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Author Topic: MouRO  (Read 3392 times)

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Offline TheD4edalus

Re: MouRO
« Reply #15 on: Mar 23, 2008, 11:16 pm »
not "I lvl up more than you I pwnt you ph33r meh"


Actually it's more like...'I have no life, ph33r me.'
OHNOES!

RateMyServer Ragnarok Community

Re: MouRO
« Reply #15 on: Mar 23, 2008, 11:16 pm »

Offline TylerRHS

Re: MouRO
« Reply #16 on: Mar 28, 2008, 04:56 am »
I second MouRO. Certaintly nothing I have played before. I joined today and I spent almost my whole afternoon partying in all sorts of areas. Seriously though, you gotta join it to see what I'm talking about, it was just that fun. I think I'm hooked already.

Offline FrEeDoMe

Re: MouRO
« Reply #17 on: Mar 28, 2008, 06:37 am »
What exactly does the @diff command change?
I smell easy leveling on geographer and ant eggs.

Offline superja

Re: MouRO
« Reply #18 on: Mar 28, 2008, 12:24 pm »
I'm not positive how the @diff command works, but it can't be abused that way. When you @diff a map, it causes more difficult mobs to spawn. So suddenly your happy little ant hell map would have abbey monsters, etc. Mostly @diff means you don't end up grinding on the same maps over and over because you can simply spawn harder monsters in a different area. On MouRO I went to a lot of dungeons that leveling on most servers you just skip.

Offline Dew

Re: MouRO
« Reply #19 on: Mar 29, 2008, 12:51 am »
Easy ant exp?


They aren't as helpless as on standard server... often use strong skills..heal ,Basillica that kinda stuff. Often get slammed by a Lord of Vermillion spell if I get too close.
Maps have been made to spawn random mobs..from like similar element or race. Say Odin.. normally has Skelli's and Frus.. ( angel/holy & demon/shadow)on Mou a whole arsenal of other mobs spawn there too. Mini Demon.. Bloody murderer Loli's and a whole lot more. I believe the higher the diff the stronger the type of mob becomes.. sometimes encounter Thanatos mobs while in Orc Dungeon.

I've been at Mou for quite some time now and still get cornered by these "unusual mobs" from time to time

Mvp cards are pretty much a must... without them, you die.. plain and simple. With things like Crit, def/mdef and perfect dodge being tweaked.. you really need all the help.

Love the way how you have to find out your own build.. both stats and equips all have their ups and downs. Unlike standard RO.. there are NO guids for this. Playing and trying new things will eventually pay off. The alteration of general RO-stupidity, like uncarding & refining have been made allot less irritating. Gladiator class can actually afford to experiment with their buffs... since they can be recasted with a chance based on luk.

No frickin GTB whores.. No oneshot kills.. and best of all NO LAMEASS GM's ( seriously I'd be banned a million times over on conventional servers) All hail democracy!!!

It's hard at first...but so much more fun. I honestly can't help getting bored and annoyed on non-MouRo servers.
« Last Edit: Mar 29, 2008, 12:53 am by Dew »

Offline Skotlex

Re: MouRO
« Reply #20 on: Mar 30, 2008, 08:40 am »
I kinda forgot about this thread :o (this is a subforum I don't really visit)

Hmm, well the diff system is best explained in one of the forum's threads, ... whoa. I don't have a topic that explains how exactly the diff system works o_O; Oops, I must fix that. In the meantime, a quote from the NPC that explains you the diff system in-game:
Quote from: May Lee
      mes "@diff (for 'difficulty') is a very interesting command which affects the level of spawned monsters.";
      mes "Each time someone walks into a dungeon, apart from the 'stock' enemies you find there, there's also a group of randomly spawned enemies. These enemies usually share the same characteristics of the stock ones.";
      mes "Higher difficulty will mean higher level mobs. The level of these mobs depends both on the level of the normal enemies and the difficulty setting.";
      mes "At minimum difficulty (1%) the passed level is 0, and thus the random mobs have half the level of the stock ones.";
      mes "At maximum difficulty (100%) the passed level is twice your base level, and thus the spawned monsters will much harder.";
      mes "There is much more to what the difficulty does... you should ask Glenn for the full details.";
And the long version:
Quote from: Glenn Moore
         mes "Difficulty? Alright... this is my favourite topic.";
         next;
         mes "["+@name$+"]";
         mes "All that difficulty does is modify your base-level in mob selection and leveling processes. At min your level will be 0, at max, it'll be twice your level. Why is that useful? Because your adjusted level is used to calculate the map's difficulty.";
         mes "The 'map difficulty' is the level of the mobs on a map. A map can be said to have two different difficulty levels: Stock and adjusted. The stock difficulty is the average level of the mobs that you'd normally find in a map. This is the intrinsic difficulty of a map. The adjusted difficulty is the average between the map's   stock difficulty and the average level of players in that map.";
         mes "The adjusted map difficulty has two effects:";
         mes "- All mobs that have less level than the adjusted map difficulty will level up to that level.";
         mes "- There will be additional mobs that are randomly selected to spawn in the current map. They will share similar properties of the stock mobs, such as       element and race, and will be of a level similar to the adjusted.";
         mes "When the difficulty of a map changes (by leveling, players entering/leaving the map or using @diff) it will take a few kills before the new difficulty      triggers. Getting killed also speeds up the process by which the map's difficulty changes. However, only mobs that are not in the sight of any players will have their    level changed.";
         next;
         mes "["+@name$+"]";
         mes "Your personal difficulty also has two additional side effects:";
         mes "Aggressive mobs will ignore players of lower level unless their difficulty is higher. Likewise, mobs of lower level will ignore players who use low         difficulty. However, this only applies for as long as the monster is undamaged and no other party members use higher difficulty. A non-provoked monster will also become  provoked if a monster of similar level requests help.";
         mes "The exact difficulty at which an aggressive mob will ignore you is 'Monster LV + 25 - Player LV', note that this will not work on GvG/WoE related maps,     where all monsters will always be in 'provoked' state.";
         mes "If you kill a monster much lower level than yourself, their drop rate will suffer unless you raise your difficulty. This effect is meant to nullify the     benefits of 'farming' a weak monster. To prevent this, always make sure your difficulty is set to at least 'Player LV - 25 - Monster LV'";
         next;
         mes "["+@name$+"]";
         mes "Finally, some general information about the command:";
         mes "- Your difficulty setting is stored among sessions.";
         mes "- Using @diff without an argument displays the current monster levels in the map. If the map has no monsters, it will just display your adjusted base level.";
         mes "- You can use low difficulty temporarily if you want to sneak through high level aggressive mobs without them attacking you.";
         mes "And that is it. Remember that the secret to a great challenge that is neither frustrating nor boring is to select the appropriate difficulty.";
I will probably quote this (minus the npc code) as the thread that explains difficulty in the forums.

Easy mobs that get leveled up are not easy exp because the skill levels they use also go up as well, and their base stats and HP go up following the original mob's build and taking into account the aggregate stat information of all other mobs (meaning that a Lv130 poring will have as many stat points and HP as most monsters that are normally level 130 with around the same vit). Since all mobs get random skills, they are not hopelessly easy as most standard RO monsters are neither (ie: they just have normal attack and a few crappy skills).

Probably the largest drawback of MouRO is that, as an ever evolving server, it has accumulated a long list of changes throughout the years, and this in turn means a steep learning curve for new players. Fortunately many of the current players are eager to help through any new players, and the new memory rollback system makes it a lot easier for veterans to help out lower level people without having to leech them in high level areas where they are helpless otherwise.

(RMS reviews)

Offline superja

Re: MouRO
« Reply #21 on: Mar 31, 2008, 07:41 pm »
Quote
...a steep learning curve for new players.

Indeed.

First char I made on the server, went to level west of Geffen and kept getting owned by a poring mob. I attacked one and all the others joined him... which was kind of exciting. Possibly my first death ever in Ragnarok as a character < lvl 10.

Offline Macros

Re: MouRO
« Reply #22 on: Apr 23, 2008, 07:48 am »
Hm... i dont remember having such trouble with any of my new characters :O The beginnings are not really easy, but i died less than on other servers... in general...

Offline superja

Re: MouRO
« Reply #23 on: Apr 24, 2008, 06:31 pm »
It was more not expecting that, after the first time my subsequent characters were easier. But the first time it was like, "WUT? Porings everywhere!"