The server was closed on April 2nd, 2023
https://pwmirage.com/forum/thread/342-we-are-closing/
  • The server is meant to be low-rate, so players are expected to do quests, BHs, FBs and some grinding in order to level up.


    X1 rates, however, are too hardcore. We've all played PW already and know most, if not all of the content, so the leveling up process would be naturally tedious.


    I suggest the following.


    Regular mobs:
    XP x1.5, Spirit x1.5, Gold x3


    Quest xp

    x1 xp&spirit for quests lvl < 30 (there's a lot of them at this point, enough to lvl up)

    x1.5 xp&spirit for all higher quests

    x5 gold for all quests


    Mineable resources:

    3-4 logs/ores/stacks per bank

    4-6 herbs per plant


    There are also additional ways of gaining XP, Spirit, and Coins - check out other concept pages.

  • Totally agree with quest xp, under 30, it is very easy, plenty of quests, and you can level quickly. And the equivalent of perma eso above that is appealing. Too much higher on the xp and spirit, and you out level the quests quickly. My suggestion would be x2 on drops though for mobs. It can be difficult to gather what is needed for crafting mastery, bank expansion, ect. if drop rate is only at 1x.

  • Hubby suggested

    1) 2.5 or 3x on xp and spirit (he gets maybe 3 hrs a day to play, and it is difficult for him to lvl a char -- his words) for quests, and 2x for mobs.

    2) Gold and drops at 3x, since crafting mats have a very low drop rate in original. Although gold at 5x is also appealing, with drops at 3-5x

    3) 5 logs/ores/stacks per bank and 6 - 8 for plants (that way you do have to farm for crafting, but it isn't hours of doing so)


    these were his suggestions based on a player that is limited to playing only 2-4 hrs a day max, with maybe a little more time once or twice a week.

  • another thought on rates:


    I agree with beta, but with a couple of minor adjustments. Regular mobs, make gold and drops x3, on quests: Under 30, change spirit to x1.5, and over 30 change spirit to 2x. I also think that mineable resources should be either 5 log/ore and 6 plant, or 6 log/ ore and 8 plant.

  • would a modest 1.5x to quests be acceptable as well? it would make early game a bit easier but shout steady out late game into something that isn't too bad.

  • The first two cultis are always a pain. Could we consider making everyone start at level 30 with all the quests done up to that point? Then we would have the three fb19 dungs available to modding - they're fairly long, so we could make them some higher level dungeons.


    Putting everyone at archosaur from the very beginning could be good too. We don't expect the server to be super populated, so ppl would have always found themselves lonely in the original starting cities.


    If level 30 is too big to start with (as all the lv <30 mobs and their areas in the world would be useless then), how about at least level 20?


    Then we could have the XP rate fixed at 2-ish

  • if we do that then we should provide some basic gear so you aren't just thrown to the wolves, we could also remove the quests and mobs in these zones and reuse them. i would do a lv20 start tho. we would also need a way to help early level productions so you could level it up without too much hassle.

  • Actually, yeah. Lvl 20 start is going to be better choice because that's when you're supposed to go to archo and kill nearby monsters.


    Initial gear, craft skills, potions and some coins are all doable. I guess we could make everyone spawn next to the archosaur boatman, have some basic q to go to the elder, then get all that stuff from him straight away. This would be also neat story-wise. You've come to the Perfect World from a distant land, and so on.

  • if we fix it at 1.5 to 2 xp, you will jump thru starter area fairly quick, and you farm a LOT of the crafting mats for up to lvl 4 there as well. We would have to either start everyone at lvl 4 crafting, or modify mobs outside arch to drop it. Or another idea is to use one of the 19 caves as a "drop zone" for crafting mats.

  • not in the starter race zones no, low grade mats spawn starting archo and are around hidden orchid and heavens tear's for the most part. Starter race zones mainly just have lowest grade mats which can be used to hit lv3 in the craft skills.

  • As for the drop rates, we've got the following variables to tweak:


    1) probability to drop each and every of up to 32 items (of any type)

    2) number of items to drop (each chosen randomly with the probability from #1)

    3) probability to drop nothing, 1 iteration of #2, 2 iterations of #2, or 3 iterations of #2


    Most mobs set #2 to 1 and have about 60% chance to drop nothing, 30% chance to drop 1 item, 8% chance to drop 2 items, 2% chance to drop 3 items.


    Bosses drop more so they usually have #2 = 2 or 3 and higher chances to have 2 or 3 drop iterations.


    #2 and #3 multiply, so if we set #2 = 4, and #3 = 100% chance for 3 iterations, we'll always get 3 * 4 items = 12 items chosen randomly from #1


    Suggestions how to tweak those variables are welcome.

  • Current Setting for the test server:

    BetaLast Friday at 4:14 PM

    the server now runs with boosted rates:

    Mob XP: x1.75

    Mob SP: x2.5

    Mob coins: x5


    modifiable at any time, although require server restart