Monsters and Memories (Project_N) - Old School Indie MMO

Kirun

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this sounds scary to say, but from a purely class design perspective I haven’t seen anything better than what nick did (ie copied from eq)
I feel like class design during Nick's tenure was perfect. But I also feel like class design after Nick's tenure is perfect. So...🤷‍♂️
 

fanaskin

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Kithani Kithani

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fanaskin

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always going to be a nerf to DD casters (mage, wiz, druid) across the board.

elemantalist pets are really that good though in this game and their update thingy mentioned they will be leaning more into their pets than being "wiz light"
 

Smithy

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CONTRADICTORY STATEMENTS

exp loss, corpse runs, no gate, all these things increase the range of possible emotions. the guy I was argueing with before whose name escapes me kept saying "enhances the experience" like you just add +1 to an experience and make it better. like no bitch, that's now how it works, without "danger", the range of possible emotional reactions is smaller, it's just the way human beings act sorry.
I could've written a LOT more to clarify what I was talking about, but you clearly did not get what I was saying. I know it's a meme at this point, but what you're describing is 'immersion', and contrary to popular belief, 'immersion' is not a positive thing if the experience you are immersed in is frustration and misery. I agree, consequences and 'danger' DO create immersion, players will be more 'immersed' in the outcome of a big fight if the consequences of losing are losing a level and having to embark on a hellish corpse run. Here's the thing though, you can EASILY make dying a consequence to be feared without possibly having to spend possible hours before you can start playing the game again. Even something as simple as giving players the option of respawning at the nearest 'safe spot' instead of their bind would be a massive improvement in player experience without compromising ANY 'immersion'. The consequence is still there, you just get to respawn nearby with your group instead of scattered around the world as you figure out a way to get everyone back before you can even START your corpse retrieval. The only emotion being 'lost' is frustration, and if that's the only cost of a QoL mechanic, it should be a no-brainer. This is the absolute MINIMUM that can be changed from EQ, you can do a lot more before you begin losing 'immersion'.

I could go on and on, but the point is, when EQ was in development, the goal wasn't to create an elitist game that's 'NoT fOr EvEryOnE'. No, the goal was to appeal to anyone interested in an online DnD style fantasy experience, it would've never reached 400k subs and ruled the genre for years if it didn't.
 
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