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Offline Nightlinks

MouRO
« on: Oct 18, 2009, 09:36 pm »
Hello again! Nightlinks here with another private server review.

First off, let me give some server specs.

Name: MouRO [url]http://www.mou-ro.net[/url
Rates: 10x/1000x/90x
Server Type: Normal
Average Pop: ~5-10
Customs: None.
Donations: None.

Alright, on to the actual review.

MouRO is a server that caters to the "casual" player, and it's extremely evident with the large amount of changes available. However, before you jump to a conclusion let me say that all the changes made have clearly gone through a large thought process. All the changes made are staggering and it would take up this whole post if I were to list them all so I'll start with the more obvious ones.

@diff - Quite possibly the best command in RO, hands down. This command allows you to change the difficulty of the map, ranging from 1 (pathetically easy) to 200 (unquestionably hard). While at first I thought this would get me easy experience punching ant eggs or obliterating Payon dungeon I found that the XP gain from lower difficulty levels was extremely lower. Thus, I gradually started to use the system to challenge myself or to even simply stay on a level I liked, gradually raising the difficulty to suit my needs.

Monster Skills - Extremely cool, keeps you on your toes and pretty much eliminates the feeling of grinding. *All* monsters have the power to use a random few skills that change every twelve hours. You could be fighting for your life against some normally easy wolves who are now shelling out LoV's. I learned this the hard way when I was fighting some skeletons and suddenly they used Finger Offensive on me, I was then forced to utilize all the skills my blacksmith had (Hammer Fall, Revo, Mammonite) to keep myself alive and in the fight. Killing monsters that could easily flip the tables on you at any time combined with the @diff command makes PvM fun.

Random Drops - Cool, but sometimes a bit much? This is a feature where any monster could drop any item at a very low chance. I was once awarded a Valk Armor by a boss skeleton (Although I suppose that makes sense). While it felt like I didn't exactly earn the item, it did give a new meaning to hunting. You could find some nice equipment for your character while you're leveling. Monsters in Mou also drop recovery items sometimes, which is great for keeping you in the fight.

Huge Party Influence - YES, YES, YES, YES AND YES.[/b] Definitely my all time favorite feature here, parties are greatly rewarded on Mou it seems. Each-Take gives all members of your party (no matter the level) some experience from a monster based on a ratio between levels. Even-Share gives 100% of the monster's XP to each character as long as you are within the sight of the monster dying. This is great because you can still be an effective party even if you have twenty members. The maps also adjust difficulty depending on how many players are on the map. So, while you and your party are slaughtering undead, watch out for the occasional high-level Bloody Murderer!

Whoo, done with all those, onto the scores.

Gameplay 10/10: The high point of MouRO, the @diff command gave me an adjustable experience no matter where I was fighting. Plus, the party system really gives props to anybody looking for a sidekick in battle. Fighting against monsters here gets downright scary at times, in a good way.

Economy 2/10: Due to the small amount of players, there is none. This isn't the server's fault and is only due to the fact that the server needs a higher population before things can start rolling.

Class Balance 10/10: Mou has a staggering amount of changes made to each class, not only in the skills but in the way the class "feels". I expected my blacksmith to simply spam mammonite all day when I joined only to have it go something like this: "Hm, alright, Mammonite level 10, here we go. Die Cookie! Oh wait, why is the after-cast so slow? Is that Thunder Storm it's using? Why is that Myst Case fighting me too? Bah, now I'm dead." I went on the forums and found out that Hammer Fall now has a nice range and is more effective. Needless to say, Cookies aren't much trouble now =P

Community 9/10: The best I've ever seen, ever. Besides the general niceness of the players you meet, there is even a NPC that lets you rollback your levels to help you level people below you. Many, many players are more than willing to utilize this to help you get your levels as a newbie. (I should mention here that the levels you lost come back after you relog). The forum community is stellar as well, offering you a lot of advice and tips to get you started.


In short, MouRO is a server that you will never get bored with and I am happy to finally have found a server where I know I won't leave. I definitely recommend this server to anyone.
The Whitesmith Extraordinaire

RateMyServer Ragnarok Community

MouRO
« on: Oct 18, 2009, 09:36 pm »

Offline Yusifer

Re: MouRO
« Reply #1 on: Oct 19, 2009, 01:15 am »
Nice review o.o This server seems really, really unique compared to the others - but unique in a good way! I wish it much success.
Pony Invasion!

Offline Speedwagon

Re: MouRO
« Reply #2 on: Oct 19, 2009, 07:42 am »
I'm going to quote-reply to your review to share and compare my own (cynical), if you don't mind.


MouRO is a server that caters to the "casual" player, and it's extremely evident with the large amount of changes available. However, before you jump to a conclusion let me say that all the changes made have clearly gone through a large thought process. All the changes made are staggering and it would take up this whole post if I were to list them all so I'll start with the more obvious ones.
The problem I have with MouRO is that it takes an established game and tries to modify it into something that essentially plays like a sequel or whatever the MMORPG equivalent of a Half-Life 2 mod would be.  Also, when I think casual, I think accessible, and a seasoned RO vet wouldn't find MouRO to be immediately accessible with all changes (some of which don't seem to serve any purpose aside from changing it for the sake of changing it).

@diff - Quite possibly the best command in RO, hands down. This command allows you to change the difficulty of the map, ranging from 1 (pathetically easy) to 200 (unquestionably hard). While at first I thought this would get me easy experience punching ant eggs or obliterating Payon dungeon I found that the XP gain from lower difficulty levels was extremely lower. Thus, I gradually started to use the system to challenge myself or to even simply stay on a level I liked, gradually raising the difficulty to suit my needs.
Set @diff to 55 (Last I recall @diff was between 1 and 100 for some reason, 50 being equal to your level).  Bingo, you'll hardly ever have to change it aside from when you want to intentionally make things easier/harder.  This assumes you're soloing, which is the worst way to level in MouRO.

Monster Skills - Extremely cool, keeps you on your toes and pretty much eliminates the feeling of grinding. *All* monsters have the power to use a random few skills that change every twelve hours. You could be fighting for your life against some normally easy wolves who are now shelling out LoV's. I learned this the hard way when I was fighting some skeletons and suddenly they used Finger Offensive on me, I was then forced to utilize all the skills my blacksmith had (Hammer Fall, Revo, Mammonite) to keep myself alive and in the fight. Killing monsters that could easily flip the tables on you at any time combined with the @diff command makes PvM fun.
I found it didn't add nearly as much as you're trying to paint it to be.  Monster Skills, for me, were an occasionally annoyance which sometimes lead to being killed due to a roll of the dice meaning they stunned me.  Dying to something not exactly my fault?  I don't consider that "fun".

Random Drops - Cool, but sometimes a bit much? This is a feature where any monster could drop any item at a very low chance. I was once awarded a Valk Armor by a boss skeleton (Although I suppose that makes sense). While it felt like I didn't exactly earn the item, it did give a new meaning to hunting. You could find some nice equipment for your character while you're leveling. Monsters in Mou also drop recovery items sometimes, which is great for keeping you in the fight.
I do like the healing item random drops, since it's a sort of positive reinforcement and it'd be tricky to completely level off healing drops alone (You still want to bring your own, they're just a bonus).  The Mercenary scrolls are absurd though, and even high diffs become a joke when you can just double your firepower at will...or higher (if you get a well-build friend on your side)

Huge Party Influence - YES, YES, YES, YES AND YES.[/b] Definitely my all time favorite feature here, parties are greatly rewarded on Mou it seems.
I love and hate the party system.  It's great that it encourages parties with a huge bonus, but maybe it encourages parties a bit TOO much.  Levelling solo feels absolutely hellish, compared to a party of 2 being able to get more EXP due to higher diffs, and getting more OF it due to sharing.

Gameplay 10/10: The high point of MouRO, the @diff command gave me an adjustable experience no matter where I was fighting. Plus, the party system really gives props to anybody looking for a sidekick in battle. Fighting against monsters here gets downright scary at times, in a good way.
It definitely has a different feel to the gameplay.  Which makes me curious why Skoltex isn't making his own game to add his ideas into.

Economy 2/10: Due to the small amount of players, there is none. This isn't the server's fault and is only due to the fact that the server needs a higher population before things can start rolling.
No argument here, everyone can farm their own materials or do item-for-item trades.  The mall kind of hurts this too.

Class Balance 10/10: Mou has a staggering amount of changes made to each class, not only in the skills but in the way the class "feels". I expected my blacksmith to simply spam mammonite all day when I joined only to have it go something like this: "Hm, alright, Mammonite level 10, here we go. Die Cookie! Oh wait, why is the after-cast so slow? Is that Thunder Storm it's using? Why is that Myst Case fighting me too? Bah, now I'm dead." I went on the forums and found out that Hammer Fall now has a nice range and is more effective. Needless to say, Cookies aren't much trouble now =P
Your blacksmith being boosted is not class balance.  All the changes ARE fun, but I feel like some classes are more awkward to play than they should be, or no longer really fit a certain "role".

Community 9/10: The best I've ever seen, ever. Besides the general niceness of the players you meet, there is even a NPC that lets you rollback your levels to help you level people below you. Many, many players are more than willing to utilize this to help you get your levels as a newbie. (I should mention here that the levels you lost come back after you relog). The forum community is stellar as well, offering you a lot of advice and tips to get you started.
No arguments here.  MouRO has some nice folks, but I can't help but feel they're a bit clique-y due to the tiny persistent community.


In short, MouRO, in my opinion, is a fun server to look at for a week or two, but once the gimmicks and features become the norm, it just turns into another boring, semi-flawed RO server like so many others out there.

Offline Nightlinks

Re: MouRO
« Reply #3 on: Oct 19, 2009, 08:12 pm »
Quite a post, and quite valid arguments!

I agree with everything you've said here to some extent, I really do, as every observation you are making is more or less 100% correct.

The thing that I've found great about MouRO is that it's not just saying it's different. It dares to be different, pulls it off extremely well (In my opinion, of course!) and breathes new life into an old game since we all know Renewal is probably going to kill it anyway.

Props to you, Speedwagon, for a very nice post.
The Whitesmith Extraordinaire

Offline Speedwagon

Re: MouRO
« Reply #4 on: Oct 19, 2009, 08:33 pm »
Indeed, MouRO does pull off the "different than usual" effect so well I ponder why Skoltex doesn't take it upon himself to design some other game.  He most likely could pull off a simple browser game or Flash RPG fairly well with the ideas he's brewed up for MouRO.

Don't get me wrong, MouRO is not a bad server in my opinion.  I simply feel it's "hook" (the massive changes) draws players in, but there's nothing really KEEPING me there once the hook becomes the norm.  From my browsing of their forums, this appears to be a recurring cycle, and as soon as something is done about it I could very easily see Mou being a medium population server instead of its current size.

Maybe I should give this place a second try, now that I'm thinking about it.  Even if my opinion doesn't change, a quick romp through Mou's zaniness is always a nice break.

Offline A92FL0163

Re: MouRO
« Reply #5 on: Oct 19, 2009, 09:37 pm »
omg people can heal at woe nerf it please

omg people can't heal at woe buff us please

omg people can stun at woe nerf it please

@OP Nice review, pretty clean and  interesting to read.

On a side note, wb patapon
« Last Edit: Oct 19, 2009, 09:41 pm by A92FL0163 »

Offline Nightlinks

Re: MouRO
« Reply #6 on: Oct 19, 2009, 10:19 pm »
@Speedwagon:

And that's what drew me in. The hook, which is something a lot of servers honestly don't have nowadays. Except the upcoming ValiantRO, looks interesting in my opinion.

Anyway, I believe that what you said about giving "this place a second try" is exactly what most people should do. Play it for a bit, hate it, come back after playing other RO servers and realize that you probably (but not always) had a better time with the crazy changes MouRO has made.

Thanks for the talk Speed, nice to converse with someone who doesn't use only one-word responses ;D

@A92:

I don't see where the first three lines came from, but I thank you for the compliment (:

Maybe I'll become a professional review writer. xD
The Whitesmith Extraordinaire

Offline Skotlex

Re: MouRO
« Reply #7 on: Oct 20, 2009, 09:36 am »
@A92's reply seems more geared to the changes MouRO is ongoing currently to WoE. Some people are saddened that WoE doesn't gets more incentive, so some far-fetched ideas have been tried in the recent past.

Unfortunately, you can't just have WoE with PvM rules (ie: players are too strong and have too little HP, which works fine on pvm, but breaks down for pvp/woe), and having too many WoE specific challenges makes it harder to get into. Anyway, things are stabilizing bit by bit, and soon we should have a more suitable (and stable) WoE.

Patapon, many things have changed since you last left, in particular the issue of just how fast a party levels in contrast to soloing. I think most players currently see soloing as a way to farm and effectively hoard items, while partying is preferable for the experience. Clones are not exactly the most awesome thing ever, and generally speaking, people don't feel a need to over-use them (once a party reaches a certain size, I certainly don't feel the need of them), but they certainly help with the feelings of solitude when you have a tiny party (plus, sometimes it helps to clone a mob to play as tank when your party consists only of ranged characters, for instance).

You seem a bit bitter towards the @diff command, saying you just set it to 55% and be done with it. Perhaps it is so in your playing style, but different people find different uses for it. For instance, the more effective a party is, the stronger the incentive to ramp it up and see how far you can go, and sometimes a party will want to attempt a higher-level dungeon, where the stock monsters are already hard enough, so they lower difficulty to make it more manageable.

By the way, I don't have time to try and create a new game, that takes way too much effort. And without professional talent to acquire sprites, graphics, some sort of backstory, and so on, you really think anyone would be attracted to a game merely because of its mechanics? I have seen many user-driven projects, and they barely get anywhere in terms of popularity, even when the graphics have reached levels equivalent to early SNES games. Hijacking an already developed game gives you a lot of the stuff already set up, and then you can concentrate on what you enjoy (in my case, tweaking mechanics, skills, and so on to fit the game to play more the way I like it). Plus, I've always liked the RO graphics and sprites (at least before advanced jobs, there's something seriously wrong with trying to combine "cute chibi sprites" with "elite class armours" :/).

Ayway, back to Nightlinks, thanks for the review! I just find it funny you said "customs: none," I guess that depends on how you define customs =P

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