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  • Minos

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    1. Like
      Minos got a reaction from Killah in Test server commands   
      Items + Monster codes: https://mega.nz/#!YxwWWITD!7smMkIZo-hiTpXfNOBDfOqjLzwcGB5wiQ40Cb_DKfvc
      I came here to specifically post the excellent option codes which I found on RageZone and mufilecity .
      Weapons, pendants:
      Armor, shields, rings:
      And the commands below come from here: 
       
      PS What are the commands for Ancient items? The regular ones don't work.
    2. Like
      Minos reacted to Gion in Thoughts on Mu. What makes a good long-term hardcore server?   
      I agree with some of your points of view, we will take into account some of your suggestions. 
      Ty
    3. Like
      Minos reacted to ADMIN in SWAMP   
      You gave your own answers already.
      Gens maps = top maps. If you want top exp you stay with the risk and fight with others or stay safe vs same gens, nobody said that newbies should exp in an easy way on top maps, else what's the point to get stronger if you already have safe access to top locations.
      In exchange of that relics is normal map now, another top map but not the best map, as it should have been.
      Top maps = top bosses, designed for guild battles (gens vs gens) or ks between same gens.
       
    4. Like
      Minos got a reaction from Gion in Minos' wishlist   
      Dragon Boots +DD+DSR+Luck
      Dragon/Bronze Shield +DD+DSR+Luck
      Ring +DD+DSR
      (And all Black Dragon +DD+DSR+Luck)
    5. Like
      Minos got a reaction from Tekashi69 in Test server commands   
      Items + Monster codes: https://mega.nz/#!YxwWWITD!7smMkIZo-hiTpXfNOBDfOqjLzwcGB5wiQ40Cb_DKfvc
      I came here to specifically post the excellent option codes which I found on RageZone and mufilecity .
      Weapons, pendants:
      Armor, shields, rings:
      And the commands below come from here: 
       
      PS What are the commands for Ancient items? The regular ones don't work.
    6. Like
      Minos got a reaction from Gion in OldSquad is remarkable.   
      Okay, I want to reiterate that I truly find this server exceptionally enjoyable, because whenever I post here, it's usually a suggestion or criticism about certain economic negative aspects which are hard to pinpoint.
      It's a rewarding server. In spite of the non-liquid economy, collecting the set you want is hard, and getting new stuff is rewarding in general. Even though it skips over the reward of finding non-medal items. There's a decent amount of honest normal players. It's actually been over 10 years since I've made a guild and actually made an effort to find nice guild members. To my surprise, I succeeded, and am actually predominantly partying with them, and having real conversations that are not Mu related. The GMs and administrators actually answer people. I frequently think to myself days after having written some criticism: "Hmm, this ain't so bad after all." It's kind of silly that my list of pros isn't more extensively written than critical posts. I guess that's me being at fault for taking things for granted. I'll update this list when other positive aspects come to mind, because the reasons are plentiful. Some aspects could be a lot better, but others could be a lot worse. Overal, this server deserves appraisal.
      Thank you.
    7. Thanks
      Minos got a reaction from ADMIN in OldSquad is remarkable.   
      Okay, I want to reiterate that I truly find this server exceptionally enjoyable, because whenever I post here, it's usually a suggestion or criticism about certain economic negative aspects which are hard to pinpoint.
      It's a rewarding server. In spite of the non-liquid economy, collecting the set you want is hard, and getting new stuff is rewarding in general. Even though it skips over the reward of finding non-medal items. There's a decent amount of honest normal players. It's actually been over 10 years since I've made a guild and actually made an effort to find nice guild members. To my surprise, I succeeded, and am actually predominantly partying with them, and having real conversations that are not Mu related. The GMs and administrators actually answer people. I frequently think to myself days after having written some criticism: "Hmm, this ain't so bad after all." It's kind of silly that my list of pros isn't more extensively written than critical posts. I guess that's me being at fault for taking things for granted. I'll update this list when other positive aspects come to mind, because the reasons are plentiful. Some aspects could be a lot better, but others could be a lot worse. Overal, this server deserves appraisal.
      Thank you.
    8. Like
      Minos reacted to ADMIN in Patch 1.3.6.1 - 23.01.2019   
      Release date: 23.01.2019
      Changelog:
      - Fixed EE kill rule triggering on PvP invasion.
      - Increased NON-PVP duration after the golden/boss is dead from 5 seconds to 8 seconds.
      - Added type of invasion on /invasion.
      - Reduced the increase of pvp damage that was added on last update from +20% to +7%.
      - Increased the global damage-to-sd percent with 6% (the total damage that is redirected to SD instead of HP).
      - Nerfed hp a little of GGD (was too big buff) and also nerfed the newbie goldens hp that were buffed too much.
      - Increased Goldens invasion duration from 20 minutes to 30 minutes.
      - From now at Lorencia circle you can only have buffs from your own class (especially for Illusion fight).
      - Raised Rabbits chance for Jewels from 40% to 60%.
      - Fixed some weapons and staffs that were showing wrong durability client-side (so the helper never repaired them correctly).
      - Fixed the possibility to leave Kalima map during offline time (especially to warp from site as a PK to Lorencia, instead of being still on Kalima after warp from site).
    9. Like
      Minos got a reaction from Khabib in OldSquad Coins (New Currency)   
      I have no idea what PVM points are currently used for, but they should indeed have a use. However, exchanging them for items you want breaks one of the mechanics that makes this game fun; the unpredictability. Whenever you can say, I'll do X, Y-times, then by Z-days I'll have the item, you remove unexpected surprises from the game. The chase is better than the catch; exchanging for items with 100% certainty seems cool—I would use it—but it comes close to Pay 2 Win and ultimately ruins the game.
      Being able to exchange PVM points for BOKs (or jewels) however, that could work.
    10. Like
      Minos reacted to b1ack in What you listening to right now?   
    11. Like
      Minos got a reaction from ADMIN in Low FPS on a good machine.   
      The regular stuff, make sure all your drivers are up-to-date. It could also be that your system is running a scan; downloading updates; doing something else. You also need to have the vcredist files installed (check the map FixGameCrash in your OldSquad folder).
      Perhaps disable ingame overlay in your NVIDIA GeForce Experience settings (right click the NVIDIA logo down below on the right, on the taskbar).
      Maybe I should have said this first; have you tried turning it off and on again?
    12. Hype
      Minos reacted to Loke in About drop rate, economy, uniria, etc.   
      This would be great! Like the good old days but with bot only for afk.
      Might need to tweak the drop rate of Exc items as well .
       
       
    13. Thanks
      Minos got a reaction from ADMIN in Test server commands   
      Items + Monster codes: https://mega.nz/#!YxwWWITD!7smMkIZo-hiTpXfNOBDfOqjLzwcGB5wiQ40Cb_DKfvc
      I came here to specifically post the excellent option codes which I found on RageZone and mufilecity .
      Weapons, pendants:
      Armor, shields, rings:
      And the commands below come from here: 
       
      PS What are the commands for Ancient items? The regular ones don't work.
    14. Like
      Minos got a reaction from Gion in Test server commands   
      Items + Monster codes: https://mega.nz/#!YxwWWITD!7smMkIZo-hiTpXfNOBDfOqjLzwcGB5wiQ40Cb_DKfvc
      I came here to specifically post the excellent option codes which I found on RageZone and mufilecity .
      Weapons, pendants:
      Armor, shields, rings:
      And the commands below come from here: 
       
      PS What are the commands for Ancient items? The regular ones don't work.
    15. Like
      Minos reacted to Gion in About drop rate, economy, uniria, etc.   
      Ok, firstly, thank you for these suggestions, we are looking forward to see this kind of attitude from players and we are looking forward to reward this kind of players(as you might already noticed) 
      2: As you said, everything is a double edged sword, you might take care of an aspect of the game, and assuming some decisions could make other things slip. 
      3: At the beginning of every data base, we are calculating things such as jwls drop rate, which exp should this data base have, things like these, and we are doing this kind of calculations based on previous experience and on players suggestions(and ofc a series of tests)
      4: I have to assume that eventhough OldSquad has its own paid employees, some of these calculations might increase or decrease exponentially due to some unpredictible things that sometimes are occuring during the gameplay (an example of this kind of unpredictible event is half of GROM being banned - and lots and lots of items being deleted; or an exploit; etc). We are working hard to prevent bad things, we are thinking a lot about things, but as you can see, shit happens, and some results might be different even from our expectations. 
      I want to thank you again for your suggestions, we are taking them into account, please continue the discussions as I have never posted. I did this post just for you guys to understand better some aspects from administration POV and to understand that we are making changes "via" your suggestions. 
    16. Like
      Minos got a reaction from benenati in Test server commands   
      Items + Monster codes: https://mega.nz/#!YxwWWITD!7smMkIZo-hiTpXfNOBDfOqjLzwcGB5wiQ40Cb_DKfvc
      I came here to specifically post the excellent option codes which I found on RageZone and mufilecity .
      Weapons, pendants:
      Armor, shields, rings:
      And the commands below come from here: 
       
      PS What are the commands for Ancient items? The regular ones don't work.
    17. Like
      Minos got a reaction from Khabib in Your favorite Mu so far?   
      What has been your favorite Mu so far and why? What were the aspects that made the server awesome? You can talk about multiple servers or features of course.
      ____
      My favorite non-reset server so far has been Mu Philippines (Mobius) because it had a large active and friendly player base and a thriving economy; it made you feel at home, and it tickled your fantasy. I still remember it as one of the most fun Christmas periods I had in games (next to Rose Online), and maybe in general as well. There were firecrackers everywhere for the holiday period, and loads of active and friendly people online. I can't place my finger on it, but there was a huge difference between the official Mu Global and Mu Philippines. In both the items were hard to find, but in Mu Philippines you actually felt the improvement while you were grinding. In Mu Philippines you could frequently look at the market after a day of gaming, and feel like you could buy something new. Not something huge, but a steady incremental improvement, which felt very satisfying. For instance, going from a Gladius to a Crescent Axe to a Morning Star. Not all in a day or in a week perhaps, but not in a month either, a healthy in-between. Whereas in most servers, the change is usually from shitty weapon to really good weapon; usually received from high level players who have a full vault and don't really care about the item. I know because I do this as well.
      Especially apparent in Mu Global, you felt immersed into the Lord of The Rings fantasy world [Did you know Mu is inspired by LOTR?] because you had to explore the entire map from monster to monster. You had no other choice because the next level of monsters was usually too strong. Sadly, you can skip entire maps and monsters in nearly all Mu servers nowadays.
      TL;DR: Economy, population, sense of fantasy & significance.

      [Anyway, OldSquad has a lot in common I think. Not the economy, but the people and the sense of significance. I mean yesterday we were singing the tunes of the Pokémon intro in the /post chat.  It has probably been 10 years since I've had such a wholesome moment in an MMORPG. I like the grind in Mu, but only if it doesn't feel like a grind. If it is stale gameplay (a bit too hard, or too easy) I usually have fun for about a day, and stop playing altogether because I felt like I wasted loads of time. OldSquad doesn't feel like that even though the economy is a bit broken, something is definitely right. My guess is that its the steady progress experience wise and the nice people who play it. I'm having fun.]
      ___
      My favorite reset servers, I guess, have been my own (The Lord of Mu - Trailer) and Mu Israel.
      On my own private server I 'exponentially' increased all of the monsters' strength so you basically needed resets to be able to kill monsters in Devias, etc. My theory to why was fourfold:
      The maps are freaking beautiful pieces of art that are meant to be explored. Most reset servers are just about picking a spot and staying there for the rest of your days, how silly is that? I know it's addictive, I've done it before, but it's a waste. Hunting should be like Mu Global, in which you can only beat the next category of monsters after some decent leveling or better gear, and not just because your level is now high enough to warp to a new map. People don't like to play on empty servers or predominantly AFK servers. An MMORPG is meant to trigger your sense of fantasy and exploration in a social setting. You can't hunt dragons with friends IRL, so that's a gap Mu should fill. So, when people are required to grind in the same map (or couple of maps) for a while, more people come across each other and the sense of community improves. The challenge. Reset servers are usually easy. But it should be possible to create a hardcore Mu (Philippines or Global) experience with resets. For instance, being able to have a reset even while wearing a leather set +5+8; a server where Dragon Armor feels special again, and Phoenix is godlike. (This is hard to tweak though, because at one point too many stats points render items redundant.) You can't AFK if you want to beat significantly better monsters. You have to work for significantly better gear. I also individually, proportionally, and mathematically increased all the items strength, and level from where it drops, according to the amount of items a class has and the amount of monster levels. Now, the difference in defence between Leather and Bronze armor is insignificant. I changed all these stats so changing from one to the next kind of armor actually made a difference. I also tweaked the strength of different kinds of weapons. For instance, an axe had way more base damage and skill damage than a sword, but was noticeably much slower, and used way more mana. I even added a skill to a Flail, small axe, kris, etc. to make it useful and valuable. Oh, and the more resets, the less points per reset you got. I tried everything to make a reset server as challenging and long term as possible.
        
      I know I'm tooting my own horn right now, in the hopes of inspiring ADMIN to 'steal' some of the ideas above. I know it works, but it needs a great server to pull it off. I wasn't capable enough. Also, GlobalMu (the private server) has also increased monster strength so resets are needed for higher maps, and it works well. However, 80% of their online players are AFK and nearly all items are useless as you get the best super fast. It's not the wholesome experience as in OldSquad no reset.
      Lastly, Mu Israel. This one goes way back. It was super fun because of the 200 points per reset and stats removed. And there were BOKs+1, and bless and soul in shop so you had to grind for money in order to buy those and create your favorite excellent option set +11. And how did you we grind for money? There was a bug in some Tarkan spot where the more people were in that same spot, the more the amount of zen dropped from one monster. So if one player was there only 30k zen dropped, but if 25 people were there, 3mil zen dropped. This was a bug (I think) that felt like a feature. Everyone was together in that one spot, and that was awesome. Hence the argument number 2 a couple of paragraphs above. Anyway, I'm not saying having BOKs or jewels in a shop is necessary for a good server with resets. I'm saying it for inspiration, to think about what mechanism behind it makes it fun.
      I'm beginning to sound confusing for myself, so here I stop again. Looking forward to reading what great features I haven't come across before.
       
    18. Like
      Minos got a reaction from benenati in Your favorite Mu so far?   
      What has been your favorite Mu so far and why? What were the aspects that made the server awesome? You can talk about multiple servers or features of course.
      ____
      My favorite non-reset server so far has been Mu Philippines (Mobius) because it had a large active and friendly player base and a thriving economy; it made you feel at home, and it tickled your fantasy. I still remember it as one of the most fun Christmas periods I had in games (next to Rose Online), and maybe in general as well. There were firecrackers everywhere for the holiday period, and loads of active and friendly people online. I can't place my finger on it, but there was a huge difference between the official Mu Global and Mu Philippines. In both the items were hard to find, but in Mu Philippines you actually felt the improvement while you were grinding. In Mu Philippines you could frequently look at the market after a day of gaming, and feel like you could buy something new. Not something huge, but a steady incremental improvement, which felt very satisfying. For instance, going from a Gladius to a Crescent Axe to a Morning Star. Not all in a day or in a week perhaps, but not in a month either, a healthy in-between. Whereas in most servers, the change is usually from shitty weapon to really good weapon; usually received from high level players who have a full vault and don't really care about the item. I know because I do this as well.
      Especially apparent in Mu Global, you felt immersed into the Lord of The Rings fantasy world [Did you know Mu is inspired by LOTR?] because you had to explore the entire map from monster to monster. You had no other choice because the next level of monsters was usually too strong. Sadly, you can skip entire maps and monsters in nearly all Mu servers nowadays.
      TL;DR: Economy, population, sense of fantasy & significance.

      [Anyway, OldSquad has a lot in common I think. Not the economy, but the people and the sense of significance. I mean yesterday we were singing the tunes of the Pokémon intro in the /post chat.  It has probably been 10 years since I've had such a wholesome moment in an MMORPG. I like the grind in Mu, but only if it doesn't feel like a grind. If it is stale gameplay (a bit too hard, or too easy) I usually have fun for about a day, and stop playing altogether because I felt like I wasted loads of time. OldSquad doesn't feel like that even though the economy is a bit broken, something is definitely right. My guess is that its the steady progress experience wise and the nice people who play it. I'm having fun.]
      ___
      My favorite reset servers, I guess, have been my own (The Lord of Mu - Trailer) and Mu Israel.
      On my own private server I 'exponentially' increased all of the monsters' strength so you basically needed resets to be able to kill monsters in Devias, etc. My theory to why was fourfold:
      The maps are freaking beautiful pieces of art that are meant to be explored. Most reset servers are just about picking a spot and staying there for the rest of your days, how silly is that? I know it's addictive, I've done it before, but it's a waste. Hunting should be like Mu Global, in which you can only beat the next category of monsters after some decent leveling or better gear, and not just because your level is now high enough to warp to a new map. People don't like to play on empty servers or predominantly AFK servers. An MMORPG is meant to trigger your sense of fantasy and exploration in a social setting. You can't hunt dragons with friends IRL, so that's a gap Mu should fill. So, when people are required to grind in the same map (or couple of maps) for a while, more people come across each other and the sense of community improves. The challenge. Reset servers are usually easy. But it should be possible to create a hardcore Mu (Philippines or Global) experience with resets. For instance, being able to have a reset even while wearing a leather set +5+8; a server where Dragon Armor feels special again, and Phoenix is godlike. (This is hard to tweak though, because at one point too many stats points render items redundant.) You can't AFK if you want to beat significantly better monsters. You have to work for significantly better gear. I also individually, proportionally, and mathematically increased all the items strength, and level from where it drops, according to the amount of items a class has and the amount of monster levels. Now, the difference in defence between Leather and Bronze armor is insignificant. I changed all these stats so changing from one to the next kind of armor actually made a difference. I also tweaked the strength of different kinds of weapons. For instance, an axe had way more base damage and skill damage than a sword, but was noticeably much slower, and used way more mana. I even added a skill to a Flail, small axe, kris, etc. to make it useful and valuable. Oh, and the more resets, the less points per reset you got. I tried everything to make a reset server as challenging and long term as possible.
        
      I know I'm tooting my own horn right now, in the hopes of inspiring ADMIN to 'steal' some of the ideas above. I know it works, but it needs a great server to pull it off. I wasn't capable enough. Also, GlobalMu (the private server) has also increased monster strength so resets are needed for higher maps, and it works well. However, 80% of their online players are AFK and nearly all items are useless as you get the best super fast. It's not the wholesome experience as in OldSquad no reset.
      Lastly, Mu Israel. This one goes way back. It was super fun because of the 200 points per reset and stats removed. And there were BOKs+1, and bless and soul in shop so you had to grind for money in order to buy those and create your favorite excellent option set +11. And how did you we grind for money? There was a bug in some Tarkan spot where the more people were in that same spot, the more the amount of zen dropped from one monster. So if one player was there only 30k zen dropped, but if 25 people were there, 3mil zen dropped. This was a bug (I think) that felt like a feature. Everyone was together in that one spot, and that was awesome. Hence the argument number 2 a couple of paragraphs above. Anyway, I'm not saying having BOKs or jewels in a shop is necessary for a good server with resets. I'm saying it for inspiration, to think about what mechanism behind it makes it fun.
      I'm beginning to sound confusing for myself, so here I stop again. Looking forward to reading what great features I haven't come across before.
       
    19. Like
      Minos got a reaction from ADMIN in About drop rate, economy, uniria, etc.   
      Again, this corroborates my points. You are biased by an end-game perspective. The end-game can still be fun even if the early stages are fun and challenging as well, even more so. Everything is relative. Also, CC; BC; CC, etc. are not necessities for the game to be enjoyable. The most important things are a healthy player base and a healthy economy; one of those we already have.

      (Hypothesis: Mu addicts will be addicts regardless of gameplay, economy, or player base. However, most people—the casual players—just want to have some fun distraction. And if the economy and players are alive and kicking, they will stick to the server. But if you immediately give them lots of items to catch up, the grind to the end game abruptly starts and it won't be a fun distraction anymore. So they quit.)

      Also, I just learned that apparently Devias is full of jewel farmers. This raises some questions in me. I do think AFKing is OK—because I do it as well, and it has been part of the game since forever (I used to put my wallet on my right mouse button)—but, actively playing should be way more rewarding in comparison. Gaining exp used to be and should be the main incentive to AFK, but not to gather jewels or items. Some people can't leave their PC on, some don't want to, etc. Things will always be unbalanced, but rewarding being AFK, too much, disproportionately increases the imbalance. We 'all' AFK and like to be AFK, but ironically no one likes a server where most people are AFK. As I said, actively playing should be significantly rewarded more than AFKing. The Rabbits event is a great example of that, but there can be more.
      For example, back in the day, it wasn't possible for non-cheaters to pick up jewels and zen while being AFK. There still were lots of AFKers, but there was a good balance between AFKers and active players, and economies were usually good. If you wanted loot, you needed to be online and do the work. I admit, I like actively playing about the same as I like the thought of being able to AFK, and it probably isn't possible to go back to how Mu was played 16 years ago. It should however be possible to mimic similar gameplay, even with the auto looting mechanism. I think drastically increasing the price that mechanism is part of it, as I have touched upon in previous posts.
      People who AFK 24 hours should get about 6 jewels; 0.25 jewels per hour.
      People who play 24 hours should get about 48 jewels; 2 jewels per hour.
      I’m just picking arbitrary numbers, but you get the point:  those who play actively the most, get the most jewels on average. This way you don’t need helper bots or silly overpowered medals. Hardcore active players are going to play hardcore and no casual player will ever catch up to them. That’s only fair. But casual active players should be able to compete with hardcore AFKers. Just like it was in the good old days.
      TL;DR: Play for fun, jewels, and items, AFK for exp.

      Addendum: when it is viable to AFK for jewels, it disincentivizes partying, because people will want to AFK alone for the jewels.

      Although my posts so far have been largely critical, I do want to state that for the most part this server is remarkable. The custom features, adjusted event locations (i.e. goldens spawn everywhere), web vault; commands; etc. However, if the economy is broken, the stellar features will have been in vain. In any case, OldSquad has incredible potential.
    20. Like
      Minos got a reaction from Gion in About drop rate, economy, uniria, etc.   
      Again, this corroborates my points. You are biased by an end-game perspective. The end-game can still be fun even if the early stages are fun and challenging as well, even more so. Everything is relative. Also, CC; BC; CC, etc. are not necessities for the game to be enjoyable. The most important things are a healthy player base and a healthy economy; one of those we already have.

      (Hypothesis: Mu addicts will be addicts regardless of gameplay, economy, or player base. However, most people—the casual players—just want to have some fun distraction. And if the economy and players are alive and kicking, they will stick to the server. But if you immediately give them lots of items to catch up, the grind to the end game abruptly starts and it won't be a fun distraction anymore. So they quit.)

      Also, I just learned that apparently Devias is full of jewel farmers. This raises some questions in me. I do think AFKing is OK—because I do it as well, and it has been part of the game since forever (I used to put my wallet on my right mouse button)—but, actively playing should be way more rewarding in comparison. Gaining exp used to be and should be the main incentive to AFK, but not to gather jewels or items. Some people can't leave their PC on, some don't want to, etc. Things will always be unbalanced, but rewarding being AFK, too much, disproportionately increases the imbalance. We 'all' AFK and like to be AFK, but ironically no one likes a server where most people are AFK. As I said, actively playing should be significantly rewarded more than AFKing. The Rabbits event is a great example of that, but there can be more.
      For example, back in the day, it wasn't possible for non-cheaters to pick up jewels and zen while being AFK. There still were lots of AFKers, but there was a good balance between AFKers and active players, and economies were usually good. If you wanted loot, you needed to be online and do the work. I admit, I like actively playing about the same as I like the thought of being able to AFK, and it probably isn't possible to go back to how Mu was played 16 years ago. It should however be possible to mimic similar gameplay, even with the auto looting mechanism. I think drastically increasing the price that mechanism is part of it, as I have touched upon in previous posts.
      People who AFK 24 hours should get about 6 jewels; 0.25 jewels per hour.
      People who play 24 hours should get about 48 jewels; 2 jewels per hour.
      I’m just picking arbitrary numbers, but you get the point:  those who play actively the most, get the most jewels on average. This way you don’t need helper bots or silly overpowered medals. Hardcore active players are going to play hardcore and no casual player will ever catch up to them. That’s only fair. But casual active players should be able to compete with hardcore AFKers. Just like it was in the good old days.
      TL;DR: Play for fun, jewels, and items, AFK for exp.

      Addendum: when it is viable to AFK for jewels, it disincentivizes partying, because people will want to AFK alone for the jewels.

      Although my posts so far have been largely critical, I do want to state that for the most part this server is remarkable. The custom features, adjusted event locations (i.e. goldens spawn everywhere), web vault; commands; etc. However, if the economy is broken, the stellar features will have been in vain. In any case, OldSquad has incredible potential.
    21. Like
      Minos got a reaction from Gion in About drop rate, economy, uniria, etc.   
      Hello,
      Well done! Mu Oldsquad is the best I've played in years, but I have a couple of concerns. These may be caused by my ignorance since I have only been playing for about two weeks, but I think they are legit remarks.
      Medals, etc.
      Problem #1: the items dropping from hearts and medals are way too good and abundant. For example, the first day I played on this server, I haphazardly found a Celestial Bow+11+Skill+Luck+4 just lying on the floor of Noria. If this item is worthless for someone, there is something wrong with the economy. I started as an Elf, and this immediately made every other bow I found myself useless. Only when things are scarce, they are valuable. 
      (Problem #2 [uncertain]: the fact that for some characters a Bronze set +11 (i.e. an energy mage maxing agi & ene) is already considered a good late game set, whereas for other characters it's worthless, is a bit too unbalanced I think. Every class should have some trouble to attain their best set.)

      Solution: 
      Disable luck and options on items in medals. This increases the value of regular monster drops, and doesn't overpower the medal items. For example, you find Leather Gloves+7 from a medal, great! I look shiny now! But as you grind monsters, suddenly Leather Gloves+5+12+Luck drops. You don't look as shiny, but the item is way better than some cheap medal drop. This stimulates the economy Decrease the max possible item level in medals to +8. This increases the value of luck on items. You got to do some work if you want to look super shiny. Don't put super nice items in medals, like a Celestial Bow. This makes hunting or lurking for items way more fun, and stimulates the economy, again. Items in shop
      Problem: similar reasoning as above.
      Solution: Remove the luck from the items. It's not luck if you can easily find or buy it. Uniria, dinorant, angel, etc.
      Problem Uniria: Useless for running speed because of the (nearly instant access) to small wings at level 80. Impale (such a beautiful skill) is useless as well
      Solution: remove the small wings as an easy level 80 reward; there can be a much better event or box for such a cool item as wings.
      Suggestions: Buff the impale skill; higher drop rate for Uniria and make them combinable to Dinorant without chaos. Or not, but then buff the Dinorant skill as well. Problem Angel: rare, useful, but not really valuable.
      Solution: should be in shop for a reasonable amount of zen. This make zen more useful, and Angels make the game look better. Problem Imp: rare, valuable and useful, but hoarded. I have five of them now, but I'm not using them because they are too rare and they die so fast, just like Angels. Yet I don't want to sell them, nor would I want to pay jewels for them. I'm just waiting for the moment that never comes so I can use them when they die very slowly.
      Solution: I'd put Imps in shop as well, for a price that could be described expensive, but not too expensive so no one wants to buy them. Doing this should increas the value of zen and the value of Imps. And now using Angels or Imps is a choice like choosing a stat build. Drop rate
      Problem: I think the drop rate of items is between OK and too high. It took me one day to collect a Great Dragon Set by just standing near parties who were killing monsters I'm still too weak for. Moreover, I got the Great Dragon Armor+1+8+Luck for free from someone who initially asked two chaos for it. I told him it wasn't worth that much, because it isn't, but it should be!
      This problem is closely related to the overpowered items to be found in medals: because I easily obtained a random set of items +9, +10, +11, it was easy to survive near much too strong monsters.
      Solution: decrease the drop rate, but increase the chance on luck or options. This stimulates active non-afk gameplay, because you have to be active to see your desirable items drop. Jewels
      I have never had such a hard time finding jewels, which is awesome and how it should be! But it's a double-edged sword. Because items from medals are so good and abundant, and jewels are so rare, I'm hoarding them and not using them. I'm not even going to try and make wings. I'll just buy the few items I want, and keep hoarding jewels until I can buy the item I want, without buying or leveling up any intermediate items from the market. (Nobody is buying my items as well.)
      ~Solution: Increase the likelihood of finding Bless by increasing the drop rate, or more recurring events specifically for Bless, and maybe a bit more Soul. The latter is the best option because it also stimulates active gameplay. [The events in this server are remarkably good; it's been years since I was motivated to participate in these events. They are challenging, fun, and necessary for jewels.]
      Finding more Bless, and fewer items, will stimulate people in actually using it to level up items and buying intermediate items on the market.

      It comes down to this:
      early game it should be reasonably 'easy'/encouraged/fun to level up items to +7, +8, +9. mid game it should be 'moderate'/challenging/fun to level up items to +10+11+12. late game it should be 'difficult'/challenging/risky to level up items to +13+14+15. Instead—what happens now I think—is that early and mid game is lost, and jewels are hoarded to save for the late game. This is boring. (Anyway, I've hosted a private server myself once, and the economy is incredibly difficult to get right, so this is just brainstorming.)
      That being said, I think if finding Bless was 'moderate', Soul was 'hard', and Chaos the 'hardest', then it would make early, mid, and late game more fun while remaining a challenge.

      I have more ideas and suggestions, but the somewhat broken economy is the most pressing for me right now. And it's getting late, so I'll end it here.
    22. Like
      Minos got a reaction from ADMIN in About drop rate, economy, uniria, etc.   
      I think you just inadvertently supported my arguments. For example, the Excellent items I found so far were—personally—mostly useless because of the overpowered items in medals. Items from medals should be transitional, or as you said: 'consumable', not the monster drops. Instead, medals render 99% of the regular monster drops useless. Excellent items used to be "Holy fuck I found an excellent item," now it's just "Meh, let's see what option it has."
      About socket or ancient items I can't comment because I indeed have no experience with those. However, that's not necessary for my points to be legitimate. Some people play slow or infrequently, others play a lot. If an economy is mainly focussed around end game items, it's only 'fun' for hardcore players. Similarly to my elf, I've been using a Sword of Destruction+10+4+Luck from the first day I started playing with my knight. In the meantime I've found items from monsters that I would've have been psyched about to find if it weren't for those medal drops. What makes gameplay fun is pleasant surprises. These medals aren't. Now it's just a deluge of items that mostly go unused, or just sold in shop.
      I'm no economist, but I think if items were much harder to find, then the economy would work both ways, jewels from beginners to experienced players, and items from experienced player to beginners. I feel like infrequent or beginner players have nothing to contribute or nothing to look out for. 
      Newer players—personally speaking—don't want to catch up, they want to get good, with pleasant surprises and fun gameplay. If the latter conditions are true, they will catch up anyhow. What this server does well is rewarding active players more than AFKing, but it could do it even better.

      Brainstorm
      Idea #1: drastically increase price of AFK mechanism so AFKing can't be done indefinitely on monster zen drops alone. This makes zen more valuable. AFKing should still be relatively easy, but doing so should stimulate the economy, not deteriorate it.

      Idea #2: I think the helper bots are silly (but the intention behind it is honest). Just as the struggle of weight lifting followed by eventual success (or practicing any other skill) is the cause of satisfaction, so should be the struggle of leveling. When you're small and weak you look at people bigger than you and think "Damn, I want to be like that. If I work hard at it I can be like that as well." Sadly, what is fun about standing next to a bot until you're level X? Yes beginners level up faster, but it leaves a part of the economy, and fun, untapped. It also disincentivizes exploring maps for good spots that are suitable for your skill level. The more you hold people's hand, the more they'll want their hands to be hold, but counterintuitively, the less fun they'll be having and the less inticed they'll be to stay on the server.
      Idea #3: What is unique about Mu? Not the rarity of jewels, but the vast amount of possible combinations of items. Everyone can look unique due to the amount of different items, and the beautiful shaders of upgraded items. These item shaders are still better looking than any modern MMORPG in the world. You should take use of that. The fact that over the years the game has been added with many more features is a reason we've got to get past the idea that a single bless and soul must be extremely rare. Instead, let Bundles of Bless or Soul +30 be the new benchmark for rare. Only put beginner +7 (without +luck +option) items in medals, and beginner items +0 (without +luck +option) in NPC shops, and let the players make stuff +11 and beyond. This is what's fun, and because of it people will start using zen and jewels for trading more as the chaos machine costs zen, and failing costs items.
      Swearing and quitting doesn't solve anything. Having a healthy in-game economy is incredibly hard to pull off. Admins or players are not doing this maliciously. Did you know that games like EVE Online employ economists to make their in-game economy work? 

      Anyway, this was all written in short bursts, off the top of my head, so pardon my occasional incoherence.
    23. Like
      Minos got a reaction from ADMIN in About drop rate, economy, uniria, etc.   
      Hello,
      Well done! Mu Oldsquad is the best I've played in years, but I have a couple of concerns. These may be caused by my ignorance since I have only been playing for about two weeks, but I think they are legit remarks.
      Medals, etc.
      Problem #1: the items dropping from hearts and medals are way too good and abundant. For example, the first day I played on this server, I haphazardly found a Celestial Bow+11+Skill+Luck+4 just lying on the floor of Noria. If this item is worthless for someone, there is something wrong with the economy. I started as an Elf, and this immediately made every other bow I found myself useless. Only when things are scarce, they are valuable. 
      (Problem #2 [uncertain]: the fact that for some characters a Bronze set +11 (i.e. an energy mage maxing agi & ene) is already considered a good late game set, whereas for other characters it's worthless, is a bit too unbalanced I think. Every class should have some trouble to attain their best set.)

      Solution: 
      Disable luck and options on items in medals. This increases the value of regular monster drops, and doesn't overpower the medal items. For example, you find Leather Gloves+7 from a medal, great! I look shiny now! But as you grind monsters, suddenly Leather Gloves+5+12+Luck drops. You don't look as shiny, but the item is way better than some cheap medal drop. This stimulates the economy Decrease the max possible item level in medals to +8. This increases the value of luck on items. You got to do some work if you want to look super shiny. Don't put super nice items in medals, like a Celestial Bow. This makes hunting or lurking for items way more fun, and stimulates the economy, again. Items in shop
      Problem: similar reasoning as above.
      Solution: Remove the luck from the items. It's not luck if you can easily find or buy it. Uniria, dinorant, angel, etc.
      Problem Uniria: Useless for running speed because of the (nearly instant access) to small wings at level 80. Impale (such a beautiful skill) is useless as well
      Solution: remove the small wings as an easy level 80 reward; there can be a much better event or box for such a cool item as wings.
      Suggestions: Buff the impale skill; higher drop rate for Uniria and make them combinable to Dinorant without chaos. Or not, but then buff the Dinorant skill as well. Problem Angel: rare, useful, but not really valuable.
      Solution: should be in shop for a reasonable amount of zen. This make zen more useful, and Angels make the game look better. Problem Imp: rare, valuable and useful, but hoarded. I have five of them now, but I'm not using them because they are too rare and they die so fast, just like Angels. Yet I don't want to sell them, nor would I want to pay jewels for them. I'm just waiting for the moment that never comes so I can use them when they die very slowly.
      Solution: I'd put Imps in shop as well, for a price that could be described expensive, but not too expensive so no one wants to buy them. Doing this should increas the value of zen and the value of Imps. And now using Angels or Imps is a choice like choosing a stat build. Drop rate
      Problem: I think the drop rate of items is between OK and too high. It took me one day to collect a Great Dragon Set by just standing near parties who were killing monsters I'm still too weak for. Moreover, I got the Great Dragon Armor+1+8+Luck for free from someone who initially asked two chaos for it. I told him it wasn't worth that much, because it isn't, but it should be!
      This problem is closely related to the overpowered items to be found in medals: because I easily obtained a random set of items +9, +10, +11, it was easy to survive near much too strong monsters.
      Solution: decrease the drop rate, but increase the chance on luck or options. This stimulates active non-afk gameplay, because you have to be active to see your desirable items drop. Jewels
      I have never had such a hard time finding jewels, which is awesome and how it should be! But it's a double-edged sword. Because items from medals are so good and abundant, and jewels are so rare, I'm hoarding them and not using them. I'm not even going to try and make wings. I'll just buy the few items I want, and keep hoarding jewels until I can buy the item I want, without buying or leveling up any intermediate items from the market. (Nobody is buying my items as well.)
      ~Solution: Increase the likelihood of finding Bless by increasing the drop rate, or more recurring events specifically for Bless, and maybe a bit more Soul. The latter is the best option because it also stimulates active gameplay. [The events in this server are remarkably good; it's been years since I was motivated to participate in these events. They are challenging, fun, and necessary for jewels.]
      Finding more Bless, and fewer items, will stimulate people in actually using it to level up items and buying intermediate items on the market.

      It comes down to this:
      early game it should be reasonably 'easy'/encouraged/fun to level up items to +7, +8, +9. mid game it should be 'moderate'/challenging/fun to level up items to +10+11+12. late game it should be 'difficult'/challenging/risky to level up items to +13+14+15. Instead—what happens now I think—is that early and mid game is lost, and jewels are hoarded to save for the late game. This is boring. (Anyway, I've hosted a private server myself once, and the economy is incredibly difficult to get right, so this is just brainstorming.)
      That being said, I think if finding Bless was 'moderate', Soul was 'hard', and Chaos the 'hardest', then it would make early, mid, and late game more fun while remaining a challenge.

      I have more ideas and suggestions, but the somewhat broken economy is the most pressing for me right now. And it's getting late, so I'll end it here.
    24. Like
      Minos got a reaction from Khabib in About drop rate, economy, uniria, etc.   
      I think you just inadvertently supported my arguments. For example, the Excellent items I found so far were—personally—mostly useless because of the overpowered items in medals. Items from medals should be transitional, or as you said: 'consumable', not the monster drops. Instead, medals render 99% of the regular monster drops useless. Excellent items used to be "Holy fuck I found an excellent item," now it's just "Meh, let's see what option it has."
      About socket or ancient items I can't comment because I indeed have no experience with those. However, that's not necessary for my points to be legitimate. Some people play slow or infrequently, others play a lot. If an economy is mainly focussed around end game items, it's only 'fun' for hardcore players. Similarly to my elf, I've been using a Sword of Destruction+10+4+Luck from the first day I started playing with my knight. In the meantime I've found items from monsters that I would've have been psyched about to find if it weren't for those medal drops. What makes gameplay fun is pleasant surprises. These medals aren't. Now it's just a deluge of items that mostly go unused, or just sold in shop.
      I'm no economist, but I think if items were much harder to find, then the economy would work both ways, jewels from beginners to experienced players, and items from experienced player to beginners. I feel like infrequent or beginner players have nothing to contribute or nothing to look out for. 
      Newer players—personally speaking—don't want to catch up, they want to get good, with pleasant surprises and fun gameplay. If the latter conditions are true, they will catch up anyhow. What this server does well is rewarding active players more than AFKing, but it could do it even better.

      Brainstorm
      Idea #1: drastically increase price of AFK mechanism so AFKing can't be done indefinitely on monster zen drops alone. This makes zen more valuable. AFKing should still be relatively easy, but doing so should stimulate the economy, not deteriorate it.

      Idea #2: I think the helper bots are silly (but the intention behind it is honest). Just as the struggle of weight lifting followed by eventual success (or practicing any other skill) is the cause of satisfaction, so should be the struggle of leveling. When you're small and weak you look at people bigger than you and think "Damn, I want to be like that. If I work hard at it I can be like that as well." Sadly, what is fun about standing next to a bot until you're level X? Yes beginners level up faster, but it leaves a part of the economy, and fun, untapped. It also disincentivizes exploring maps for good spots that are suitable for your skill level. The more you hold people's hand, the more they'll want their hands to be hold, but counterintuitively, the less fun they'll be having and the less inticed they'll be to stay on the server.
      Idea #3: What is unique about Mu? Not the rarity of jewels, but the vast amount of possible combinations of items. Everyone can look unique due to the amount of different items, and the beautiful shaders of upgraded items. These item shaders are still better looking than any modern MMORPG in the world. You should take use of that. The fact that over the years the game has been added with many more features is a reason we've got to get past the idea that a single bless and soul must be extremely rare. Instead, let Bundles of Bless or Soul +30 be the new benchmark for rare. Only put beginner +7 (without +luck +option) items in medals, and beginner items +0 (without +luck +option) in NPC shops, and let the players make stuff +11 and beyond. This is what's fun, and because of it people will start using zen and jewels for trading more as the chaos machine costs zen, and failing costs items.
      Swearing and quitting doesn't solve anything. Having a healthy in-game economy is incredibly hard to pull off. Admins or players are not doing this maliciously. Did you know that games like EVE Online employ economists to make their in-game economy work? 

      Anyway, this was all written in short bursts, off the top of my head, so pardon my occasional incoherence.
    25. Like
      Minos got a reaction from benenati in About drop rate, economy, uniria, etc.   
      I think you just inadvertently supported my arguments. For example, the Excellent items I found so far were—personally—mostly useless because of the overpowered items in medals. Items from medals should be transitional, or as you said: 'consumable', not the monster drops. Instead, medals render 99% of the regular monster drops useless. Excellent items used to be "Holy fuck I found an excellent item," now it's just "Meh, let's see what option it has."
      About socket or ancient items I can't comment because I indeed have no experience with those. However, that's not necessary for my points to be legitimate. Some people play slow or infrequently, others play a lot. If an economy is mainly focussed around end game items, it's only 'fun' for hardcore players. Similarly to my elf, I've been using a Sword of Destruction+10+4+Luck from the first day I started playing with my knight. In the meantime I've found items from monsters that I would've have been psyched about to find if it weren't for those medal drops. What makes gameplay fun is pleasant surprises. These medals aren't. Now it's just a deluge of items that mostly go unused, or just sold in shop.
      I'm no economist, but I think if items were much harder to find, then the economy would work both ways, jewels from beginners to experienced players, and items from experienced player to beginners. I feel like infrequent or beginner players have nothing to contribute or nothing to look out for. 
      Newer players—personally speaking—don't want to catch up, they want to get good, with pleasant surprises and fun gameplay. If the latter conditions are true, they will catch up anyhow. What this server does well is rewarding active players more than AFKing, but it could do it even better.

      Brainstorm
      Idea #1: drastically increase price of AFK mechanism so AFKing can't be done indefinitely on monster zen drops alone. This makes zen more valuable. AFKing should still be relatively easy, but doing so should stimulate the economy, not deteriorate it.

      Idea #2: I think the helper bots are silly (but the intention behind it is honest). Just as the struggle of weight lifting followed by eventual success (or practicing any other skill) is the cause of satisfaction, so should be the struggle of leveling. When you're small and weak you look at people bigger than you and think "Damn, I want to be like that. If I work hard at it I can be like that as well." Sadly, what is fun about standing next to a bot until you're level X? Yes beginners level up faster, but it leaves a part of the economy, and fun, untapped. It also disincentivizes exploring maps for good spots that are suitable for your skill level. The more you hold people's hand, the more they'll want their hands to be hold, but counterintuitively, the less fun they'll be having and the less inticed they'll be to stay on the server.
      Idea #3: What is unique about Mu? Not the rarity of jewels, but the vast amount of possible combinations of items. Everyone can look unique due to the amount of different items, and the beautiful shaders of upgraded items. These item shaders are still better looking than any modern MMORPG in the world. You should take use of that. The fact that over the years the game has been added with many more features is a reason we've got to get past the idea that a single bless and soul must be extremely rare. Instead, let Bundles of Bless or Soul +30 be the new benchmark for rare. Only put beginner +7 (without +luck +option) items in medals, and beginner items +0 (without +luck +option) in NPC shops, and let the players make stuff +11 and beyond. This is what's fun, and because of it people will start using zen and jewels for trading more as the chaos machine costs zen, and failing costs items.
      Swearing and quitting doesn't solve anything. Having a healthy in-game economy is incredibly hard to pull off. Admins or players are not doing this maliciously. Did you know that games like EVE Online employ economists to make their in-game economy work? 

      Anyway, this was all written in short bursts, off the top of my head, so pardon my occasional incoherence.
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