Monsters and Memories (Project_N) - Old School Indie MMO

Nirgon

Log Wizard
16,961
26,900
You faggots play with monitors? Using your eyes?? what cucks. Sit back little babies and let the real men who navigate solely via Dolby surround sound chart the way. We promise we'll save you some scraps of all this pussy us gigachad explorers get while you're crying about in game maps.


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Damn nice speakers, save some pixel pussy for the rest of us bro.
 

Nirgon

Log Wizard
16,961
26,900
I think the maps showing the location of hidden dungeons where you can enter via /command in some way as indicated would all fit together nicely for immersion

There's lots of good stuff from the LDON system to borrow and tack on top, it really wasn't all bad and a decent gameplay loop

If they rotated hourly or so, that would help a tradeskill that produced such maps be sustainable
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
18,033
48,903
I think the maps showing the location of hidden dungeons where you can enter via /command in some way as indicated would all fit together nicely for immersion

There's lots of good stuff from the LDON system to borrow and tack on top, it really wasn't all bad and a decent gameplay loop

If they rotated hourly or so, that would help a tradeskill that produced such maps be sustainable
LDON was fucking AIDS
 

Nirgon

Log Wizard
16,961
26,900
LDON was fucking AIDS

It could have been done so much better, same with POP. The concept is good, the team that took over and now it was implemented.... who knows.

Planar raids were better when they were done like fear, hate and sky.

The theme park style of POP always cringed me out. Esp with the non pvp zones.
 

TJT

Mr. Poopybutthole
<Gold Donor>
44,844
118,332
Uh oh! Sorry about your luck Nirgon Nirgon @Del @bolok . It’s a carebear game after all. I hope you can still enjoy this WoWbaby trash.
IDK as much as I enjoy this kind of discussion the spectrum is the same. On the left hand side you have immersive or "quirky" game design. On the right hand side you have streamlined, sleek, and efficient like modern retail WOW.

No matter your opinion on it quirky gameplay has staying power. In a recent example Monster Hunter, a long time quirky ass series with questionable game design elements (HI2U Generations Ultimate gathering bullshit), became really popular with their World release. This created an a massive audience for them. Their response was to streamline the quirkiness out of the game and Wilds is just a shadow of it. So much so that it's just depressing. Again Dark Souls and even Elden Ring has tons of weird quirky design. Especially when it comes to multiplayer and other silly things they do.

So bring on quirky design. You get used to it and it works. It breathes life into the game.
 
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Kirun

Buzzfeed Editor
20,406
17,016
There are certainly thoughtful and innovative ways to approach "hardcore" or "quirky" game design without defaulting to outdated design philosophies from the late 1990s or early 2000s.

Much of the praise directed at EverQuest’s original 1999 design choices is rooted in nostalgia, rather than objective merit. Many of those mechanics, while "groundbreaking" at the time, come across as clunky, needlessly punitive, or restrictive via technological limitations. In hindsight, a significant number of those decisions were outright misguided and needlessly tedious.
 
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Sloan

Bronze Knight of the Realm
112
89
There are certainly thoughtful and innovative ways to approach "hardcore" or "quirky" game design without defaulting to outdated design philosophies from the late 1990s or early 2000s.

Much of the praise directed at EverQuest’s original 1999 design choices is rooted in nostalgia, rather than objective merit. Many of those mechanics, while "groundbreaking" at the time, come across as clunky, needlessly punitive, or restrictive via technological limitations. In hindsight, a significant number of those decisions were outright misguided and needlessly tedious.
Spoken like a true casual fast travel exclamation point follower.
 
  • 2Worf
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General Antony

Ahn'Qiraj Raider
1,289
5,220
Grairage came along after Ever and the rest of us stole the guild from the anti PK dummies.

I think you remember going around and testing NPCs to see how viable they were to be killed if you were a PK. There was nothing on any site and we'd have to find XP spots left 70 bluebies came to disrupt our xpings.

Finding XP spots and keeping them on the DL was peak early EQ.

The guys from DB I remember were Aakor and Ennart. A wizard and shaman, and you'll be trying to get through west karana and if they entered the zone they would always find you. Even with tracking that is hard, without it's like impossible. I think a lot of people were cheating their asses off back then.
 
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Gravel

Mr. Poopybutthole
43,270
151,773
Finally went into Wyrmsbane. We wiped. Having everyone drop all their shit is fucking stupid. It also means you're now stuck with a group who just wiped, for potentially way longer than you wanted to. If you needed to log off, tough shit.
 
  • 1Worf
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Kriptini

Vyemm Raider
3,710
3,609
Why a tard filter?
  • The dungeon is mostly one long hallway. In order to be safe from trains, you need to set up your camp in one of the side passageways. Failure to do this means you will get run over by trains at some point.
  • Mob density is very high, so groups that don't know how to pull (or don't use designated pullers) will easily get overwhelmed and wiped.
  • This is the first area of the game with cleric mobs who will heal other mobs. If you don't have players who know how to interrupt or CC classes that can mez additional cleric NPCs, you will be in for long fights where you have to wait out the casters' mana bars before you can kill.
  • Mob respawns are reasonably quick, which means if your group is slow at killing, you risk getting repops while you're already in a fight.
  • It's very easy to get lost. I often see impatient players run ahead of their group, get lost, die, and need to call in someone to locate their corpse (if they don't quit the game then and there). I always tell players to /follow the group leader while we're in but some just don't have the patience for it.
 
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Quaid

Trump's Staff
11,954
8,334
  • The dungeon is mostly one long hallway. In order to be safe from trains, you need to set up your camp in one of the side passageways. Failure to do this means you will get run over by trains at some point.
  • Mob density is very high, so groups that don't know how to pull (or don't use designated pullers) will easily get overwhelmed and wiped.
  • This is the first area of the game with cleric mobs who will heal other mobs. If you don't have players who know how to interrupt or CC classes that can mez additional cleric NPCs, you will be in for long fights where you have to wait out the casters' mana bars before you can kill.
  • Mob respawns are reasonably quick, which means if your group is slow at killing, you risk getting repops while you're already in a fight.
  • It's very easy to get lost. I often see impatient players run ahead of their group, get lost, die, and need to call in someone to locate their corpse (if they don't quit the game then and there). I always tell players to /follow the group leader while we're in but some just don't have the patience for it.
a1c5p6.jpg
 
  • 2Worf
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