Why I am no longer playing (not a cry thread)

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Toddwhite

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Jul 28, 2006
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Whole game feels clunky to me, it's using euro stuff without euro files. Boring parts of euro have been kept to keep it like euro, instead of realising euro wasn't perfect. This is completely different to euro, so fails to recreate it, and is held back by certain aspects of trying to recreate it. Here are my opinions that nobody probably cares about.

The addition of archer has made balance too difficult. They need to be distinguishable from wizards single target damage, or you may as well be a wizard. However, this means either archers will do too much damage, or wizards wont do enough damage to single targets. otherwise, there is not enough of a difference between the 2 to justify the archer class. Mir is a VERY simple game, it's simplicity was part of it's success. I'm not saying wiz are UP/OP or archers are UP/OP just that the very existence of both classes creates a HUGE balance issue that was never there..

Before it was 'does wiz do enough single/mass target damage to the others'. Now it is a case of 'do archers do enough extra damage in comparison to a wiz', and then you have got to try make both do relevant single target damage relation to warriors/taos the first condition makes this very difficult.

Quick example - Let's say Single target damage to a warrior needs to be around 100 to make the whole ranged / melee balance argument work. Now, if a wiz does 100, an archer needs to do 130 (just an example, 30 dmg is the trade off for wiz/archer). Archers are now OP vs wars. Let's now make archers do 100 dmg. they still need to do more than wizards, so wiz now do 70 dmg. Wizards now cant kill warriors, or any other class. So, let's make both do 100 damage, which they need to do in relation to warrior/tao/sin. Archers quit, they have nothing over a wizard o justify lack of aoe and shield. There are other things to consider ofc, but this is a VERY large part of the equation which is almost impossible to balance with the limited tools mir has.

I hope people can understand what I am writing. Simply put, mir wasn't designed to have 5 classes, none of the spells were designed for 5 classes. euro didn't have 5 classes. Yet you are trying to make it work with euro spells and classes. Euro spells and classes were balanced due to the fact it was designed for 3 classes. You can't apply that same model to 5 classes. I quit playing because of the lack of simple and accurate balance, I'm not saying I am right and all must agree, this is my opinion. . .

Warrior vs sin has similar arguments. I would have loved to have seen the server without archers/sins, and be a lowrate. warrior/ sin is easier to balance though, you have tankyness and damage to work on. wiz/archer just has AOE/single dps.

TL;DR too many classes for a euro clone. Needed to be completely reworked, or just had 3/4 classes. A slight lack of professionalism with updates and patches messing stuff up hasn't helped either. Mir worked off of the melee(war) vs ranged(wiz) vs utily(tao) balance triangle, now that doesn't exist.

I will be frank and say the main reason I didn't like it was that I now have a life, and when I played mir before I did not. Mir is much more fun if you can dedicate 40 hours+ a week to it, and not just 10-15 hours a week, but I believe what I wrote is a serious issue which contributed towards me not wanting to play any longer.

Good luck with the server! (Grant, not Todd typing this)
 

Adv

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Feb 13, 2014
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Agreed. Sadly this server will never be balanced.

x
 

bayya

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people who play mir dont much care about anything you said. They play for nosalgia or ocd type addiction.
ANyone who thinks they are a seriously good gameplayer shouldnt really be here anyway
 

davey_boyy

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I agree this server was advertised to have a euro feel about it, but its nowhere near like euro... would have been much better with classic taos/war/wiz and no silly OP sins in PVE and useless archers.
 

Koriban

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I respect your opinion and agree balance will be difficult but not impossible, with 5 classes.

However my personal opinion is that as of right now, server balance is fine. Give it a few months when the op spells start dropping, and Sam is going to have to grow a new set of hair after he's torn it all out trying to deal with balance then.

Until then, nobody in my opinion has any right what so ever to moan about their classes balance.
 

Wond

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Feb 24, 2004
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Balance is always going to be an issue on mir, but not something that is impossible to find. The example you used does not make sense. Archers hit with DC, Wizards with MC. A warrior has high AC and low AMC. Different classes are going to do different amounts of damage to each other, thats something Mir players seem incapable of understanding.
 

reecew

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I suggest people stop living in the past and enjoy the new updated version IMO files just as good as any other possibly one of the best iv played in 10 years or so with the 2 extra class's it's a lot more fun/more items and also new game play as you will need to adapt to the new style with the new archer back line.
 

Far

tinmymouthpl0x
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I hope people can understand what I am writing. Simply put, mir wasn't designed to have 5 classes, none of the spells were designed for 5 classes. euro didn't have 5 classes. Yet you are trying to make it work with euro spells and classes. Euro spells and classes were balanced due to the fact it was designed for 3 classes.

Since official mir also has 5 classes, surely that means mir IS designed for 5 classes.

I've played a lot of mmos, and i've never played an mmo where every available class is 100% equally balanced in PvP. It's just impossible to balance all classes to the extent that they all have an equal chance of winning a fight against every other available class.

This simply wasn't noticed at 3 classes because each of them brought something different to the table (as you rightly said)

It's not the fact that mir wasn't designed for more than 3 classes, its that everyone (for one reason or another) is expecting that all 5 classes should have an equal chance of winning. And as much as you 'nerf' one classes spell to try and compensate, there will always be another spell in another class that's stronger - which people then say has to be 'nerfed' because its now OP. so you 'nerf' that spell, and then you find theres another class with another spell that now does more damage. Until you have an endless cycle of nerf football and all attacks end up doing 1 dmg.

Turtles Love Dry Rice : stop thinking that every class needs to be 100% equal to another. There will ALWAYS be 1 or 2 classes that can dominate in PvP. Play any other mmorpg and you'll soon realise that.
 

Sanity

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Korean mir has the classes. Whats the issue ?

Archer is custom, Sam made it following no version, it would of been best to wait until it was official released before adding it into Chronicles but i assume they added it to attract a bigger community.

But the only possible way of ever making this server balanced is to follow Korea, as like you said that has all the classes this has but major changes would have to happen to all classes for this to happen which i can't see it happening tbh.

What Koriban said is a good point, it seems pretty average at the moment with balaence but those high end skills are seriously going to put this server to the test, only 1 skill stands out for me and that is FlameField, i always thought that skill was broken and should never have been released into Mir but it happened and people expect to see it -.-.
 

Tashohnie

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Funny you mention archers... Out of all the people I knew who played archer there are only a few left who are still playing Archer, they are a strange class but I enjoy them.
 

Raider

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Quick example - Let's say Single target damage to a warrior needs to be around 100 to make the whole ranged / melee balance argument work. Now, if a wiz does 100, an archer needs to do 130 (just an example, 30 dmg is the trade off for wiz/archer). Archers are now OP vs wars. Let's now make archers do 100 dmg. they still need to do more than wizards, so wiz now do 70 dmg. Wizards now cant kill warriors, or any other class. So, let's make both do 100 damage, which they need to do in relation to warrior/tao/sin. Archers quit, they have nothing over a wizard o justify lack of aoe and shield. There are other things to consider ofc, but this is a VERY large part of the equation which is almost impossible to balance with the limited tools mir has.

Already typed a reply out once but it didn't work for some reason.

Its not as black and white as you make it out to be, wizards and archers can both hit 100 damage and still have individual roles, there are many things that separate them, for starters wizards hit AMC while archers hit AC. Wizard hits 100damage+ with only lightning at the moment and that has a positional requirement where as an archer doesn't. Also if you want to increase over all damage of an archer but keep the burst at the same levels all you would need to do is lower cast speed. I think both classes are perfectly fine right now and flat damage values is not all you should look at.

/Xele
 

Varaka

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Sorry your not enjoying the game and leaving.

if you have any wizard gear you would like to donate.

/Varaka
 

NightScare

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Whole game feels clunky to me, it's using euro stuff without euro files. Boring parts of euro have been kept to keep it like euro, instead of realising euro wasn't perfect. This is completely different to euro, so fails to recreate it, and is held back by certain aspects of trying to recreate it. Here are my opinions that nobody probably cares about.

The addition of archer has made balance too difficult. They need to be distinguishable from wizards single target damage, or you may as well be a wizard. However, this means either archers will do too much damage, or wizards wont do enough damage to single targets. otherwise, there is not enough of a difference between the 2 to justify the archer class. Mir is a VERY simple game, it's simplicity was part of it's success. I'm not saying wiz are UP/OP or archers are UP/OP just that the very existence of both classes creates a HUGE balance issue that was never there..

Before it was 'does wiz do enough single/mass target damage to the others'. Now it is a case of 'do archers do enough extra damage in comparison to a wiz', and then you have got to try make both do relevant single target damage relation to warriors/taos the first condition makes this very difficult.

Quick example - Let's say Single target damage to a warrior needs to be around 100 to make the whole ranged / melee balance argument work. Now, if a wiz does 100, an archer needs to do 130 (just an example, 30 dmg is the trade off for wiz/archer). Archers are now OP vs wars. Let's now make archers do 100 dmg. they still need to do more than wizards, so wiz now do 70 dmg. Wizards now cant kill warriors, or any other class. So, let's make both do 100 damage, which they need to do in relation to warrior/tao/sin. Archers quit, they have nothing over a wizard o justify lack of aoe and shield. There are other things to consider ofc, but this is a VERY large part of the equation which is almost impossible to balance with the limited tools mir has.

I hope people can understand what I am writing. Simply put, mir wasn't designed to have 5 classes, none of the spells were designed for 5 classes. euro didn't have 5 classes. Yet you are trying to make it work with euro spells and classes. Euro spells and classes were balanced due to the fact it was designed for 3 classes. You can't apply that same model to 5 classes. I quit playing because of the lack of simple and accurate balance, I'm not saying I am right and all must agree, this is my opinion. . .

Warrior vs sin has similar arguments. I would have loved to have seen the server without archers/sins, and be a lowrate. warrior/ sin is easier to balance though, you have tankyness and damage to work on. wiz/archer just has AOE/single dps.

TL;DR too many classes for a euro clone. Needed to be completely reworked, or just had 3/4 classes. A slight lack of professionalism with updates and patches messing stuff up hasn't helped either. Mir worked off of the melee(war) vs ranged(wiz) vs utily(tao) balance triangle, now that doesn't exist.

I will be frank and say the main reason I didn't like it was that I now have a life, and when I played mir before I did not. Mir is much more fun if you can dedicate 40 hours+ a week to it, and not just 10-15 hours a week, but I believe what I wrote is a serious issue which contributed towards me not wanting to play any longer.

Good luck with the server! (Grant, not Todd typing this)


Totally agree, The 2 classes completely ruin the game.

Not to mention the stupid "bug fixes" they've done which has ruined PVP completely.


I'm sure the carebears will love it tho!.
 

PUNISHER

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Totally agree, The 2 classes completely ruin the game.

Not to mention the stupid "bug fixes" they've done which has ruined PVP completely.


I'm sure the carebears will love it tho!.

The pvp is very bad here compare to mir 3 servers i have played, if they fix this....the game will be much better as range can hit focus easier and get a hit while they run and close range can shift click spells and get that lucky hit in everynow and again