isn't made up of donor's have an advantage etc.

It also has to be fun, and just have that 'feel good factor'. I tend to get bored way too easy nowadays and give up after a few weeks tbh haha. If there is one out there that keeps me hooked, I'd continue playing for a good while.
 
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Mazza

Dedicated Member
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Nov 30, 2013
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that USA mir did a compulsory survey at account creation. Think it was that about 20% played for the pvp. Rest played for chatroom with something to do. Hunts with mates/family. Challenge was getting the group to kR with enough pots left to kill boss. Laughs n banter. ripping ppl and trash talk doesnt make anypone smile let alone laugh.
There is now a different player base for mir. Attack anyone on same screen, and level by any means get any kind of advantage. Sell gold sell items make real life money.
Few of those playing for nostalgia have more than a couple hours a day to play and cannot complete with the hardcore on 12 +hours a day.
I am able to sneak into game at work sometimes but still fall far behind the hard core.
Might get more of the nostalgia players if you can find a way to let the less hours people keep up.
Suggestions
Stop guild limits. Or find a way to have a "casuals" allowance

No sins. Never thought they fitted classic mir. If you do want sins, remember that they can solo bosses more easily at lower levels than other classes on most servers. No one should ever be soloing a boss. It happened on euro cos everyone who kept on playing outlevelled the content. <<< This matters

Low or high doesnt matter. What does matter is that there are places to hunt for items, to level and to hunt for gold as you progress thru the game so people get some variation not grinding in the same place for ages.

Quests are good but make the rewards worth the effort. A guild/group hunt to get everyone a helmet thats better than the standard. Same quest 3 times gets you belt n boots for a set bonus. I like storyline quests but not everyone does. My personal hatred is for quests that have me running/rt ing around looking for one named mob. Woulkd rather have kill em all til u get xxx pearls/legs/bluerocks.

The rested exp bonus is a help for the busy working person with children but what about a 80% exp pot if you havent logged in for 5 days?
Once someone reaches level 40 evryone over 20 but below 30 is bumped to 31. Controversial
have a Mercenaries Guild. A group of characters that can be hired by the hour to fight for SW or challenge another guild to a guild war in a specific location of their choice. Say 6f PT or Zt kr. Fun fights. If u die auto tele back after 20 sec then 40 then 60 progressively

OR a Hunters guild. Group friends can hire a character each shop kitted and skilled to have a hunt together tho I dunno what they would do with any loot.
Plenty discussion points there. Ideas some daft some feasible
 
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JohnBarny

Known Cheater
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Apr 16, 2003
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I think the balance of new and old.
Don't rush your server, and polish the server, there is nothing more indicative of a quick up and down server then stuff that just has felt dropped in/not finished.

You need to retain things for the nostalgia (as that's what most people play it for) while adding in new things to keep player retention.

Don't cheap out and back load new/custom content to late game - your early game is your first impression, if this is unfinished and feels like rushed/repurposed/reused - that's peoples impression.

You need to want them to get to the late game.

On Rates
I don't think it's as black and white as low/high rate.
Our's wouldn't be seen as a low rate due to the level cap being 90, but we've built into the system more levels to allow a better stint of progress, rather than hitting 40 and just getting stuck.



I am finally coming back to mir after basically a long stint off (which has impacted my own server release) but message me anything and I will happily try help!
He asked about what people want not a essay about your **** buck server....
 

LightBringer

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He asked about what people want not a essay about your **** buck server....
now now kiddo, calm your lil self down

I was providing feedback what I want in a server, which reflects my server.
 

StormHero

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Jan 19, 2015
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He asked about what people want not a essay about your **** buck server....
Managed to dislodge your d¡cķ from valk yet? At least he answered the OP, unlike you.

Anyways i prefer a high rate as it seems to fit in better with the spare time i get.
Regarding hunting for rare items this is a must to keep the edge of a thrill on the server.
I prefer the 3 original charas and only like questing that is worth it alongside leveling already being done, e.g kill x amount of mobs in a cave.
Regarding mobs/maps etc, i prefer to see new content so it doesnt seem to be same on every server.

Good luck with your server :)
 

spinningflame

Loyal Member
Loyal Member
Oct 11, 2009
10
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Due to a family and job, I don't have the time to be remotely competitive, but I really want a 1.9 clone, maybe it's nostalgia. The hard thing is the community. Back in the days before warcraft came out, there were massive guild hunts, Taos were the only class to poison bosses (making them incredibly useful), the game was pretty balanced, sure some end game was broken, like FT pets and 1 shot a Wiz without MS up. Now it's all fast leveling and solo/groups of 2 to boss with max stat/luck items. The later spells and stats really unbalanced the game making warrior and Wiz too strong imo.

The only change would be gold drops slightly higher as sometimes in the early days, I was too broke to buy pots and had to find those gold chestnuts or mine for Ore to sell. I guess I should have stayed in lower caves and got more kills per hour.

I'm in the minority who always disliked Gems and orbs being added. Power creep and poison/slow for all classes negated Tao support role.

I really liked how hard the game was, levels and kit were an achievement and because stats on the whole were so low, it made the game a challenge which necessitated grouping.

I do like having poison on a hot key and swapping between red and green as a QoL issue.

Tiny chance of semi rares in caves was always good for the addictive gamble.
Maybe the wedgemoth para ring and stone bamboo fan from a Prajna Captain were just myths, though it kept me trying.
 

LightBringer

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I wonder if the drop files were ever looked at. Be fun to find out it was true and wasn’t just a hoax.
Weren't dungs rumoured to also have a like super slim chance of dropping a para ring?