Zircon Server (what players want) ?

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JoeDunn

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Fixing botting whilst being open source (or even not open source, but releasing the methods of anti-botting) usually becomes pointless. The same as anti-cheat systems, they only work up to the point people figure out how they work.
they arnt bot programs though they are simple auto key configs. all it will take is banning the likes of RAW once and all his minions would get the message. same with 3rd world slavery of people like simba, paying him a few quid to spend 16 hours a day leveling you.

its soooooo easy to fix and shut down but none of the current server teams have a back bone and are to worried about loosing out the money the same people pump in to servers
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Hard cap fixed this, first cap level 40 once you level 40 you gain 0 xp and after x amount of time cap is changed to 50 so give players time to catch up, have a rule cant release the cap until 15 players are the max level for example.
or just make content that last longer than a week. there's not a single server with any decent endgame content so players are forced to over level or just quit
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I think you misunderstand what I mean, I’m not mentioning the lack of a game shop for morales sake, that’s just weird lol. But players do seem to care about the lack of a game shop. There are more competitive players out there than non competitive ones by all accounts, and those players want the ability to P2W.
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Honestly, I think the 2 main issues are a lack of P2W options (that big for the competitive player base as I mentioned above) and the other is probably down to the speed of updates. Players want overnight fixes and new content (obviously I understand that as a player myself).

But I can almost guarantee that the few month servers all end up shutting down due to the constant bickering and pressure to push updates faster and faster.
Nobody wants a P2W shop nobody. people will abuse it if its there but nobody actually wants it. you can add plenty of things that have little to no effect on game play like player housing, Guild housing. transmogs, mounts

As for content the issue is a lack of and meaningful endgame content other than adding a new copy and paste cave to level even faster in, your instances are a prime example of what's wrong. on taral there are currently 4 caves mainly used(PSC, BP, Heroic BP and TOK) from level0-100 and 20+ caves that are unused or just used to kill a boss. There is so much potential in spreading out caves more and actually planning how players are going to progress. Untitled.png Untitled2.png first pic is what the current mir levelling curve is vs how it should be.

Its mad to think we have some of the best coders/dev teams we have had in decades but we have nobody who can organise, plan and execute anything successful long term.

Drop the caves with 1000000000 mobs a floor and focus on caves with smaller lures with decent AI, revert the aggro system to pre zircon. refocus back to 3 classes with damage tank support, it has never and will never work with more classes its been a **** storm of unbalance ever since assassins where added to mir. Bring back body and bag drops on PVP. Gut classes of some skills, taos should not have things like DSP and infection, warriors shouldn't have massive aoe skills. wizards don't need invincibility. Every class plays the same these days its ****, its boring and its over done. Daily events like LMS, world bosses, mystery cave, once a day/week raids. there's so many things we can take from other newer games now we have the zircon source. but you all take the easy route of just throwing in a new cave and more meaningless items with a few extra stats. End game content that doesn't involve more mindless levelling is the key to what's been missing in player retention.

Right now as ive said 100 times the main reason a server dies is because one of the 3 core guilds snow balls and is able to bully the other 2 in to quitting. Everybody has formed there own little tribes now, every server its the same few guilds consisting of the same few members. Nothings going to change that now we are all to old and have to many grudges. So how do we change that? We stop the snowball from rolling, hard cap on levels with a focus on smaller long term gear progression based gameplay ie wow style raids once a week rewards that should be the culmination of the weeks events and game play. The more you do in the week the more resources you have for the raid ect. Ring, brace, necklace, armour, weapon, helmet, boots, belt. That's 8 weeks alone minimum for you to work on the next content patch. Add in world bosses for PVP that drop best in slot chase items like the sword of kings in taral and it keeps PVP balanced as everybody will be roughly within 1 or 2 item spikes of each other, meaning players don't get snow balled they don't get fed up of being bullied off every boss, they are able to fight back and win fights and best of all they don't quit leading to the other guilds not getting bored and quitting and you know what that means right? A user count that stays over 50 after a few months.
 
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Inferno

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- Level cap (after every 5 or 10 levels) starting from level 40 or any more better way ?

- Bosses / Subs will respawn in random timings. Respawn time changes time to time and no players knows the actual time of respawn (currently when the server is updated, every one know the bosses respawn timings)

- Guild members limit 10 or ?
- Guild leveling system
- Will make sure every map is used from mines till Dinos and numa (for quests / items books) story quest from Part 1 to Part 6 and much more.
Frost maps will come later in game.
- Best items will only drop from bosses / subs

On every server players want everything easy, if its an item or a book. So drops will be rare so the items will have value.

High level floor will have RT disabled. All floors will have equal map buffs so players will not skip lower floors

Any ideas like old times, where taos / pets and warriors use to tank mobs and wizard was the one doing damage ?

Every boss / subs will require poison to kill them so tank class cant kill them solo ?

Jinchon / Black Palace / Dino / Boars / Uma Temple / and maps like those KR needs to be unlocked by opening seals ?

Any more ideas how to make mystery map more like a group map ?

Guild wars (2 hours) winners with most kills (no of kills between a given no of kills solo or as a guild to be eligible for a reward) solo or for the whole guild ?

Will drop instance maps idea as it kills pvp and value for other map. Might later in game will see.

Also witch mobs ?
 
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Oddy

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Feb 15, 2014
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I want CLASSIC, OG Mir3 experience with new "mechanics" from Zircon version - just it. Classic maps, classic bosses, classic items, sets, mobs, towns. Of course with new items, mobs etc. but first - original content.

-3 classes - Tao, War, Wiz.
-Rebirth - bonus stats + color nicknames,
-Fame Points only for killing bosses and quests,
-Sets? Of course!
-Group bonus? Yes
-2 towns (Sabuk, DMW)
-Limited numbers of players in guilds
-no items leveling (only weapons), no stupid cubes, orbs, gems etc. - I never liked idea of upgrading items
-announced, enjoyable events

I loved Avange and Supreme servers and I'd love to see medium/high rate server. Simple med/high rate classic server with new stuff.
I like to keep things as original as possible,

Maybe set a level cap but then allow to level beyond but at a much slower rate until the next patch is released. When cap is reached provide gold/drop rate.

I play for pve and have zero interest in PvP so for me I’d like to see instance maps where all the bosses reside - bk/ ec etc etc I tend to solo more than I group purely because I can’t commit to certain times.

I’m not a fan of game shop but maybe have a vip buff where people can commit maybe £5-10 a month for that to at least cover costs. I have no problem contributing more for no ingame extras again this can be discussed and agreed upon before server start. I want a server that will stay online even if numbers dwindle - I keep grinding and farming.

Game points from chests / bosses / subs
Used for titles and maybe have a game point shop

Keep original drops as per original mir, maybe tweak the numbers slightly who knows (again I have no problem grinding so if you wanted to keep original drop table I’m good with that)

I wouldn’t make levelling majorly easy either maybe 2-3 x speed of original

Agree to add other items / mobs later but ensuring there is a balance. I’m not one for an easy server but would be happy to compromise
 
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Asakiii

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Low-powered servers are also great. The 1.45 server in China has been played by many players for many years.
 

Vyse

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Me personally I'd say Original Mir2/3 has been done to death the fact most servers start strong and within two weeks have half if not less of the users say it all. You only need to look at certain things to see the issues that an owner could probably fix if they wanted too and create a much better server in the process I mean just looking at Mir4/MirM spell design for classes and condensing the spells in Mir3 would greatly improve players enjoyment and add a freshness the current version of the game lacks for examples.

Potion design is outdated too could have potions healing lets says 100/200/300+1% of max hp every second for 3 seconds 5 second, cooldown,200/400/600+2% of max mp every second for 3 seconds 5 second cooldown, 20%/50% Max Hp Potions, Purifacation potions having all 4 types on there own cooldowns.

Class spell design is mega outdated and most classes now almost all korean spells were added are too clunky because there are too many spells not enough bars. I mean Why does a Taoist need Heal and Mass heal to be a spell just turn mass heal into a passive that makes heal hit more targets, same thing for buffs.

Then take Warrior basic shoulder dash is what run forward 4 tiles shoving an enemy very basic but on Mirm/mir4 you charge forward chains shooting out pulling enemies into melee with you as you move forward, on here they have Slam AOE stun but its directional and personally I think its a little too big and range is longer than korean, but again on newer versions they got Lions Roar stuns around caster for like 2-3 seconds and reduces there defense for x amount of time.

There is a lot owners could create and take from the newer versions of Mir and imploment and they could also greatly improve monster AI as a result and stop using things that frankly can break the game. E.G Renounce, percent based DC/MC/SC, Lifesteal.
 

Symtax

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Aug 3, 2016
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Me personally I'd say Original Mir2/3 has been done to death the fact most servers start strong and within two weeks have half if not less of the users say it all. You only need to look at certain things to see the issues that an owner could probably fix if they wanted too and create a much better server in the process I mean just looking at Mir4/MirM spell design for classes and condensing the spells in Mir3 would greatly improve players enjoyment and add a freshness the current version of the game lacks for examples.

Potion design is outdated too could have potions healing lets says 100/200/300+1% of max hp every second for 3 seconds 5 second, cooldown,200/400/600+2% of max mp every second for 3 seconds 5 second cooldown, 20%/50% Max Hp Potions, Purifacation potions having all 4 types on there own cooldowns.

Class spell design is mega outdated and most classes now almost all korean spells were added are too clunky because there are too many spells not enough bars. I mean Why does a Taoist need Heal and Mass heal to be a spell just turn mass heal into a passive that makes heal hit more targets, same thing for buffs.

Then take Warrior basic shoulder dash is what run forward 4 tiles shoving an enemy very basic but on Mirm/mir4 you charge forward chains shooting out pulling enemies into melee with you as you move forward, on here they have Slam AOE stun but its directional and personally I think its a little too big and range is longer than korean, but again on newer versions they got Lions Roar stuns around caster for like 2-3 seconds and reduces there defense for x amount of time.

There is a lot owners could create and take from the newer versions of Mir and imploment and they could also greatly improve monster AI as a result and stop using things that frankly can break the game. E.G Renounce, percent based DC/MC/SC, Lifesteal.
Well if we're talking about Mir 2 & Mir 3 it's more the fact that now any server which pops up are just relentless copy & paste pay 2 win crap, which attract the main con-current player base who are only there to grind gold & stats, and then to sell to you for real money once everyone hits level cap, each and every time.

Their are no actual guilds anymore, their are no real wars to be fought, and their is no real integrity among these servers.

It's not the Crystal files or any other pre-made files for server hosting at fault for why Mir 2 & Mir 3 is dying. It's how certain server owners are abusing the files and the player-base to get their their main source of income from what they enjoy doing from developing & server hosting.

All in all this is the reality on what's killed the main player-base of these servers, and I was in some big guilds before and nobody that I know of bothers touching these new/current servers. These servers are now just ridiculed with people who will spam add you on discord & try to rinse you for money, you'll find this quickly and revert away from the server just like everyone else has done.

I don't personally believe it has anything to do with the class skills, or potions, server owners in-fact change these all the time, update them, make them cooler, add effects, but it comes at a huge cost financially the more you become attached to the server in the end, which I'm sure is why a lot of the people that I know stay clear from these servers.

But I'm not saying you're wrong some things are out dated/clunky, can be made better, but I'm not a server owner I am simply just a player/consumer, just am very well aware of why the community has gone down so hill very quickly.
 
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Inferno

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Low-powered servers are also great. The 1.45 server in China has been played by many players for many years.
Yeah decided for a low rate and 95% server already done.

Beta starts next Friday :)
 
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