So its safe to say although everyone on the forum loves Mir for what it was the game imo is very dated and in need a fresh coat of paint something that will turn the community on its head similar to like old school did, So I am going to list some of the things I think Mir is currently missing or systems I feel have a place within the community on server to improve the enjoyment of players and add uniqueness to classes.
1. Stats - Mir2/3 are very very basic stat wise and honestly if your playing on a basic mir server without anything new the game is reasonably balanced but as soon as you add things like lifesteal on every hit, and renounces, advanced renounce, magic shield ect balance goes out the window this is because of how simplistic the stat system is within the game and not every stat having a counter. So for me I'd like to see more Owners look at changing it to something like what Mir4/M has.
(Just a side note MirM reintroduced the support aspect of taoist along with the battle companion but they did so in a way that is balanced by having the companions strength based off a stat called arcana (sc) but the taoists actual combat spells based off destruction (dc) I kinda like that idea as they had both full arcana/destruction items or hybrid.
2. Skills - To say the skills in Mir2/3 are outdated would be an understatement wizard are a prime example of this there is 0 point in having an element system in the game as no Owners use it properly instead what happens is most powerful skill are used the rest sit their gathering dust addtionally things like magic shield, and lifesteal are gamebreaking but could easily be balanced if reworked properly. so lets get into it.
Just want to say I liked Mir4 ultimate system hit/kill enemy's charge a special bar and cast a power spell that can turn the tide of battles.
Here we have an example of 2023 balancing of Sorcerer (Wizard) Greater Explosion (Fire Bang) So first thing to note you need to obtain the book to learn a skill and it costs coin (gold) to do so but is 100% successful each skill can be levelled 15 times costing more coin, and books the higher you go and each increase provides a small boost to the power of the skills, addtionally their is the awakening system so you can obtain super rare books to add on addtional effects to a skill as shown above once a skill is awakened that effect will always be included in the skill reguardless of the skills level (so long as you have the lvl1 skill) think of it as a passive effect. (some skills gain addtional benefits at lvl3/5/8 example is taoists companion which gains skills of its own that the game automatically uses in combat).
Now your probably wondering whats to stop player just farming the books and making out the skills well in MirM full book do drop but the rates are so utterly low its like winning the lottery to get a full book drop which is why they sell for a lot on the market. Your probably thinking then how to players level their skills basically instead of getting Full books drop you get Skill Pages and then you can attempt to craft a book this is a lot more modern and fairer than the current mir system.
So for now Ignore the Beryl Pieces and darksteel as they don't currently exist in mir2/3 the first image contains a common book the next contains your most powerful skill in MirM as you can see to craft them the success chance is extremely lower the higher the book is and the amount of resouces needed increase massively, in mirm you can improve the success chance by leveling the crafting profiency's up but even then it doesn't improve all that much.
The reason I find this method superior to Mir2/3 is simple the pages themselves can be sold/traded which means they will keep a steady price but actually crafting and selling books will contain risk but offer greater profits these will be great money sinks in a server and keep the market stable. it will also make a difference in pvp and push players into geting stronger which is half the fun of a good mir server. Reguardless for me I think this system could be implomented and greatly improve on the current game.
3. Codex - One of if not the best features in Mir4/MirM over times items lose value on the server because players obtain better ones and then the others aren't needed but with the codex this means items will be needed for a long long time and can be used in a way that takes them out of the game adding further stability to the market and prices. Obviously if you add a codex your going to need to add an Enhancement system I preferer the Mir4 one which I will talk about later.
4. Mounts - Honestly I feel the Mir2/3 mounts are lazy I much prefer the MirM system which I will go over below.
Different mounts provide different benefits the higher the quality the more bag weight you have, the faster it moves, the more stats it gives when equipped. addtionally you can equip mount gear that give a wide range of stats but only if your mount is satiety (otherwords fed) the mounts gains experience when you feed it and also as it levels its equipped stats improve. Lastly though are the unique skills each mount possesses example is mine has lvl8 health boost that gives me an addtional 800 hp and lvl1 coin mastery which increases coin drop by 3%. (The current Pig system could be reworked to function like the MirM mount system quite simply in Mir3).
This would add mount food to the shop to soak up some gold, and mount equipment to drops to widen what people hunt for.
5. Spirit companions - So on mir4 you got 5 spirit companion slots and each spirit did different things the higher its quality the better its effects but thats not to say that using 5 legendarys was better than using 3 legendarys and 2 epics because that entirely depended on how you built your character.
6. Magic Stone - each character had 6 magic stone slots that they could equip magic stones into magic stones came in different grades higher the grades higher the rng stat values could be and the more stats the stone could have on it e.g uncommon 1 stat, rare 2, epic 3, legendary 4. this further allowed players to build their characters differently.
Then there are other features like Inner focus, dragon artifacts, mystic pieces, mandala, crafting, enhancing, enchanting, blessing ect from mir4 and mirm that allow for more customising with that in mind by this point characters are so diverse that no one player will be idetentical to another.
Once that is all figured out you can start adding content like Clan expoditions, challenges, Tower pvp 9 towers destroy more than the enemy to win, rumble 5v5 different battle maps, raids, boss raids, Field bosses, world bosses and so on.
Obviously what I am suggesting is a huge undertaking as you would be pretty much starting from 0 as none of the monsters would not be balanced, drops would need reworking, have to decide on what skills each class gets and when along with level cap on characters, and so on talking I'd guess 6-12 months development to add it.
I will say pretty much none of these features will work on a live server because none of the monsters have been adjusted to account for that it would in all likelyhood break the server but if built from scratch or prelaunch where you can fix things I think a lot of these features are improvement for Mir as a whole.
1. Stats - Mir2/3 are very very basic stat wise and honestly if your playing on a basic mir server without anything new the game is reasonably balanced but as soon as you add things like lifesteal on every hit, and renounces, advanced renounce, magic shield ect balance goes out the window this is because of how simplistic the stat system is within the game and not every stat having a counter. So for me I'd like to see more Owners look at changing it to something like what Mir4/M has.
(Just a side note MirM reintroduced the support aspect of taoist along with the battle companion but they did so in a way that is balanced by having the companions strength based off a stat called arcana (sc) but the taoists actual combat spells based off destruction (dc) I kinda like that idea as they had both full arcana/destruction items or hybrid.
2. Skills - To say the skills in Mir2/3 are outdated would be an understatement wizard are a prime example of this there is 0 point in having an element system in the game as no Owners use it properly instead what happens is most powerful skill are used the rest sit their gathering dust addtionally things like magic shield, and lifesteal are gamebreaking but could easily be balanced if reworked properly. so lets get into it.
Just want to say I liked Mir4 ultimate system hit/kill enemy's charge a special bar and cast a power spell that can turn the tide of battles.
Here we have an example of 2023 balancing of Sorcerer (Wizard) Greater Explosion (Fire Bang) So first thing to note you need to obtain the book to learn a skill and it costs coin (gold) to do so but is 100% successful each skill can be levelled 15 times costing more coin, and books the higher you go and each increase provides a small boost to the power of the skills, addtionally their is the awakening system so you can obtain super rare books to add on addtional effects to a skill as shown above once a skill is awakened that effect will always be included in the skill reguardless of the skills level (so long as you have the lvl1 skill) think of it as a passive effect. (some skills gain addtional benefits at lvl3/5/8 example is taoists companion which gains skills of its own that the game automatically uses in combat).
Now your probably wondering whats to stop player just farming the books and making out the skills well in MirM full book do drop but the rates are so utterly low its like winning the lottery to get a full book drop which is why they sell for a lot on the market. Your probably thinking then how to players level their skills basically instead of getting Full books drop you get Skill Pages and then you can attempt to craft a book this is a lot more modern and fairer than the current mir system.
So for now Ignore the Beryl Pieces and darksteel as they don't currently exist in mir2/3 the first image contains a common book the next contains your most powerful skill in MirM as you can see to craft them the success chance is extremely lower the higher the book is and the amount of resouces needed increase massively, in mirm you can improve the success chance by leveling the crafting profiency's up but even then it doesn't improve all that much.
The reason I find this method superior to Mir2/3 is simple the pages themselves can be sold/traded which means they will keep a steady price but actually crafting and selling books will contain risk but offer greater profits these will be great money sinks in a server and keep the market stable. it will also make a difference in pvp and push players into geting stronger which is half the fun of a good mir server. Reguardless for me I think this system could be implomented and greatly improve on the current game.
3. Codex - One of if not the best features in Mir4/MirM over times items lose value on the server because players obtain better ones and then the others aren't needed but with the codex this means items will be needed for a long long time and can be used in a way that takes them out of the game adding further stability to the market and prices. Obviously if you add a codex your going to need to add an Enhancement system I preferer the Mir4 one which I will talk about later.
4. Mounts - Honestly I feel the Mir2/3 mounts are lazy I much prefer the MirM system which I will go over below.
Different mounts provide different benefits the higher the quality the more bag weight you have, the faster it moves, the more stats it gives when equipped. addtionally you can equip mount gear that give a wide range of stats but only if your mount is satiety (otherwords fed) the mounts gains experience when you feed it and also as it levels its equipped stats improve. Lastly though are the unique skills each mount possesses example is mine has lvl8 health boost that gives me an addtional 800 hp and lvl1 coin mastery which increases coin drop by 3%. (The current Pig system could be reworked to function like the MirM mount system quite simply in Mir3).
This would add mount food to the shop to soak up some gold, and mount equipment to drops to widen what people hunt for.
5. Spirit companions - So on mir4 you got 5 spirit companion slots and each spirit did different things the higher its quality the better its effects but thats not to say that using 5 legendarys was better than using 3 legendarys and 2 epics because that entirely depended on how you built your character.
6. Magic Stone - each character had 6 magic stone slots that they could equip magic stones into magic stones came in different grades higher the grades higher the rng stat values could be and the more stats the stone could have on it e.g uncommon 1 stat, rare 2, epic 3, legendary 4. this further allowed players to build their characters differently.
Then there are other features like Inner focus, dragon artifacts, mystic pieces, mandala, crafting, enhancing, enchanting, blessing ect from mir4 and mirm that allow for more customising with that in mind by this point characters are so diverse that no one player will be idetentical to another.
Once that is all figured out you can start adding content like Clan expoditions, challenges, Tower pvp 9 towers destroy more than the enemy to win, rumble 5v5 different battle maps, raids, boss raids, Field bosses, world bosses and so on.
Obviously what I am suggesting is a huge undertaking as you would be pretty much starting from 0 as none of the monsters would not be balanced, drops would need reworking, have to decide on what skills each class gets and when along with level cap on characters, and so on talking I'd guess 6-12 months development to add it.
I will say pretty much none of these features will work on a live server because none of the monsters have been adjusted to account for that it would in all likelyhood break the server but if built from scratch or prelaunch where you can fix things I think a lot of these features are improvement for Mir as a whole.