End of the Road: A Noob's Farewell to Arcadia | Page 4 | The Legend of Mir

End of the Road: A Noob's Farewell to Arcadia

people being free to hunt whatever they like is what has caused this, iku has always been a targeted boss and tbh i have no clue why? ive not been to iku since i played project69 so im not too sure on what it drops but it does seem its camped an awful lot for such a low lvl boss, i dont understand what business high lvl players have at a 140 boss,
HP XL are known to be in drop files so people camp it in the hope of hinting the jackpot. Realistically that jackpot is worth about 300gg and the chance of a drop is so low it's literally not worthwhile. I spent a full day there earlier in the week (I think it was Tuesday, maybe Monday, I forget now) just to see what the fuss is about. Killed it 13 times in a row. First one I killed dropped a wiz book worth about 30gg, after that absolutely nothing, every one dropped a ton of noob unis that would have been worth a combined 1 mill at best if I even bothered to sell them to shop. Zero runes found.
 
I think the only reason hes refusing is because hes trying to make the point of he’s original post where as he would like to hunt on a fair playing field on hes level, us giving him what he needs is nice but all it does is gloss over the fact hes unable to obtain what he needs via the intended route, which i agree with and i commend him for not taking up the offers and sticking to hes guns, a formidable ally i shall be taking under my wing.
Ah, it seems my spell of understanding has finally struck true, and for that, I offer you a nod of gratitude amidst the chaotic symphony of my magical misadventures. Indeed, you've deciphered the essence of my musings, shedding light on a conundrum as perplexing as one of my own conjurations gone awry.

I could, with a mere flick of my wand and a sprinkle of GG, acquire all the skill books my heart desires, transforming my arsenal into a beacon of power. Yet, my quest is not for mere power but to illuminate a grievance that plagues our realm. The plight of the novice adventurers, those spirited noobs, is a path fraught with shadows, for without the aid of the more seasoned heroes, their journey is but a march through quicksand.

Even should I rally alongside a cohort of level 116 compatriots, we find ourselves but leaves in the storm, at the mercy of the towering titans that guard the gates to glory. While many of these guardians are benevolent, a few harbor storms within their hearts, making our passage perilous.

The cauldron of discourse bubbles still, a hopeful sign that from this alchemical process, a solution of equity may yet be distilled. But alas, the perfect spell of resolution remains elusive, dancing just beyond my grasp like a wisp in the woods.

P.S. In my zeal to forge my own path, to ascend the ranks with the independence of a mage who's accidentally turned his staff into a serpent, I overlooked the tapestry of camaraderie that binds us all. The revelation that one must seek the shelter of a guild upon reaching the threshold of level 130, a sanctuary to progress further, was as unexpected as finding one's spellbook has sprouted legs and run away.

tl;dr: You seem to understand the issue and I thank you for the clarification. I could buy my way through the problem with GG but wanted to highlight the issue that beginners hit a wall and need help from higher-level players to advance. Even with a group of level 116 players, we're still at a disadvantage, so even a noob guild would not help.
I'm glad the discussion is ongoing, hoping for improvements, though I don't know the perfect solution.
I admit I was eager to progress independently, not realizing the utmost necessity of joining a guild around level 130 for any possible future advancement.
 
The game was always referred to by its subtitle "The Three Heroes"

The whole concept was focused on teamwork. Choosing to play the game entirely solo is giving yourself an artifical hurdle that was never intended as part of the game
 
The game was always referred to by its subtitle "The Three Heroes"

The whole concept was focused on teamwork. Choosing to play the game entirely solo is giving yourself an artifical hurdle that was never intended as part of the game
Behold, the masses appear befuddled, wandering off the mark! Is it truly the design for warriors of 40-80+ summers beyond a beast to pursue such quarry, leaving those of matching might to flounder in their shadow? Alas, my attempts to convey this plight to the lofty lords of our domain falter.

A glimmer of hope shone as a few enlightened souls ventured back, lanterns in hand, to illuminate the quandary. Yet, it seems the effort was in vain, a tale for naught.

tl;dr: It seems wrong that high-level players target bosses meant for lower levels, making competition unfair. Despite trying, I can't get this point across. Some understand, but it feels futile.
 
Behold, the masses appear befuddled, wandering off the mark! Is it truly the design for warriors of 40-80+ summers beyond a beast to pursue such quarry, leaving those of matching might to flounder in their shadow? Alas, my attempts to convey this plight to the lofty lords of our domain falter.

A glimmer of hope shone as a few enlightened souls ventured back, lanterns in hand, to illuminate the quandary. Yet, it seems the effort was in vain, a tale for naught.

tl;dr: It seems wrong that high-level players target bosses meant for lower levels, making competition unfair. Despite trying, I can't get this point across. Some understand, but it feels futile.
You've not understood either

The game is meant to be as free as possible for people to do what they want

People complained that low levels couldn't get what they needed, so drop rates were increased, which had a side effect of making those things attractive to kill for higher levels

To make them not attractive, the drop rates would need to be reduced, and you still wouldn't get what you need because it simply wouldn't drop

You have to realise this only has a serious effect on a small handful of bosses, to change that the GM would need to seriously restrict the freedoms of players and would massively alienate a lot of people in doing so

You're so focused on playing the game 'the way it was intended', so join a guild and accept help you're offered, that's literally how it's intended to be played. It's a team game not a solo game.
 
Oh, how splendid it would be if our discourse spun tales of game enhancement, not the saga of my own woes! Yet, I acknowledge my hand in steering this ship into the tempest with my parting soliloquy, a lament over the game's ills. Take heed, for I stand not alone in this; others too have whispered of shadows that mar our world.

The decree may well be that fledgling heroes are not destined to face their early adversaries solo but must seek the fellowship of a guild, drawing upon the wisdom and arsenals of the more seasoned adventurers, for paths to prowess seem scarce otherwise. It appears a companion of considerable experience, or a guild's banner, becomes a necessity by level 130.

tl;dr: I wish we were discussing game improvements, not just my complaints. Others also see issues. It seems players are expected to join a guild or befriend high-level players by level 130 to progress.
 
OK, focusing specifically on your suggested game improvements, I'll comment as follows

Your suggestions are not new, GM is very much aware of your concerns. He has made many adjustments in the past and is continually making more adjustments, and has been for many years

He acknowledges that in a game like this where everyone has different goals and different styles and different expectations, it'll be impossible to please everyone

Making a small adjustment to please one person can end up causing much worse problems for many other people.

The current situation has some very small flaws, based mostly around one specific boss that everyone keeps moaning about. 99% of people who are affected simply accept a free gift from a higher level player and move on and think nothing of it, so it's really not something that's an actual problem. Trying to fix it to satisfy literally one player who's unhappy about it is not worth the risk of ruining things for others
 
You've not understood either

The game is meant to be as free as possible for people to do what they want

People complained that low levels couldn't get what they needed, so drop rates were increased, which had a side effect of making those things attractive to kill for higher levels

To make them not attractive, the drop rates would need to be reduced, and you still wouldn't get what you need because it simply wouldn't drop

You have to realise this only has a serious effect on a small handful of bosses, to change that the GM would need to seriously restrict the freedoms of players and would massively alienate a lot of people in doing so

You're so focused on playing the game 'the way it was intended', so join a guild and accept help you're offered, that's literally how it's intended to be played. It's a team game not a solo game.
So, the riddle is thus: The game wobbles like a poorly set table, a conundrum unsolvable by its creators. Are we, the merry band of players, tasked with steadying the ship?
TL;DR: The game is unbalanced, left to the community to attempt balancing it?
 
You're echoing conversations that were taking place long before I started (6 years ago) and assuming it's a brand new idea. A lot of people here are very intelligent, and make suggestions all the time. GM reads them all and sometimes makes adjustments and sometimes doesn't. I honestly think this particular one is a mountain from a molehill, not worth fixing, as the adjustments needed in order to satisfy your suggestions would have knock on effects that would more negatively impact other areas of the game and that's simply not worth it for such a minor issue that you can overcome in 30 seconds
 
OK, focusing specifically on your suggested game improvements, I'll comment as follows

Your suggestions are not new, GM is very much aware of your concerns. He has made many adjustments in the past and is continually making more adjustments, and has been for many years

He acknowledges that in a game like this where everyone has different goals and different styles and different expectations, it'll be impossible to please everyone

Making a small adjustment to please one person can end up causing much worse problems for many other people.

The current situation has some very small flaws, based mostly around one specific boss that everyone keeps moaning about. 99% of people who are affected simply accept a free gift from a higher level player and move on and think nothing of it, so it's really not something that's an actual problem. Trying to fix it to satisfy literally one player who's unhappy about it is not worth the risk of ruining things for others
Ah, a commendable nod to wisdom shared! My coffers of retort are momentarily bare, but gratitude abounds for your endurance of my lamentations.

Perchance the grandmasters have glimpsed our scrolls of discontent and stand at the crossroads of action or inaction. Mayhap a brighter mind shall light our path yet, for mine own well of inspiration runs dry.

A thousand thanks for the camaraderie in this quest of words!

tl;dr: I appreciate the discussion and have no counterpoints. Thanks for tolerating my complaints. Hopefully, the game masters noticed and will decide what to do. I'm out of ideas but grateful for the conversation.
 
just the TL;DR this time: What's the downside of making bosses like IKU spawn randomly on the map, requiring actual effort to find them instead of camping their spawn point by logging out next to it?
 
Players who are dedicated to camping bosses will find it slightly harder, amateur and inexperienced players will find it a lot harder. So the advantage swings even further in favour of those you're trying to stop
 
Alas, the weary cry of a downtrodden wizard!
I yield, for noobs like myself find no welcome in these lands!
I ventured to IKU, battling 19 times, even snagging a super in a miraculous 15-minute dance where higher levels spared me. Yet, no books fell from the sky.
Just now returning to IKU, I was dwarfed by levels 151, 165, and 170. How can a humble noob such as I stand against such titans?

Amidst the drama and the insurmountable walls we noobs face, it seems my journey in this realm has reached its end. Farewell!


tl;dr: Frustrated with the game's challenges and feeling unwelcome as a noob, especially after fruitless efforts at IKU and encountering much higher-level players PK-ing. Considering not playing anymore.

EDIT: Image is me trying to get to IKU, but meeting higher lvl people.

Same here m8... my sister was new player and she try finished the Farmer quest.. asking ppl around for the next 3hero quest. And seem like no one offer to help her or answer her. The 3 Hero quest need 3 person to able continue the game and no one helping or even answering ...how do we continue to play . It like this server had Unfriendly players . Wonder if GM can change the quest for solo player at all if no one helping .
We feel this server is poison .
Leaving game for good too .
 
I've not killed Iku on any of my chars yet. My timing was always wrong, and I don't like to camp as there are many other areas to explore and hunt. What has worked for me is hunting in profitable regions that offer a balance of exp and gold rewards. As long as your gold balance increases as you progress through the levels, you can purchase skill books from the auction house. Purchasing a little game gold would help too, and when anyone purchases GG, they are also supporting the running costs of the server, so please bear that in mind. If none put their hand in their pockets, we wouldn't be here playing Mir2.

Regarding needing to be a member of a guild from lvl130+, that boils down to personal preference. I have yet to join a guild, but it will be a requirement once I get to the higher ranks to take full advantage of the game. I'm just happy hunting either solo or with my wife atm.
 
Did anyone manage to get a straight answer on what skill the OP was after?
I'm assuming the one that Iku drops, I forget which one it is now and I'm not at my computer, but whatever it is I've got it in my bag and he didn't actually want the gift 🤷
 
just the TL;DR this time: What's the downside of making bosses like IKU spawn randomly on the map, requiring actual effort to find them instead of camping their spawn point by logging out next to it?
I like this, take away ability to rt as well!!! Make the bosses in them maps a treat for the players that hunt the areas,

Tbh do that on higher lvl maps like Ely rifts, it’s a bit bs that every hour you can ping around the 3 caves and champ and then go back to sz as there’s little else to do

#disable rts!!!!
 
I like this, take away ability to rt as well!!! Make the bosses in them maps a treat for the players that hunt the areas,

Tbh do that on higher lvl maps like Ely rifts, it’s a bit bs that every hour you can ping around the 3 caves and champ and then go back to sz as there’s little else to do

#disable rts!!!!
only problem with diasbling rt's on those elys maps the mobs are so frikkin OP, unless your going with a team i cant see many being able to fight there way through to find the boss.
 
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