I actually believe this to be the other way around...
Low rate euro clones need alot more testing to make sure it all fits together... Where (and this is only my opinion) a high rate would just take a set of files on from lomcn and increase the exp, spawns and stats.
Never played a high rate I don't think... Maybe DevilSoul when cripple patrol owned it, but that was more of a med rate I think.
Sam
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.
it depends, take chron for example we rebuilt majority of the world as there was no 16bit floors support from official for the majority of maps.
This required us to rebuild not just maps, but tile/object sets in order to create maps, creating new spawns for maps (as map layouts changed) rebuilding minimaps and re-linking an entire world.
and that's forgetting our other extensive systems build from scratch, like quests.
No server type is easier than another, it all hinges on how much effort the team put into said server.
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...
You've really missed out on some amazing servers :l it shows by how your running Chronicle... its ran well regarding pics of updates... website etc but i feel it lacks fun gameplay wise and as you can tell from your server content wise compared to bens past servers... even bens first server was fun before he made it 2.3 OldSkool but he played private servers for years and knew the in's and out's and what made mir fun where as someone making a server whose only played low rates would be used to more long term set servers that are no fun. But you guys have revived mir and given people something to play which is great
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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