As the polish gets thick and refined into a shiny boot I'm still concerned about lvls being controlled, the highest lvls generally on privates eventually ruin the PvP experience as a whole. Also those fast tracking ahead of everyone else, even going faster than what you deem a fast pace will be the ones demanding more content and things to do from server creator as they've essentially figured out whats optimal and have no PvP contest.
- Is there going to be a rest XP feature in this game to act as a small "counter" to people who appear to not have a job
- Are your areas all worth the grind or are some very optimal for groups, which need to be PvP contested over but never end up getting hassled much because if you're in "the lead" in a Private server any hassle is rare asf.
- Are any of your areas going to be too easy for Wizards, we all know the history of past Mir 2 servers, Wizard finds Past Bichon or a "thunderstorm paradise", Wiz is high/highest lvl and loaded with gold.
Different topic -
Same problem on Valk's server too but what is the deal with Energy Shield for Taoists being at such a high lvl, a skill, which determines whether a Taoist is bursted down or not is essentially reserved for only the commited/no life Taoist (factoring in the rarity of the book, this is pretty much top guilds only Tao reserved).
IMO this goes against PvP concepts, if you're the top Tao on the server, you stay alive (if you're any good!), if you're an average Tao, go die, probably faster than a Wizard as he can spam what we all know as a pretty decent mitigation shield all day.
I'm asking the big questions here, servers are only "fun and wonder" for a limited time.
ill reply as best i can. with regards to exp. and catch up mechanics:
the server uses the Day/Night cycle to alternate varying exps at the following rates (this is server wide not just in provinces although the provinces show the day/night light values)
Dawn = +10% exp
Day = Base Exp
Evening = +20% exp
Night = + 30% exp
Closer to release ill work out the exact settings to make sure it is always NIGHT between the hours of 18:00 and 00:00, that way those that work and can only play will be guarenteed the best exp rates when they can play. This does also mean they will be playing when the servers monster are at their toughest, the day/night cycle also affects mobs base stats
Rested bonus has been reworked and lower levels are given a greater amount of rested bonus than those of higher levels. for E.G.
0-21 is 100% exp bonus while rested
22-28 is 50% and it diminishes further down the line and the lowest amount is 5% exp bonus for rested at level 40+
with regards to optimal areas, almost all bosses and some sub bosses will require a group, the phase fights ive put in are designed to punish solo players to a degree, especially ranged classes like the wizard and archer. more subs have been given ranged mechanics, KS (when i get too it will have a ranged attack) All bosses will have some kind of mechanic to target ranged classes, so its going to be difficult to solo bosses, IMO... (you wont be able to live in ast7th for example and tbolt over the wall unharmed. you could still live it but it will require more planning and understanding of the new AIs to be able to fight them.
all physical ranged mobs can inflict bleeding which is nasty, especially for a wiz as bleeding bypasses MS, so in PB for ex, crossbowomas will be difficult. you can clear your poisons using cleanse (a passive skill unlocked with HOLY) but because holy is tagged to wizards lightning spells that would mean they would be hitting living mobs with lightning (pb mobs are not undead) and there for not utilising maximum damage output by using fire spells against living mobs, so they can fight in pb but to clear bleeding they need to use tbolt/tstorm, but wont be doing damage, so its technically slower in pb, than say tstorming in PSC/PT (i have made it possible to duo stun with wizards undead mobs(not subs/bosses).
imo wizards will need to be using pets if they plan to play solo.
PvP is not my area of expertise but i will be taking feedback on players opinions on skills regarding PvP but i wont alter repulse affecting higher level players (sorry)
with the introduction of professions, players who just grind out on a server for max level will actually not be that benefitial here, you will need to invest time in your professions to truly be able to play efficiantly.
Crafting armours can be more beneficial than trying to find an added dropped one, unless your really lucky.
when it comes to crafting you can craft every piece of equipment (with a few exceptions like dsword and bloodstealersword, paras etc...) you can craft sowg and it is expected of players to be able to do this. a player with max blacksmithing can craft a sowg with upto 4x a much stats added than a sowg dropping form a boss. this may sound easy but it will take time to gather the required ingrediant, its not only for the strongest but also the determined.
this means players who spend time crafting and playing the game are more likely to have better kit than those who just grind bosses, but saying that, bosses still privide items you cannot craft... its a double edged sword.
i dont expect anyone to drop MTK/BL/OK this year... thats my expectation for difficulty.
With the introduction of a pot delay (except sunpots) im thinking pvp could be rather interesting, as before you could spam pots all day long and the person with the most pots wins, here because of the delay you have to time it properly. thats my plan atleast... take too much burst damage and you cant pot quick enough to heal out the damage (unless youve got good levels in alchemy and have crafted some added HP potions that restopre alot more than standard ones.. or perhaps you spent time leveling your cooking and you can now craft meals that boost you hp so you have 200+ more hp than you did before, for a wiz thats great, but even then a lvl 3 FS with decent dc and luck would still 1 hit a wizard.
the bonus from leveld spells is more significant here than ive seen anywhere else and for me that was important..
then you could look at crafting better armour with added ac/amc, or youve crafted rings with added ac/amc/dc/sc
the game is more focused on kit than ever before, Gemming is a bastard, there are no orbs (except dura orbs) dragonforging(awakening) is not 100% success chance its actually 75% so a 25% chance to break your item is considerable.
then take into account your companions buff, which companion do you summon and for which buff, do you choose the DC/AC/AMC/Holy/Poison companion.
then you have the mounts, with base stats that can boost yours...
there are so many variables to take into account for pvp its impossible to determine who would win in a given situation.... higher level doesnt always = a win. especially if their gear is poor.
i am in the process of writting a main storyline quest that will actually reward players with the majour items/spells in the game as they play. but just because you can get something from a quest doesnt mean the quest is easy...
god i have gone on for ages.... i hope some of this makes sense?
ill finish it by saying i will not add more content for 3 people who have maxed the server out, if they burnout after 3 months that their fault, ill add more content when 60-70% of the server is ready for it not 5%