Monsters and Memories (Project_N) - Old School Indie MMO

Daidraco

<Gold Donor>
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Smiling learning Polar from Ashes of Creation imploded. It would have been interesting if they were a wave 1 invite. Felt bad for the GMs/devs having to deal with them when its unpaid work. Was not aware the zerg was being routed like that. Also good news-- maybe enough to start playing again. Disappointed Shrouded Royals didn't hold together in the 2nd wave invites, but seems they lacked enough people who wanted to push levels.
I healed and tanked for Polar when leveling in AOC. I still have that particular Discord on the list. I liked the guys I was with there. But with the bad name they have, I have no doubt the leadership is as bad as ya'll say it is.

In other news - has Shawn or anyone said when theyre going to push the class changes live? Or are they live already for Druid, Wizard and Enchanter?
 

Hekotat

FoH nuclear response team
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I healed and tanked for Polar when leveling in AOC. I still have that particular Discord on the list. I liked the guys I was with there. But with the bad name they have, I have no doubt the leadership is as bad as ya'll say it is.

In other news - has Shawn or anyone said when theyre going to push the class changes live? Or are they live already for Druid, Wizard and Enchanter?

4 are live and have been for a bit, it's been silent on the remaining classes. No deep dives or more info has come, I'm guessing they'll likely drop all at once on the test server.
 
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GuardianX

Perpetually Pessimistic
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Bst and rog? Are next I believe.
Great, already have agro issues on my fighter with our static rogue.

Pretty sure fighter agro abilities are not scaling and instead go from a range where the ability says "50 (level 1) to 500 (level 60)" it's literally giving you a random threat increase between 50 and 500.

Noticed this threat issue a ton more when I hit 50+ and our groups DPS got their multi hit skills.
 

fanaskin

Well known agitator
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When EQ was new, the player base was so small (and with mostly no other frame of reference) timed mobs, etc, worked. Not because it was a good system, but because the game never exploded in terms of popularity so to speak. When WoW launched, it became popular quite fast, but the only fix they had to do was mostly hardware. We all remember the opening months, where lag was so bad that when you did the animation to bend down to loot something, you kept moving in a floaty bent down position. It took months to fix that. But adding millions of players to the game didn't really impact peoples enjoyment of the game other than login queues and in game possibly crowded quest locations. But an increase in player count never limited your ability to do X content.

So, while I am not a game dev, that is the way I would look at any base system of a game. "What if the game exploded like wow?" Say suddenly a new, not thought of market, started playing for whatever reason. Suddenly your servers are chocked, it is a luxury problem for a dev, as they need to invest in hardware/servers, but they're being paid for by a massive customer base. However, once they get in, how do the number of players affect the players themselves? If a limited beta of two to three guilds can create such ridiculous drama thing as the one a few pages back in terms of world/raid spawns, then that is not a good system.

I am not saying you need to make a game that tries to cater to everyone (that would probably end up catering to noone). You can have lots of old school systems like slower leveling, no/limited maps, more focus on group play, slower group play where you sit around a camp and don't constantly move, corpse runs, trains (and not have mobs tethered). All of these are EQ like, and while for sure limiting the amount of players interested in it, the game still works so to speak no matter how many players you add to it.

There are many things EQ did that I miss from MMOs today, but a PvE world where everything is contested? That's not good design imo. You can absolutely have some things contested, and I love larger zones/dungeons where you do camp checks and see other people playing. Especially some high level areas mixed with low level areas where you suddenly get mega buffed by a 30 level higher player that runs by on the way to some dark corner of the zone. But to have all content required to "progress" contested? No. That's not something that would not cause problems if your game became a success. Unless the idea is to have very small servers, but again... 2-3 guilds are enough to cause such issues, it would be the death for any "casual" raiding guild. So they would never form, why would they?

this just turns everything into entitlement, WoW did everything you said and it turned into meaningless zerg raids and 0 interaction with people. you have to get it in your head that relying on others is what drives the game because of the socialization.

You guys are so overly sensative that you HAVE to be gaurenteed that you can do xyz or you won't enjoy the game, it's bollocks imo
 
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Puka

Bronze Knight of the Realm
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this forum has really gone to shit the top 4 threads are EQL EQ3 M&N and AION. Enjoy your circle jerk fellas. Try not to get too much cum on each other
 
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Flobee

Ahn'Qiraj Raider
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rad

Lord of Guk
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Really glad they're getting rid of in combat stealth/ambush bullshit, wasn't a fan of that.

If played right, rogues are an enchanters bestfriend. Ability to lock down charmies and create space for hard cc is a great niche, happy they aren't changing that. Some of the best groups I've had is playing backup to the pulling enchanter.

Been on vacation the last week, lucky me to return the same day reworks for the two classes I've been playing drop!