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Author Topic: MouRo  (Read 1111 times)

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Offline Dew

MouRo
« on: Jul 05, 2008, 12:23 am »
I've been playing at this server for a few months now.. so I guess an in depth review is in order.

The server revolves around creating a fun experience for all who play. Leaving the landmarks Gravity created far behind...unique, suprising and sometimes too much fun to log out of. It's my idea of a true Private server... not just a semi-replica of the original game.. one could see this as a MMORPG done the way it should have been done. It's far from perfect.. but there always will be aspects individuals won't agree with.

Rates 10/10
It's a lowrate.. but lacks the frustration I often get from playing below 20x Servers. Base Experience is set to 10x while JobExperience is more in line with a highrate server 1000x. These rates are not the same as in officials.. meaning they're based on other things. Like the overall Hp of the mob.. and it's Lvl( will be explained farther along this review). No Exp penalty when you die... find this to be great. Dying is anoying enough as it is. Party Exp with even share gives everyone 100% of the gained experience.. tearing down the wall of not partying with certain people. Share range being 30.. if one would be 31 Lvls away share would still be active. At a slightly lower percentage that is. This percentage has a minimum of 1%. Because of the way every added player on a map grants the mobs 10% more HP and Exp there is little to fear from taking a new player allong to Lvl and to show him around a bit...
The line between newbies and veteran players is because of this almst non existing... people hang-out/party  with one another far more then any other lowrate I've played.

Community 9/10
The server has NO GM's. In fear of Corruption and drama. This system works real well. If you have a question.. there are always people ready to answer.. and if that won't work. Both the site and forums have pretty much every change/edit listed.. plus your always allowed to ask directly. Fast replies from either the admin/mods or other players.
If someone is bugging you... just /ex him to remove ALL his chat text. If the person is just being a d*** in general he'll be avoided by others.. making partying hard.. and therfor compromises his own fun.
Only downside to the comunity is the actual size.. it's a small server so the way of going through a dungeon and meeting someone at random doesn't apply. However with such a small comunity.. everyone pretty much knows eachother which can be allot more enjoyable then a huge server where people just mind their own business.

Gameplay 10/10
Packed with all sorts of Customs. Not the standard type you see around at so many servers... headgears wings etc etc. MouRo customs are done without the adding of "fancy" sprites or altered weapons. They are done to class balance and he actual game mechanics.

Difficulty system Works with the command @diff #. Made to customize the Level of mobs to your own needs. New player? use @diff 30 to get lower lvled mobs. In need of some suicidal action use @diff 100. The diff alters the Lvl of the mob.. based on their standard Lvl( grav ways) your own Lvl.. and the number behind @diff. Ranging from 1 till 100. The actual formula I don't know... comes down to the higher the diff..the harder the mobs become.

Mob customs: Mobs have increased stats.. speed Hitpoints.. vision and increased skillusage. Their skills however won't be like standard servers. Ex:Kasa's will still have meteor shower but also get a ton of random skills( change every few hours) at their disposal. leaving them to become far more difficult to take down. SkillLvls for normal mobs are multiplied by 1,5. For Mvp's this is 2 times normal Lvl.

Party options: Item usage allows partyleader to warp his party to him.. or allows a member to warp to it's leader. Everyone can invite (@invite command). Full exp when killing a mob. Exp share will only be active when your in range of your members ( no way for leeching)

Equips/Upgrading: All equips have been given an aditional slot..this allows to make full use of all the cards available. And trust me.. you'll need them all. Cards are sold in mall Mvp's as well. Might seem strange to find Mvp's so easily accesable on a lowrate. Think this was done to get rid of Mvp camping.. where only oldtime members would be able to get them. Plus Mvp's have pretty much ALL been nerfed/tweaked. Ex: Turtle general gives +20% atk.. but removes -10% hit. But even with all the Mvp's you can get.. mobs will still beat you up. It's more of a neccesity.
Refines go up till +15. Equipement does not break permanently.. one can fix and try again. This makes refining far less time consuming yet it doesn't make it cheap. Bonusses given to armors are different then the normal ones.. every refine gives a few % of bonus to the armors OWN def or mdef. An heavy armor will therfor gain more then a lowweight one. On the other side there's flee. Flee given by armors is based on their weight.. each refine adds a little more. Making low weight gears just as usefull.

Dropsrate:
Is affected by Lvl... someone who is Max Lvl ( 150) fighting weaker mobs Lvl 100.. will get a penalty to the droprate.. to prevent people to gain money by killing easy.
Droprate gains a boost based on your luk status.
Random drops.. mobs can drop items at random. this can be ANYTHING. This could be toned down Imo.. don't mind some hunting.

Status:
Find this to be the best about the server... stats all come with their own pro's and cons.
Strength will make your attacks do make damage.. but will lower your speed. Dex will lower your casttime/same as str for bows but will add more delay/make aspd less for bowtypes. Int will make your magic attacks do better damage but will also increase your casttime. Agi will give more aspd/flee and makes you move faster. Vit makes you move slow.. but gives more hp, knockback resist and resist to various bad statusses.
The way stats work.. makes it allot of fun to find a build. A standard dex/int Wizard won't last long here. One has to make full use of cards & gears to make it. Fun to use a random build at first.. slowly finding ways to improve, and being able to call it your very own.

Looks: Use dyes to paste headgears over the one you wear to look how you want to look without having to sacrifice your build for it. Change your appearence to any type of Mob/Mvp. Change to first/second or trans look with memory bookmark. Champ looking like acolyte? :)


Too much things for me to type about... full list here: http://www.mou-ro.net/node/34

WoE & Pvp 2/10
Product of the low player amount....plus the general type of people who play. The huge amount of changes give Older players a bit more knowhow on how to create a good Pvp build. It just takes time to get used to it all. The ballance however is ideal for Pvp. Every class can become good.. SinX and Champs are not the best. You'll never be one hit KO'd (damage cap at 9999). Server is ideal for WoE..

Events 7/10
No Gm's = player based ones. Every big town has a Develing Npc which can be fed either Bloody branches..dead branches or poring boxes. Allowing huge server wide town invasions whenever people feel like it.

Class Balance 10/10
Gravity left us with a messed up game... never seen the amount of tweaks as on Mou. Classes like TK/Gunner and Ninja have been integrated into the trans system. Ninja being the third trans option of Thief.. Gunner being the third of merchant.. and TK being the third of Mage/acolyte. Removing the annoying debate of lowered hp and general weakess. Gladiator being my Main on MouRo.. I can say that the added jobs are at the same Lvl as the trans jobs.
Changes are all done in the suggestion thread on forums. Have an idea?.. class too weak or too strong?, everyone is able to discuss it there. I've tried pretty much every class.. all are able to hold their own.

Buuuut I've typed too much and I'm sleepy...

Server is great... 9/10 ;D

RateMyServer Ragnarok Community

MouRo
« on: Jul 05, 2008, 12:23 am »

Offline Skotlex

Re: MouRo
« Reply #1 on: Jul 06, 2008, 07:21 am »
Nice post, but you got something wrong. TK is another class tree. TK is at the same level of high aco/thief/merchant/etc, it doesn't needs to be the 2-3 or anything else since it is its own three (SL/SG). However, since they do not have "non-advanced" versions, it is true that you must do the rebirth as a aco-based or mage-based class in order to high-job-change into TK.

(RMS reviews)

Offline Dew

Re: MouRo
« Reply #2 on: Jul 07, 2008, 05:18 am »
That's true..

Some things I left out... had to go to work when I wrote the first part  :P

Pets
A custom item( sold at an Npc) allows the player to catch ANY type of monster with the exeption of MVP's. These pets come with their own skills... just like every other mob they change their skilltree every few hours. However one can memorize certain skills... one support and one attack. This allows you to to do all sorts of fun things with your build.. and visit places that are just too hard on your own. Multiple pets.. and switching them to have a backup for every occasion. Personaly love to use my Thanatos Odium to stunlock and cast asumptio... while at other times I use an High Int pet to use Heat.

Jobs
Extended jobs have been made fairly even to their trans brothers. People have the option of switching jobs at any time for a price. Like to play champ.. but hate Lvling Acolytes? Start of as a job you are comfortable with and change it later. Changed to another class and having second thoughts? You are allowed to change back to your previous job for a fee.

Baby classes exist... but are not doomed to stay cute forever. A baby reaching rebirth Lvls may choose to rebirth and become a "grownup"

Some big changes to Jobs

Whitesmiths... forging has been boosted to keep up with the newer weapons done by gravity. Each "very" gives a 25% boost to the weapons attack. Elemental stones come with a set of effects. Fire being damage oriented.. wind is speed.. water gives healing buffs and earth helps you in the defending department.

Gladiators... Class can become pure Dps.. a tank or a hybrid, depending on which comfort you use. The ranking system of TK has been set into their kicking ways. Glads have the ability to combo. However the extreme ways of Warmth have been nerfed by allot. They aren't bound to a single map.. feeling may be reset. The chance to reset it is based on your luk. And their skills do work without feeling.. just at a very low rate... plus they can fly WHENEVER.

Creators... Defending class. Have been given a big alternatie to AD. Plant summoning has been buffed. They have the ability to summon a garden of plants. These plants go by the same ways as normal mobs.. they get lvls( based on creators int) and random skills.

Stalkers... Slight increase to their bow skills. Are allowed to Plag monster skills.

Linkers... Esma hits everything in it's path. Altered link buffs.

Champion.. Duel knuckle class. More love to combo's while Asura has been toned down a bit. Hits in numerous waves up to 5.. with up to 9999 damage per wave. Sp goes down every wave.. if the target is dead no sp will be taken :)

All classes have been tweaked/buffed/nerfed to some degree.. the one's that I listed are edited the most.

And ALL classes have been given Resurect skill and potion pitch. Play it.. and you'll understand why.