Monsters and Memories (Project_N) - Old School Indie MMO

Kithani

Vyemm Raider
2,281
3,259
Not directly tied to the conversation, but... I generally enjoy tradeskills in this game. I looked it up real quick just to see, but it doesnt look like trades changed all that much since I last played the game in any time intensive capacity. I'd love it if they just let some autist go wild in, not necessarily an overhaul, but just expanding out the list of shit you can make. Its power levels. Reconsidering any overlap with spells. etc.

I absolutely hated that the thorn potions didnt stack with druid thorns or fire mage shield. I understand why... cause I dont exactly think SoW pots should stack with SoW for obvious reasons. But I would like to see that shit have some kind of bonus when used with the spell. Little "quirks" or "combos" like the mage has with spells for example, used with potions? It would send my 'tism into overload. "If I use the thorn potion with the mage fire shield, then not only does it damage the attacker on hit, but causes them to ######!" Like add a bleed, or burn dot to it or something. Use a SoW potion with a SoW spell on and it upgrades SoW to have a weak levitation effect. Reverse that for levitation and levitation potion, where it gives you a weak speed buff.

Just nerdy shit like that does it for me, personally.
One thing I really don’t like though is that some of the way tradeskills have been implemented have created weird incentives for high levels to farm lowbie dungeons.

Like in EQ there really wasn’t jack shit reason for a high level to go slaughter Blackburrow or Crushbone. If you wanted to skill up tailoring you just went and killed crag spiders in EK which were more or less just best for that purpose, but in MnM it seems like the best thing to do is to slaughter skeletons in the newbie dungeon to farm cloth or tattered armor to break down into tailoring mats. Similar issue with disenchanting where killing low level named mobs for DE mats is incentivized, not to mention it removes lowbie drops from the economy.
 
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Kithani

Vyemm Raider
2,281
3,259
Largest I’ve seen is 10slot player made bags advertised for like 10 silver

if you’re brand new I think you can get a 6 slot from the shady gnome guy if you hail him to start a quest, otherwise buy a 6 slot pouch for like 50copper to save up more newbie yard trash drops
 

Hekotat

FoH nuclear response team
13,232
13,699
Largest I’ve seen is 10slot player made bags advertised for like 10 silver

if you’re brand new I think you can get a 6 slot from the shady gnome guy if you hail him to start a quest, otherwise buy a 6 slot pouch for like 50copper to save up more newbie yard trash drops

There are 16 slotter backpacks I'm pretty sure. I know 12 slotters exist. You can get satchels and pouches from teh bag vendors near the West Bank or Night Market.
 
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Quaid

Trump's Staff
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Boy didn’t you just ask for a beta key like 5 posts up

the lord of the rings sam GIF
 
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Burns

Naxxramas 1.0 Raider
9,161
17,760
What are the largest bag sizes currently in the game? Backpack, pouch, or otherwise? And any tradeskill primers I can read or watch?
From memory of doing all the available trades on the public test: You get 1 backpack slot that starts off at 10 slots, 3 bag slots that start at 8 slots, and 3 pouch/belt slots that start at 6 slots (1 pouch slot is usually used for a spell book). I think tier 1 and the largest vendor bought bags are the same size. For every tier after the first, you add 1 slot to each. Bags generally use the most mats per combine.

While they made Blacksmithing only have 5 tiers, I think there were still 6 tiers of leather/cloth, last I played. It was very difficult to get either tradeskill that high on the public test, since no one was really selling tier 4+ mats and the vast majority of the server was under 40. They may have recently changed the tradeskills to where leatherworking makes backpacks and tailoring makes pouches, instead of them both sharing all bags.
 
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