What Server rate would you play ?

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What server “rate” would you play?

  • High rate ( Lv.80 in a week )

    Votes: 7 18.4%
  • Medium rate ( Lv.60 in a week )

    Votes: 14 36.8%
  • Low rate ( Lv.40 in a week )

    Votes: 14 36.8%
  • Customised ( Lv.40 in 2 days gets hard after 45 )

    Votes: 3 7.9%

  • Total voters
    38
  • Poll closed .

IHaveALongName

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I will post an advert of my server depending on majority of votes, feel free to post what you would like to be included.


/Goku
 

golson

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Customised ( Lv.40 in 2 days gets hard after 45 )

I think whatever the speed of the server is, it depends on how much time you spend in the game. Even at a very high rate, if you don't have time, it's no different from a low rate.
 
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ventus

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Sick of mir2 servers they have all been disappointing and too many keep coming out, same goes for mir 3.
I would say low rate. Lost trust in private servers in general as most of them don't last longer then a few months now days.

P.S Your last server didn't last very long.
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IHaveALongName

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Customised ( Lv.40 in 2 days gets hard after 45 )

I think whatever the speed of the server is, it depends on how much time you spend in the game. Even at a very high rate, if you don't have time, it's no different from a low rate.




i have been working on this files ive got for a couple of good months, i sometimes donate to some servers to play them and i just ignore them and working more on my files lol
therefore im honestly glad with my content as it has something we been missing for ages which is ( variety )

my server offers a variety of stuff to do ingame, lets not burn the advert :P
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Sick of mir2 servers they have all been disappointing and too many keep coming out, same goes for mir 3.
I would say low rate. Lost trust in private servers in general as most of them don't last longer then a few months now days.

P.S Your last server didn't last very long.
Post automatically merged:

By my previous server you mean the one i started 3 years ago with no coding experience?
that was only to see what im cappable of, but i failed and hopefully this one is going to please everyone :D
 

LoosePube

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Lot's of mir 2 server's out, I'd say Chronicles is still the best even without a team behind it any more. If you can be original like that then maybe you can get a few player's going but that's tough work for any one.
 
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holo

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What I'd personally like, would be an EXTREMELY low rate server. Like 40 in 6 months of hardcore levelling. But to go with that, a very high catch up mechanic. 100% exp buff per level under the highest level. The idea would be the entire player base would be very similar in level, so it would be very balanced level wise. I'd also add in a high drop buff for the highest level, like 50%+ drop rate, to make sure being highest level and keep levelling is worthwhile.

So the hardcore players go from say 39-40 in say 2 months. The players who aren't hardcore, require half as much exp to get 39-40, so 1 month. Someone gets to 41? 39-40 now takes 2 weeks, etc. I'd want 90% of the player base to be a few levels from each other.

This should lead to a very party orientated server as people will be able to group with each other very easily, as they'll be similar level. Make guilds small, cheap to form, permanent buffs to specialise the guild, and alliances for world PvP.

I'd also make all bosses similar power/difficulty (they'd all be tough AF), moving all low level drops to subs/mobs. The bosses would scale to the current player base level, so the best items from WT when everyone is sub 30 would be sub 30 items and would be killable by a group of sub 30s, when everyone is 35, it would scale to drop 35 items. He would drop legendary items obviously, just low level ones. I'd also make them unsoloable through an aoe attack that does damage based on number of targets hit, more people, less damage (1shot a soloer).

Think this would lead to a much more interesting server. PvP would be off the scale as it would be vs similarly powered players. Everyone would be looking for similar level items, which would drop from bosses that would only attract groups so would constantly be group vs group combat. (Honestly, I can see it being too hardcore and might need to make it so all bosses spawn at same time to try disperse the player base a bit xD).
 
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Sanjian

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What I'd personally like, would be an EXTREMELY low rate server. Like 40 in 6 months of hardcore levelling. But to go with that, a very high catch up mechanic. 100% exp buff per level under the highest level. The idea would be the entire player base would be very similar in level, so it would be very balanced level wise. I'd also add in a high drop buff for the highest level, like 50%+ drop rate, to make sure being highest level and keep levelling is worthwhile.

So the hardcore players go from say 39-40 in say 2 months. The players who aren't hardcore, require half as much exp to get 39-40, so 1 month. Someone gets to 41? 39-40 now takes 2 weeks, etc. I'd want 90% of the player base to be a few levels from each other.

This should lead to a very party orientated server as people will be able to group with each other very easily, as they'll be similar level. Make guilds small, cheap to form, permanent buffs to specialise the guild, and alliances for world PvP.

I'd also make all bosses similar power/difficulty (they'd all be tough AF), moving all low level drops to subs/mobs. The bosses would scale to the current player base level, so the best items from WT when everyone is sub 30 would be sub 30 items and would be killable by a group of sub 30s, when everyone is 35, it would scale to drop 35 items. He would drop legendary items obviously, just low level ones. I'd also make them unsoloable through an aoe attack that does damage based on number of targets hit, more people, less damage (1shot a soloer).

Think this would lead to a much more interesting server. PvP would be off the scale as it would be vs similarly powered players. Everyone would be looking for similar level items, which would drop from bosses that would only attract groups so would constantly be group vs group combat. (Honestly, I can see it being too hardcore and might need to make it so all bosses spawn at same time to try disperse the player base a bit xD).

i am currently working on what i hope to be the hardest low rate server ive ever played.....
 

holo

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i am currently working on what i hope to be the hardest low rate server ive ever played.....

With or without the catch up mechanic? Frankly it's one thing to have ultra low rate, but without some way for new players to gain on the "entrenched" playerbase, the server will just die, like every other mir seems to do. The barrier of entry should be minimal to new players.

Just look at WoW, within a month a totally new player can be raiding fairly hard content with an established guild. If I started a mir server that's been up even a month, by the time I've spent a month levelling, the people I'd want to have gone hunting are again another month ahead of me. Never ending until the people I want to play with have quit for a month, or you become a burden on them by leeching (but still never actually catch up).

It's just daft really alienating prospective players. I'd kind of be interested how many casual players last more than a week on established servers. I can't see it being more than 5% between all the random gankings and general hating on new players.
 

kingdomgm

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With or without the catch up mechanic? Frankly it's one thing to have ultra low rate, but without some way for new players to gain on the "entrenched" playerbase, the server will just die, like every other mir seems to do. The barrier of entry should be minimal to new players.

Just look at WoW, within a month a totally new player can be raiding fairly hard content with an established guild. If I started a mir server that's been up even a month, by the time I've spent a month levelling, the people I'd want to have gone hunting are again another month ahead of me. Never ending until the people I want to play with have quit for a month, or you become a burden on them by leeching (but still never actually catch up).

It's just daft really alienating prospective players. I'd kind of be interested how many casual players last more than a week on established servers. I can't see it being more than 5% between all the random gankings and general hating on new players.


i see your point on this but also wouldnt it be unfair to the people that where playing a for a month and some one comes on 1 day and with in a week caught up with that player quickly ? thinks like the newbi guild in games give you extra exp ? some caves how extra exp rates on some days, guild hunts there to help people level up ? thought saying mate but i do see your point no one wants to start and be miles behind but..
 

Jicaa

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i see your point on this but also wouldnt it be unfair to the people that where playing a for a month and some one comes on 1 day and with in a week caught up with that player quickly ? thinks like the newbi guild in games give you extra exp ? some caves how extra exp rates on some days, guild hunts there to help people level up ? thought saying mate but i do see your point no one wants to start and be miles behind but..

The catch up mechanic should just be to a level good enough to join in with the higher levels. Let's say the highest level players are 40-42, then have the catch up mechanic work till 30-35ish, because it's very low rate once you have reached these levels it'll then be your turn to really catch up on normal exp. It's just a nice boost so new players have incentive to actually join.
 

Sanjian

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i will utilise the rested mechanic i used on my last server, in that rested exp is worth more the lower your level.

so a casual player isnt left behind in terms of level. the one advantage a more hardcore type of player will have is not the experience but the ability to find rarer drops, a casual player would just have to be lucky.

im working on other bits and pieces and theres no time frame for me at this time. but just putting it out that i want to play again and i dont like the current servers (no offence to any server owners)

if anyones played one of my servers (with exception of the fishing server tbh lol) you will know what i put out
 
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kingdomgm

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i will utilise the rested mechanic i used on my last server, in that rested exp is worth more the lower your level.

so a casual player isnt left behind in terms of level. the one advantage a more hardcore type of player will have is not the experience but the ability to find rarer drops, a casual player would just have to be lucky.

im working on other bits and pieces and theres no time frame for me at this time. but just putting it out that i want to play again and i dont like the current servers (no offence to any server owners)

if anyones played one of my servers (with exception of the fishing server tbh lol) you will know what i put out
fishing server owned HAHA, i only just started mir back up the server making side lol dam the coding side a little much for me lol but ill get there and look forward to see what you bring out lol
 
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Sanjian

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fishing server owned HAHA, i only just started mir back up the server making side lol dam the coding side a little much for me lol but ill get there and look forward to see what you bring out lol

lol i loved my fishing server tbh... but was too niche.

it evolved into the low rate server, and what im working on is based off that, except im having all 5 classes from the start, im currently rebuilding my databases, making sure my skills are tight and fixing issues that i found last time round.

the coding of the crystal files is addictive
 

holo

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i see your point on this but also wouldnt it be unfair to the people that where playing a for a month and some one comes on 1 day and with in a week caught up with that player quickly ? thinks like the newbi guild in games give you extra exp ? some caves how extra exp rates on some days, guild hunts there to help people level up ? thought saying mate but i do see your point no one wants to start and be miles behind but..

Somewhat, yes, it would be unfair that it took older players longer to hit that level, but the point is that level wouldn't matter so much, because why should it? The older player has far, far, far better gear and money/resources. The guy who has only played a month isn't going to have near as much "stuff" as the guy who's played a month+.

Basically, you need to ask the question, how much power differential should there be between someone who has played a month and someone who has played 6 months? What about one who has played 6months vs a year? How long should it take to catch up? I say it should be quick to catch up in levels, but longer to catch up in gear, reputation, skills, gold etc. Someone equal in level, but much worse in gear, at least can stand their ground. A 10-20% stat differential is far more interesting vs a 20+ level gap.

So quick to match level (what would be max on a server cap server, but no one likes those), then gear matters most. Gear mattering most = loads of boss hunting = competition for bosses = PvP/conflict. PvP being fairly balanced due to low power differential? I imagine it would be intense. Rather than old school players just taking everything, and the rest fighting for the scraps.
 
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Violent

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I don't think I would pick any of those rates. They all seem quite high rate to me. Rates now in Mir don't seem to mean anything. Rates would only really matter in a like for like scenario where the content is pretty much the same. I think we just use the term now to how fast and how big the numbers are, no matter what the content is.

I believe that the rate of the server should match the content that the server provides. You have to think to yourself, how much time would a player enjoy spending in each area without getting too bored. If the rate is too high then the low to med level content becomes pointless. If the rate is too low then the high level content is rarely met as players get bored and end up leaving the server. You have to find the right balance.

This also pretty much the same for the "Lv.40 in 2 days gets hard after 45". You might as well not even bother creating content for sub 40 and just having the starter level at 40.
 
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holo

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I don't think I would pick any of those rates. They all seem quite high rate to me. Rates now in Mir don't seem to mean anything. Rates would only really matter in a like for like scenario where the content is pretty much the same. I think we just use the term now to how fast and how big the numbers are, no matter what the content is.

I believe that the rate of the server should match the content that the server provides. You have to think to yourself, how much time would a player enjoy spending in each area without getting too bored. If the rate is too high then the low to med level content becomes pointless. If the rate is too low then the high level content is rarely met as players get bored and end up leaving the server. You have to find the right balance.

This also pretty much the same for the "Lv.40 in 2 days gets hard after 45". You might as well not even bother creating content for sub 40 and just having the starter level at 40.

This is bang on right. I know there aren't many EU beta players around anymore, but that experience is what roots my nostalgia in mir. Getting to 15 and spending hours farming for enough gold for a hooked sword. Eshock being crazy expensive, relative to how much people had. Same goes for a little later on where people were starting to hit 30 and Maces/SSW/WMS were like amazing. Then seeing your first shinzu. Once people start hitting 40 I got bored frankly, they plateau'd and there was no more content.

My vision for a server would be to stretch that 1-40 content for as long as possible, with people staying competitive. If a martial sword is as rare and sort after as a DSS, does it really matter having players race to 40? PvP at 20 can be just as interesting as at 40 imo. Why ignore all the content sub 40, and have every guild hunt in somewhere like ice cave? When you could string it along for months and have guild hunts in mines, WT etc.

I'd also reduce the levelling curve. After 35 I'd try to make each level consistently take around a month for the hardcores (and obviously with a 100% buff per level lower, 2 weeks to catch up to them). That should be enough time to add more content for 40+ consistently, and to make sure class balance is right.
 
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