Monsters and Memories (Project_N) - Old School Indie MMO

TJT

Mr. Poopybutthole
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Yes, creating a system that provides a pathway for items to exit the game mechanically (disenchantment) is a recipe for utter disaster. You just created a magical sinkhole that allows players to destroy items for a benefit. This is even worse than a malicious player destroying items for fun just to deny lowbies from getting them. As they have an actual reason to mog Crushbone now.

The classic MMO thrives on the Executioner's Axe looted 2 RL years ago trading hands for years and years. If you have enchantment and a destructive profession you need a way for players to get items at a high enough velocity to feed it.
 
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Kaines

Potato Supreme
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I just hope they solve the issues with encounter mechanics rather than goofball solutions like zone-wide loot tables or dynamic spawn points. The best rewards should come from iconic locations that have been hand-picked to be experience defining moments in a player's progression adventure. Getting a Sword of Nostalgia from the Goblin King's Throne Room hits way different than getting one from a random spider mob in a side tunnel.

You can give even mid level mobs abilities that will absolutely fuck up a solo level 60s day (not just boring level based death-touches) but would be reasonable to deal with for a full group of appropriately leveled toons.

I'm very confident the team understands this, especially Shawn, so I'm not too worried.



Ya I think disenchanting makes a lot more sense in an instanced game, so you can create some item decay in a system with no pre-existing constraints on how quickly items enter the world. I'm not entirely sure what the point is in a persistent contested situation, where you can reasonably know only one Sword of Nostalgia is entering the world every 12 hours. Feels like it'll just incentivise high level players to treat lower level PVE targets like crafting resource nodes.
I love your blind optimism. Never loose that child-like innocence.
 
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