I have played mu since like 2004(correct me if i'm wrong, when atlans was released) Global mu, the way it was, hooked me up so hard that here I am 14 years later still enjoying the game. I have played for many years, both f2p and p2w, on global and privates, had a few breaks here and there. I played first oldmuonline.com server a few years ago (IGN: Fanatic) and had fun while it lasted. I've attempted to play this server edition, but it just doesnt give me the shivers for a few reasons. It grinds my gears because I see huge potential which for some reason isn't used.
Today I logged on and asked a few players online: "How is the server?". From the chat I understood that the core issue is lack of players. High playerbase - this is what most servers struggle to achieve. The right ideology of the server (p2w balance, balanced rates, solid event settings, challenge) high level of ingame enjoyment (competitiveness, ability to grow while afk, rewards for playing active), server stability(antihack, hardware stability, no disconnects) and advertising( forums, website banners). Those factors work in a loop. You can have excellent server stability, well placed advertisements, but overly p2w settings or inability to afk will make the players leave as fast as they arrived. With loads and loads of servers with various unique and custom settings, reset and non reset, with different value systems, pvp oriented and not, stat reset and non reset one can get lost in the variety. What is not very well represented are truly oldschool, hard and grindy servers. I think this is the ideology that fits the name of this server and should be fostered. This should be the server where u go for a hunt with full inventory of pots and a few friends in the evening on a map above ,hoping to drop a skill scroll or a normal item+L, spend two hours dying for some dark phoenix armor+0+L and an orb of multi shot ^^ This should be the server where growing beyond and completing 2nd quest means dedication and hard work. And castle siege being the ultimate battleground separating the men from the boys, pushing the players to work together, to advance and grow stronger. And all this without crazy p2w disparity, which ruined original global. I imagine many would support this vision.
What i think is good right now:
- I like how there are some quality of life improvements over the real oldmu, such as: Store system and ingame bot. Many would say that ingame bot is not oldschool, but lets be honest, afk is a big part of mu gameplay and there were and always will be bots and clickers even if they are not ingame, they are just potentially much more uncomfortable, stupid, cpu consuming and could have malware along.
- Also i like how there is no rage fighter and grow lancer. Summoner could be in game, it is a balanced character to my knowledge.
- The server stability seems good, pots sell instantly and movements are smooth.
What i think should be changed:
- Exp should be exactly x1 from level 50, when players can more or less safely afk on mu helper.
- Elemental system must be removed asap, it is just really really bad, even worse than the original global. Even balancing wouldn't help, it just doesn't fit the ideology.
- 2 or 3 accounts per IP is the way to go. I would try test with 2 at server start, since its easier for players to go from 2 to 3 than from 3 to 2. The party exp system should work regardless of composition. The more players the more exp, this is to make players work together for shared benefit even on afk level. Enabling /offtrade might be a good idea. Store characters mainly only stand in safe zones. This way there will be plenty of afk trade going on, which is important and will not force people to only play 1 char active (which is not enough imo)
- Have only 1 server channel, pvp. Under no circumstance make special rooms a.k.a gold channels. Spots should be customised, since there will only be one dev3 HS, one bull room etc. The more players (and thats what we want) the more good spots will be needed. To tackle low level player harassment, low maps should have extra guards placed around the map to kill PKs. There can be 1-2 maps with disabled pvp, for example kalima2 and 6 but with x0.7 exp and same proportion of normal drop rate.
- Drop rate is interesting. On one side, everything should be hard to get, +L on a normal item with a 15% chance, on an excellent 10% chance, 1-2 exc items per full day afk. Same for ancients on LOT. 3-4 jewels per day. On the other hand it could be interesting to have decent jewel drop, but very rare base item drop. Right now same type exc items drop in the same places as normal items, this setting should be global like, around 15 mob levels higher to drop the excellent type of the item.
- Summoner can be added along with elveland?
- How would a server attract donations to upkeep? Important point here. As long as there are no rare tickets, no gold channels, no stat enhancement scrolls that make pvp into p2p only activities it should be ok. Sell extended inventory for donations, sell extended inventory for donations, sell event tickets like bc/ds/gaion for donations, sell 10% talisman of luck for donations, sell an exp seal with a 20% exp bonus(x1 > x1.20) and a drop seal with a 50% drop bonus (x1 > x1.5). You do not need those seals to give 100% boosts, Ive seen servers use low bonuses quite successfully. Players who enjoy themselves and can afford the bonuses will buy them nevertheless. Make the prices reasonable. You want ideally for one character to run on both seals for 20$ for a month. Its better to have 30 players pay 20$ than 10 players pay 50$ in terms of both balance and server financial health.
- This might be unpopular opinion among the current comminity, but i really do think server needs a restart, with some beta tests (with consecutive rewards on opening), pre-opening advertising and a grand opening countdown. When this edition of the server opened there was zero news about it and yet i saw so many players first few days, imagine that you add some promotions. You can keep the current server running and just make a side along new one. Whoever wants to play this one can stay. That's how private servers normally operate.
- No Moss the gambler.
- No pandora mining.
- Disable alliances. Only solo guilds, so sooner than later there will be 2 groups of people to compete for first castle siege. Otherwise u will have 60 people in one alliance and no castle siege activity.Depending on player numbers, if the server grows this can get changed into 2-guild max alliances.
I cant say anything about the ingame events, havent done the research yet, but those can be configured much later, as long as they arent brokenly rewarding.
Just some suggestions I felt like sharing. I'd play the juice out of such server ^_^