No offensee sam but if you've never created a high rate, and never played one, how can you compare a low rate to a high rate??? What are you basing your opinions on exactly, what people say on forums? lol.
In terms of development a low rate is SO MUCH easier to make, as like someones mentioned on this thread, you already have a WORKING and proven base in terms of what stats you should have at x level.
When your level 1000 on a high rate, what do you go by in how powerful someone should be etc?
Drop rates are also completely different, get it wrong and you got people level 200 with lvl 50 items, get it wrong and nothing is rare, its very difficult.
lol what has creating new maps got to do with high vs low rate?? you need new maps on ANY rate if the server is to be succesful. the spawns, layout etc will be the same regardless...
I actually offered my help to bring in some new ideas / features etc but no1 wants me
bit of a shame rly I got some rly good ideas that could make mir last for a long time. Whenever I've planned a new server I've always tried to bring new features/designs that make players constantly keep playing and always have something to do.
Like on 4heros i think it was with that huge upgrade system with the stars, every day you'd have something to do... and at the end of it you'd be just a little bit stronger. as the weeks and months went by you felt like you were really acomplishing something which made people keep playing. Low rates dont have that (altho they can but its just more drawn out) which is why most of them get boring and die. Only way a low rate can survive is with a very good community that promotes big fights and stuff, that way people stay for the pvp, not the pve
btw dont get me wrong, i think what chronicles has done is great, from the screenshots and stuff it looks visually amazing and certainly makes you wanan get back into mir! but from what I read the ingame stuff is lacking a bit... I think thats where you need a more experienced person on your team