Zircon Gameplay Changes Megathread

Mu online season 21 - grand opening

Koriban

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Aug 18, 2006
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Brighton
This thread will be the only source of suggestions taken from now on regarding the server, and any gameplay updates planned in the future will be made with this thread in mind.

I will be editing the main post every day or so with the best posts. You are more likely to be taken seriously if you are constructive, logical, and give clear reasoning to your intended change. Bonus points for submitting a video example. Posts that end up being added or discarded will be noted as such. If you disagree with a discard of a suggestion, accept it and move on.

Rules for this thread:

1. This thread is for gameplay, mechanical and update suggestions only. Anything regarding in-game balance will be removed - use the other thread for that.
2. Be civil and constructive. You will lose your posting permission rights if you troll or intend to instigate an argument.
3. Give structure and reasoning to your posts, they do not have to be essays, just make it clear and easy to read.
4. Give DETAILS! How much gold added? How much exp added? Why should we add what you want added?
5. Include your In-Game Name and level with every post. You are welcome to edit this info into your LOMCN signature to avoid having to repost every single time.

Failure to follow these rules will either have your post deleted, or your posting rights removed completely.

Thanks, and happy posting.

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Taoist: 58 / Warrior: 52/ Wizard: 49/ Sin: 49

You could also have a 'random' event where daily a random lower level map might get huge modifiers on it.

The purpose is to get people using more maps again, it seems everyone floods into the same few areas, bringing life back to the other areas would be nice!

Already suggested a few times by a couple of posters
Allow smaller guilds a chance at SW by having the option to limit the number of players who can be at SW fight and no one else allowed - if it's possible.
The biggest guild can take it back with an unlimited numbers war 3 days later but it gives the smaller guilds a chance at the action and the fun

To fix the economy a little bit, the crafted weapons should be level 75, so 90% of the server aren't skipping every weapon in game.

Reintroduce PK drops - bag/pig drops only - Test implementation of them during a weekend.

/ExCaLa 75 wiz

Fusion 72 Sin,

Please add Desert City Boss. the lack of books in market at the moment is shocking if you add a boss people will kill on the way to kingsroom and could get books drop and sell in market.

aNti - 49 sin

please make Edge weapons randomly choose a weapon skin relevant to the class (Atm seeing sins doing no lotus gfx because they are using a non sin skin makes the server seem very unprofessional)

Also every1 running around in the same skin looks really bad aesthetically

Also -

Please add everyone's favorite cave from mir2 :

BDD

/End


Celes - 75 Wizard
Tifa - 67 War

Would it be possible to show the base luck that the new weapons were created with?

View attachment 19669

Looking to buy one just now but can't confirm whether or not it has been lucked to the point it's at or if it dropped like that.

Updated 22/05/2018
 
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Fleshwerk

LOMCN Veteran
Veteran
Dec 11, 2004
275
8
95
N. Ireland
Hey!

My thoughts;

1. Solo play needs improvement in terms of EXP gains - By solo play I mean players without a guild, in a small guild or in a large guild with not many online. x2 EXP to all content except LL.

2. Boss mobs on older content - Increase loot chance on these for new players hunting these areas to progress faster. x2 Drop chance.

3. Level 40-50 books(Non Elite): Increase drop chance. x4 Drop chance.

4. New characters start at lvl 25 with some basic kit/books/pots.

Fleshwerk Lvl 76 Wiz + 73 Assasin.
 
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tamped

Loyal Member
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Sep 10, 2014
87
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35
Adding a small bonus for exp in group play would be really nice. If 2 characters of the same level are on screen for exp it literally splits the exp 50/50, same for gold. To promote grouping and playing with people it would be nice to see small gains on total exp, but keeping gold the same. For example 2 characters would be 20% increase before the 50% split. So if a mob gives 1000 exp, it would give 1200, thus 600 exp each. 3 characters 40% or so increase. I know I heard of an exp buff if there is 1 of each class on screen in group, but until you are with the top levels on server, it seems most people (myself included) only ever play with 1 or 2 other people at any given time unless you are in a very very active guild. Nothing huge, just something to give some incentive to do more group play for the lower and mid level players. I often don't group for the sole reason of lowered exp.

Tamp - 52 Warrior
 

Fusion

LOMCN Veteran
Veteran
Dec 13, 2013
668
313
125
Ireland
Fusion Assassin level 71

Review the Drop rate of Bosses, only seem to get parts.

Lost Land assassin weapon need to get a skin change as the animation does not work.(Pick the level 45 Weapon from MS:)

Give players Options to Lock the Chat and Minimap

Make DA more attractive for players as every one seems to want to go Lost Land(more exp or better drop rate)

Guild Tournament - Guild v Guild - winner gets some sort of reward see Video for example [video=youtube;g4e9YoyZINQ]https://www.youtube.com/watch?v=g4e9YoyZINQ[/video]




Arena/Battleground Once a day or 2 times a day open a map with bosses people will fight for bosses. can have different level requirements example level 0-50 you get boarking etc 60 to 70 would have high end Bosses. see video for example
[video=youtube;3KWJsOCvQVY]https://www.youtube.com/watch?v=3KWJsOCvQVY[/video]


Also make a server boss that RS random in one of the towns once a month or something would have to be hard to kill might require all of server to kill it.

Add Bosses to DesertMines and NumaRuins.


Edit: The level 64 armors should have Wings. please have a look at the Kor Files Sin Armors have this cool looking black wings.
 
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irene

Loyal Member
Loyal Member
Jan 11, 2018
35
1
34
Putona 76 Sin

Progression of items: In the current situation everything that was done for months, people who lived inside the cave bug behind the Caller, killing all the Queens / FrostLord, for months was thrown in the trash. What's the point of getting an elite weapon, using 200+ benes to put +6, if a sword with craft is infinitely better than any weapon in the game?

Action: No item added can be 30 - 40% stronger than the previous item Example: DA Ring 5-17 The next Ring to be added may not exceed 7 - 24 DC (which would be 40% stronger than Dragon Abyss Ring). This varies a linear progression, not allowing an abyss between a player with High End item and another with the Second High End item of the game.

Drop Rate: I realize that due to the small player base, the drop of some items should be increased dramatically; as the experience in several places was increased, the drop should be increased as well. Easily a person can get level 50 - 60 in a day in LL2 or LL3 with a good group. Obviously she'll need skills books, which currently a lot of drop in WD this causes us to have to BACK on the map, in an area that does not give experience, to stay hours to get your books, without gaining almost nothing of experience, this is a waste of time. This happens also with other items like: Snow / HP items, once it reaches level 65 it probably goes to DA, and I say with 90% sure that it will have level to enter and DA without have even 1 FD or HP drop item.

Action: Increase the drop of multiple items / books so that this problem does not occur. Alternatively, put the same items to drop in other places too, DA could drop WD skills, HP & Snow items as an example.

BeneOil: is an indispensable item for the end game, but it is only obtained until the middle of the game (EC, Bk, BL, Mk, RME), his offer is so low that sometimes it is not found in the market, the price is close to 500k (same value as it sells at NPC).

Action: Drop his drop on normal mobs, high tier boss.

Pig Pots: I want to improve the bonus of my pet, it has 10 DC in level 7 and I want to improve, I try 1,2,3 ... 20 times and I end up getting less or worse.

Action: add Premium Pig Pots that can have two functions:

1 - It gives you the option that shows your current bonus and the new one you rolled using the pot, you have the option to choose between the old bonus and the new one.
2 - He will always run the max of each bonus, level 7 20MC / 20DC / 20SC / 300HP etc ...

Global Experience: How about keeping something linear? Let's work with something fixed? Each map should be better than the previous one in drop / xp, but the point is that something has not been done consistently in the last updates. Banyo / LL was unbalanced, when the 2 maps entered the game many of the users did not accept and there was a lot of complaint.

Action: STOP to increase 10/100/1000/10,000 X the HP of mobs and consequently XP, to have a fixed increase line. It would be interesting if each map had something no more than 30% more XP than the previous one, taking into account the amount of experience / hour made by each class. If I do 180M XP Solo per hour on Dragon Abyss / I could only do 234M XP Solo per hour on Lost Lands, ie 30% faster on LL than DA.


If a grammatical error is found, please do not consider it because I do not write or speak native English, I use the translator and tried to do my best.
 

d2k01

LOMCN Leecher
Mar 22, 2018
1
0
12
1.Lost Lands 1nd - Experience Too high! In this case, All Other Lvl 63 following locations increased by 500% Experience. Otherwise there is no point in these places.
2.Spirit Caller's properties are too strong.

max Lvl 56 Wiz
 

Ksx

Loyal Member
Loyal Member
Jan 6, 2018
51
1
19
Re-check MR/resistences on some bosses, so wizs can be usefull there.

As example, being 59 Wiz, I get blocked on all my spells on Evil Centipede, meanwhile a lvl 45 Sin can solo it. (EC have 500 MR, and its a low boss). As I know, there are no bosses where meles can't hit and Wiz/tao can.

So, my suggestion would be, make boses (the ones alredy are ingame, and the future ones), where all clases can be usefull, and not just wait and see how others kill it.

Kaest-59-Wiz.
 

LightBringer

Mir Evolved GM
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Feb 13, 2014
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Taoist: 58 / Warrior: 52/ Wizard: 49/ Sin: 49

Adding map modifiers to an instance of low level.
For example
You have BichonMines (standard)
Then you have BichonMines (Mod say 400% on hp damage etc. / exp%/Drop%/gold% increased accordingly) - i dont know what your numbers are for the amp to exp ratio is?
- you can go in either, possibly after a certain level you can only go into the modded one

You could also have a 'random' event where daily a random lower level map might get huge modifiers on it.

The purpose is to get people using more maps again, it seems everyone floods into the same few areas, bringing life back to the other areas would be nice!
 
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Treeny

LOMCN Rookie
Dec 9, 2005
10
1
30
Remove the fact that Guild buffs disable with grouping with others, I'd happily play with THC, NO, AAO etc but there is no way people are willing to lose the experience buff which is a shame.

This imo even this small issue makes the server unsociable, since joining a guild I never get the opportunity to play with others and it seems a very toxic environment.

Also when new content is released previous areas need there item drop rate increased exponentially


Treeny - 60 - tao
 

looby1971

Loyal Member
Loyal Member
Aug 19, 2016
208
1
45
Hi just a thought
ive been hunting in lost land for last few days and seen a lot of ppl complaining there not enough mobs at most i had 6 at a time without bumping into about 10 players lvl 2/3 have so many more mobs and massive xp compared to lvl 1 if it could be looked at and mobs upped and xp a little hope this in right post if not im sorry

Angelis level 72
 

levp

Loyal Member
Loyal Member
Oct 16, 2015
12
0
27
Lev warrior 70+
You know I love to talk about level gap so here it goes:
"Spearhead" function.
Part one. Buffing newcomers.
Players of each class get a %XP buff, higher buff the lower they are, depending of how far they are from top one player. Would tune it to 1% for each level they are lower than top .
Part two. Rewarding top levels ...?
Top five (could be made top ten?) players of each class ( five wiz, warriors, tao, assasinn) receive 20% buff to drop rate and 20% buff to gold rate at a cost of 20% XP (15%?)... insert critics here...

Now, it affect top 5-10 players, the ranking would not change at all, why? Lets say it is made to affect top 5 and the nerf in XP to top five is 20%. Player number 6 makes 20%XP more than player number 5, most likely number 6 will catch number 5 and become number 5. But then number 6 who was number 5 before will easily catch number 5 again because he now has the XP buff. That's it, number five does not have it any easier to catch number 4 so top five would only alternate numbers 5 and 6 but from 6 , 7, 8 onwards they will be more able to catch on with the top because it effectively puts a 20% buff XP on them. While at same time rewarding with more drops, some times more important than levels to the top.

But why? I guess makes server more attractive to new players and people coming back. It's all about increasing the playerbase. More people, more ideas, more money.
 

ipwnu

LOMCN Veteran
Veteran
Apr 3, 2015
376
23
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Tamika 67 wiz.

Simply put more content in for noobs spread people out and genuinely make grouping a worthwhile thing,

Best suggestion I’d have is a level restricted bdd where you can go in the one higher than yours to hunt with friends but not the lower one.

50-60 60-70 70-80 I’m happy to accept I’m not gonna be a top end player on this server it simply is what it is I don’t play enough but every time I’ve tried to fight for a boss / a levelling area iv been 3-4 hit by a wiz with a spell he doesn’t even have to aim or parad/tele by a war and sin then 2-3 hit.

Reduce drops in lost lands and make bdd a great dropper making it a choice between camping exp or items rather than both in one place.

Reduce exp reduction in tiny groups I feel the percent reduction is far to high for 1-2-3 man groups.

Game is definitely missing a bdd /battle ground type hunt area, battleground would be amazing as well to be honest

---------- Post Merged at 09:25 AM ---------- Previous Post was at 09:20 AM ----------

One thing 3heroes/5 heroes did well was that even casual players could enjoy fighting people there level while the higher elite players got to fight for the best dropping bosses
 

Revannnnnnn

Loyal Member
Loyal Member
Jan 31, 2014
28
1
29
Revan - Level 75 Assassin

Armour Progression - Level 60 and 64 armours/parts should be in more drop files and easier to obtain, Level 77 players still in lvl 48 and 51 armours.

Increase crit chance on bloodthirsty set so it is at least the same or higher than if you were to wear x3 items with crit chance 2.

Market Place - have a search player function

Rankings - have a search player function
 

LightBringer

Mir Evolved GM
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Game Master
Feb 13, 2014
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Guild wars just seem to be on 24/7 against all guilds that are enemies; the guild war system is used far too frivolously.

I think there should be some changes to make Warring a guild, more of a think "is it worth it" rather than costing less then special repairing my weapon; as well as that, having some (what you could view as pointless) but some what refreshing mechanics.

My proposed changes;

Cost of a war (initial); 1 Mill Guild Gold

Cost of warring the same guild ( within a 48 hour period goes up 100% each time ); so first war : 1mill, 2nd war; 2mill 3rd war; 4mill.

Cooldown on Warring; 30 mins between starting wars (so I want to war guild A, I have to wait 30 mins before I can war guild B).
120 mins cool down after a war has ended to start another war against the same guild. (so every 4 hours you can be warred with a specific guild for 2h, with a cd of 2h)

Cooldown reduction; Killing a member of the guild you have warred, will reduce the CD period to war that guild again by 1 minute (up to a total of 60 minutes) - so you could eventually get it so you (so every 3 hours, you can be warred for 2h, with a cd 1h)

Guild Champion; whoever killed the most enemy players while warred, is announced to both guilds as the 'champion' (gives you gloating rights!)

Humiliation Debuff; if the Warring guild loses more members in the war time, then they kill, they get a debuff called Humiliation, no effect in game, other then utter shame looming over your head.
 

KingP

LOMCN n00bie
Feb 23, 2018
9
0
12
Please reavaluate gold.

Would it be possible to bring back the same gold in Ants/fleas but you have to harvest them to acquire the gold ??
This might prevent bots ?

If not up the gold you get from items in fleas etc some of the items are only worth 800gold 1k gold which makes cashing their pointless when you take into account needing to ty along with dropping **** priced items

Increase gold rate on all bosses including smaller ones boarking bone Lord etc.

Please add desert king boss also add a large gold amount from the mobs in desert tunnel/mines ??
It’s quite a treck to get down their and mobs still hit really hard but give **** exp.
This would help lower lvls one get cash and to get books.

Increase sell price of shitty ores (just a little) a pick axe is 100k and when you’re unable to sell the ores on TM like other servers even that becomes pricey over time.

If none of these ideas are liked please relook at gold in general.

Cashing was something people did in order to do something different and work towards red horse etc people don’t really do that now especially low lvls who use loss of pots in the places they do hunt.
It used to keep players interested if they was sick of grinding exp for a bit and keep them playing the game.
 

horton

Bitter Berry
Dedicated Member
Sep 17, 2007
241
4
44
Already suggested a few times by a couple of posters
Allow smaller guilds a chance at SW by having the option to limit the number of players who can be at SW fight and no one else allowed - if it's possible.
The biggest guild can take it back with an unlimited numbers war 3 days later but it gives the smaller guilds a chance at the action and the fun
 

NewHope

Golden Oldie
Golden Oldie
Nov 18, 2005
1,311
28
184
Giantpenis 75 Wizard
Mikiou 72 Warrior
Veya 64 Taoist
TrixieMattel 56 Assassin

I have a number of ideas i've been working on for more interesting game play, but for now heres one suggestions for the group system:

PARTY BUFFS
% Increase per party member (2-15)
Minimum 2% (2 people) to Maximum 15% (15 people)
Primary Damage Buff - DC/MC/SC
Primary Defense Buff - AC/AMC/HP
Primary Critical Buff - Crit %
Buff only active whilst players on same Map/Screen
In terms of the Crit Damage, buff capped at 50% (therefore you'd get no bonus on spirit set)
The buff can be selected by the group leader and changed during hunting, however a 10 minute cooldown would be applied on a switch.
e.g. You could use the defense buff for a difficult dungeon run, then switch to the damage buff to slay the boss.
Perhaps lock the switching in a kingsroom
Wouldn't be useable on LL/Banyo Island for obvious reasons


This would promote more group hunting, perhaps even flip the calculations/figures and make it so smaller parties receive larger buffs?
 

Annddyy

Dedicated Member
Dedicated Member
Dec 16, 2013
61
5
34
Mixed groups don't lose guild bonus. Instead they take the lowest bonus from the guild of a person in group.

Art3mis - 77 Tao / 69 Sin
 

Exwizz

Legend
Legendary
Feb 1, 2010
3,257
122
190
Newcastle
To fix the economy a little bit, the crafted weapons should be level 75, so 90% of the server aren't skipping every weapon in game.

Reintroduce PK drops - body drops bag drops, what ever suits the majority.

But the most important thing that needs fixed is economy it keeps the servers flowing.. but next to nothing is selling due to any level being able to use the new content crafted weapon, its possibly one of the easiest weapons to get aswell.

/ExCaLa 75 wiz
 

RubixSparx

Dedicated Member
Dedicated Member
Feb 2, 2014
11
1
29
Muffi - Wiz - 72

Ok so thought id post, some of the ideas are said but thought id list stuff that us in a small guild have discussed

Gold drops - could you not have some caves that can drop more gold? Maybe ones that can only be for a limited time? For players that don't have all day and night to play getting gold has become very difficult. I'm not sure what should be dropping but and I can only comment for the people I talk too that when we can play if we do a guild hunt by the time we have potted done the hunt and repaired kit if we have been lucky we possibly make an extra 10k in gold (and that's if we are lucky)

Set stats - Could the stats of some of the sets not be slightly changed? I understand the time it takes to farm the spirit set it should be good stats but it took months to farm the sets that drop in the palace and you get 5% crit (which seems to be the be all and end all) when if you are wearing normal high end items you would have 6% crit (and I'm not saying they should beat the spirit set as you have weapon and helmet but maybe like 10% - 20%) would just balance gaps a little.

Drops in a group - Could the fact you hunt in a group not be better for drops? To farm kit you are better off solo which then takes away the need to hunt in a group. Also with the gold drops. Mir used to be a game you had to and wanted to hunt in groups to get items gold etc and I feel this is not the way any more (well apart from the new map and banyo)

PvP Guild wars Body drop - Now this is where I'm just making suggestions as boring I know but we are most prob the only small group that don't PvP. Guild wars used to have a penalty as in if you guild warred people and were killed if you were not re'zed quick enough you were teled to town which when have been watching characters you are not on this so seems pretty pointless. Drops off body and bag were always in the game BUT you had more chance of this happening if you were yellow/red from doing PvP which again with the pots you can take there is no real penalty. You could possibly make king rooms be drop from bag etc as from reading previous posts everyone seems to moan that people can carry kit to get to do bosses and then change kit while in rooms? Again this is just ideas as I have gone from mine and a small groups ideas on this as I'm sure if drops are just put in a few of us would have to be tt'ing all the time which then just leads to not wanting to play.

Sorry if they all sound boring but just some thoughts from some of the little people :)