What do people look for nowadays

K_Jonzy

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Hey guys, i am starting to look into the crystal files again, and been contemplating creating a server, but before i do, id just like some opinions on what people look for in a crystal server nowadays.

High rate, med rate, low rate?

boss spawn rates, drop rates?
high exp low spawn rate mobs, or low exp high spawn rate mobs..
level caps? or just uncap everything

i just want everyone's thoughts on what they personally like in a mir server, so i can get a feel of what type i want to create should i go down this route.

Thank you in advance for each responce
 

Pete107

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Dec 10, 2003
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I think you'll find the community is more diverse to get a majority 'vote', imo rates mean nothing, it's how you balance the server, level caps I've never been a fan of but then again, if the exp table is set right it could be classed as a cap but in reality it isn't.
 

mir2pion

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Feb 21, 2013
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I like to see diversity like that different looking mobs in a given cave give at least slightly different experience & have slightly different difficulty - also mob composition variety (like ZT rats, BC maggots among the cave's bigger, stock mobs). Servers I played in the last few years tend to slap on one exp on all mobs in a cave and even give them all the same difficulty.

I would like to see more complex caves like BC - not easy to figure out since they are not linear, each cave floor with three or more doorways, that is not like - 'find the other door than the one you used to get into that cave floor and you're sure to get closer to KR...'

At least some hunting areas should be outdoor maps. Related to that I would like to see more daylight, say 2/3 daytime to 1/3 night and the night spread over 'two shorter night periods' if you get what I am trying to say.

Try to give the mobs and bosses some sounds, at least some call sound to bosses when you are approaching to let you know they are nearby.

I'd like to see some 'solo player server' where grouping up would not work for leveling due to heavy exp. penalty, also some boss AI to discourage team efforts.
 

TheDayIDie

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I like to see diversity like that different looking mobs in a given cave give at least slightly different experience & have slightly different difficulty - also mob composition variety (like ZT rats, BC maggots among the cave's bigger, stock mobs). Servers I played in the last few years tend to slap on one exp on all mobs in a cave and even give them all the same difficulty.

I would like to see more complex caves like BC - not easy to figure out since they are not linear, each cave floor with three or more doorways, that is not like - 'find the other door than the one you used to get into that cave floor and you're sure to get closer to KR...'

At least some hunting areas should be outdoor maps. Related to that I would like to see more daylight, say 2/3 daytime to 1/3 night and the night spread over 'two shorter night periods' if you get what I am trying to say.

Try to give the mobs and bosses some sounds, at least some call sound to bosses when you are approaching to let you know they are nearby.

I'd like to see some 'solo player server' where grouping up would not work for leveling due to heavy exp. penalty, also some boss AI to discourage team efforts.
I disagree I prefer group play; I think a server is fun for the first couple of weeks until everyone branches of and solos.

Preferably low-med
I agree with the variation in caves; some mobs that are harder (like bugcave fast maggots rape ya ass where as whimperingbee is a wimp!). Boss AI's that are unique; challenging and require working out. Some kind of exploration; a good quest line; maps that require exploration. I guess i'm kind of old school and like the adventure I get by exploring and playing with friends/ randomers.

Bosses that are actually worth fighting for. Maybe require time and effort to get to and are rewarding.

I will be working on something of my own on and off so I will maybe build something up over time; but currently i'm working on some open source stuff in the LOMCN source.
 

Seanofsmeg

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Server with a chance of lasting a bit, can usually tell by the advert, content and effort of the admin if the server is going to last at least a few months as no point playing something that won't exist in 6 months time.

After that I look for ability to solo and group, Tao with a bit of a buff to bring us out of the support role with small user counts, no pros / para's or 1 shotting without working for your gear / level.

Hope for: daily mission for nice boost / reward something if working long hours can log in accomplish and see my character progressing as if I am low on time I want to play a bit but if takes weeks to gain something tune out as I will fall to far behind to compete with others but at same time I expect others to progress at a faster rate as they are putting the hours in.

Something new...as a guy working 40 hours a week and studying software design in uni 30 hours a week among other crp I love playing mir to unwind and seeing familiar bosses but at the same time if that's all it has to offer I have to google my self respect and log off.

Thats my 2 cents.
 

Piff1

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Apr 17, 2015
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I'll give the only opinion i have on mir right now, Don't make a low rate unless you have a stupidly talented coder as 90% of the userbase left playing low rates are on chronicles and have invested mass time into it and why would you quit the only english server breaking 200 user count.

A high end med rate or High is what there a gapped for right now, that NoName server is up but its just chucked together with random caves and items.
 

Bon

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when you start trying to please unpleasable people you'll just end up going mad.... make what you think is right and what you'd like to play, how you'd like to play etc and just go with it

regardless of what you do you'll always have moaners.. you make items super easy to get they will moan nothing is rare
make items too hard to get they moan bosses aint worth doing
make leveling too easy and they get bored and quit.. make it too hard they cant be bothered

everyone has different opinions and play styles.. so u wont ever please everyone

ive always loved high rates as i like fast paced game play, i can log off each day and go ye ive accomplished this and that.. you cant really do that on a low rate

i think euro low rate worked because it was more about socialising with friends more so than the actual game.. plus you could make money from it which was always nice
 

Slover

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when you start trying to please unpleasable people you'll just end up going mad.... make what you think is right and what you'd like to play, how you'd like to play etc and just go with it

regardless of what you do you'll always have moaners.. you make items super easy to get they will moan nothing is rare
make items too hard to get they moan bosses aint worth doing
make leveling too easy and they get bored and quit.. make it too hard they cant be bothered

everyone has different opinions and play styles.. so u wont ever please everyone

ive always loved high rates as i like fast paced game play, i can log off each day and go ye ive accomplished this and that.. you cant really do that on a low rate

i think euro low rate worked because it was more about socialising with friends more so than the actual game.. plus you could make money from it which was always nice
I agree with you its impsobile to do what all need


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mir2pion

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I disagree I prefer group play; I think a server is fun for the first couple of weeks until everyone branches of and solos.

We got so many servers that we could dedicate some to each taste, grp or solo. I suppose some pple put so much energy and acumen into playing that they outrun others level & item wise no matter how you set it up but I suspect bulk of 'runaways' have got to where they are because of grp play which IMO rapes any server. If you make it hard for grps, solo players don't stand a chance. Or at minimum these two modes of playing are hard to reconcile.

I am glad you are with me on the cave mob variety, cave complexity and that kind of stuff. I have also been toying with the idea of making mobs in subsequent cave floors harder and with that give a bit more exp. points and have slightly better drop rate and also more numerous spawns - and the floor before KR would be hardest and teleport wouldn't work there.
On the related note are the likes of connection paths where you can mix mobs from the two different locations, some kind of MagicCave (but without stupid access limits, also loved the idea of that secret path btw SW & ST.

If I was able to put together a server I would put in periodically as a patch some such 'path' or a secret valley addition that I'd give only hints how to get in, you'd have to explore nooks and crannies of province maps to find some secret opening (could be visible entrance someplace in clifs, or invisible teleport, or npc someplace, maybe put staircase (cave entrance) in one of those BProvince outbuildings (that building on the outcrop north of Border village (which never sees any action) plus those other buildings in the outback) whatever.

Of course such variety is only worth doing on a low to medium rate server because its lots of work and can be left behind in short time on a high rate server. That said I vote for mid rate but would play high rate servers too. Low rate only if lots of work was put in as per above wishes.