Monsters and Memories (Project_N) - Old School Indie MMO

Daidraco

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Cute - you’re frustrated that you don’t understand why you’re not making sense.

I mean… i wasn’t specifically talking about Guk as it is or was. I was using it as an example of layout and mob density that a group may encounter in an MNM crawl. My usage of ‘your scenario’ was using your proposed TTK numbers on even con mobs. If a level 40 group had to fight their way down to Lord, with a 60 sec TTK, through 40 mobs within a decent level range of the group (35-42) you’re looking at around 40 minutes. I’m not actually talking about Guk. I was just using that to paint a relatable picture of how many mobs you may have to get through to get to a target camp spot, and how that relates to TTK, dungeon crawling, and respawn rate.

Also, i don’t know what source you’re using but not a single trash MOB in LGUK had 9k hp. On Dead Side bok ghoul knights capped out at 5226hp. I suspect your whole group DPS numbers are as TOTAL FUCKING HORSE SHIT AS YOUR PHONY MOB HP NUMBERS.

Shame on you.
Or you could just fucking use google, or p99, or whatever other source thats readily available. Youre using all caps in multiple posts now, but Im the frustrated one. 😂

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Quaid

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Or you could just fucking use google, or p99, or whatever other source thats readily available. Youre using all caps in multiple posts now, but Im the frustrated one. 😂

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LIKE THIS LINK FROM P99???


HOW ABOUT PQDI????


THE CAPSLOCK WILL CONTINUE UNTIL I SEE A CLASSIC ERA NON-NAMED DEADSIDE LGUK FROGLOK WITH >9000 HP OR AN ADMISSION OF YOUR LIES
 
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Daidraco

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LIKE THIS LINK FROM P99???


HOW ABOUT PQDI????

I can cherry pick mobs, too! But I guess you're not counting cleric and shaman buffs that were on fucking everything! Hell, lets go a step further and strip away the fact that a lot of people didnt have an fbss, or even good weapons if theyre farming Lord - so now our DPS is even less! Lets keep it going!


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Quaid

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I can cherry pick mobs, too! But I guess you're not counting cleric and shaman buffs that were on fucking everything! Hell, lets go a step further and strip away the fact that a lot of people didnt have an fbss, or even good weapons if theyre farming Lord - so now our DPS is even less! Lets keep it going!


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a bok ghoul knight was ‘cherry picked’ because it is in fact, the highest HP non-named MOB on dead side.

there was not a single cleric or shaman dead side froglok MOB, except for ‘a ghoul savant’, a level 35 named. He could buff the mobs around him with Symbol of Pinzarn, which is a +224 HP buff, and Valor, a +168 HP buff

So assuming the Savant could get near a bok ghoul knight, the highest HP mob in the area (it could not), that would be 224+168+5226 HP, a total of 5618. A pretty far cry from your 9-12k hmmmm? By your own phony group DPS numbers, a 26sec TTK.

Let’s hope you’re better at MNM than you are at being intellectually honest. Hell, let’s hope you’re better at MNM than you were at EQ lmfao

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Daidraco

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a bok ghoul knight was ‘cherry picked’ because it is in fact, the highest HP non-named MOB on dead side.

there was not a single cleric or shaman dead side froglok MOB, except for ‘a ghoul savant’, a level 35 named. He could buff the mobs around him with Symbol of Pinzarn, which is a +224 HP buff, and Valor, a +168 HP buff

So assuming the Savant could get near a bok ghoul knight, the highest HP mob in the area (it could not), that would be 224+168+5226 HP, a total of 5618. A pretty far cry from your 9-12k hmmmm?

Let’s hope you’re better at MNM than you are at being intellectually honest. Hell, let’s hope you’re better at MNM than you were at EQ lmfao
😂 No caps anymore?

Sure! We’ll use your numbers for hp and not rebuke the dps numbers under your narrative! Stuff totally died within 15 seconds at Lord/arch/frenzy.
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Smithy

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wtf is this unhinged bs? I want to see discussion about MnM, not some insane 'debate' about the HP of mobs from nearly 30 years ago.
 
  • 1Worf
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Kirun

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You say downtime is bad, I think it’s good. I like it because it is another dimension to consider when making decisions. Why do you think downtime is bad?

It’s not even a big problem if you think about it. Let’s say you kill 10 mobs for 1exp each and each kill takes 30 seconds and get 10 exp no downtime between.

killing 1 mob for 10 exp with the kill taking 2 min and having 3:00min downtime.

so the tedium of having downtime is objectively better in this scenario. Your fundamental argument sucks. Are you mad about the grind or what because downtime is irrelevant.

the tedium all adds dimensions. You created the bar of massive population but the stated goal is niche dedicated player base. So you are not arguing. It’s like walking into a local hamburger and saying they would do better business if they were McDonald’s. No shit

edit: you are arguing that people don’t actually like what they think they like. I don’t feel the need to go into details about out how insane that is. But that is what you are doing.
I get where you're coming from - downtime can add decision-making depth. The problem is that in most MMOs it isn't actually being used that way. It isn't a tactical layer, it's just dead air between moments of engagement. Which is exactly what it was in EQ, don't kid yourself. There's a big difference between meaningful pacing and mandatory waiting.

If downtime creates tension, risk assessment, or resource management that actually changes player behavior, then sure, it's doing work - that's very difficult to pull off in MMOs though, when there needs to be considerations for other players as well, unlike single-player games. But when it's just a time-sink that doesn't alter how you approach encounters (which it didn't in EQ at all, once people got through the "this is new" phase and certainly won't in 2025 when we've already seen it 10,000 times in other games/MMOs) and the only "decision" is whether to alt-tab to YouTube or make another pot of coffee (and forum members have already commented on how they want a "chill" game they can watch Netflix to, which further proves the point that it's just dead air/tedium) - it stops being a mechanic and starts being filler.

Your math example also sort of proves the point: you've just compressed or stretched the same net result. But in a world where players have limited time, one of those options is still going to feel better to play, even if the XP/hour is technically equal. The point isn't "make it faster," it's make it engaging while I'm playing.

And as for the "niche hamburger joint vs McDonald's" analogy - I don't think anyone's saying MnM needs to be mainstream. But "niche" doesn't have to mean "needlessly punishing." You can build deliberate, thoughtful pacing without dragging the experience down. "Old school" doesn't automatically equal "good school."
 

Kithani

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I can cherry pick mobs, too! But I guess you're not counting cleric and shaman buffs that were on fucking everything! Hell, lets go a step further and strip away the fact that a lot of people didnt have an fbss, or even good weapons if theyre farming Lord - so now our DPS is even less! Lets keep it going!


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Can we go full circle and start posting ceiling height measurements in the Ghoul Lord’s room
 
  • 1Worf
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I get where you're coming from - downtime can add decision-making depth. The problem is that in most MMOs it isn't actually being used that way. It isn't a tactical layer, it's just dead air between moments of engagement. Which is exactly what it was in EQ, don't kid yourself. There's a big difference between meaningful pacing and mandatory waiting.

If downtime creates tension, risk assessment, or resource management that actually changes player behavior, then sure, it's doing work - that's very difficult to pull off in MMOs though, when there needs to be considerations for other players as well, unlike single-player games. But when it's just a time-sink that doesn't alter how you approach encounters (which it didn't in EQ at all, once people got through the "this is new" phase and certainly won't in 2025 when we've already seen it 10,000 times in other games/MMOs) and the only "decision" is whether to alt-tab to YouTube or make another pot of coffee (and forum members have already commented on how they want a "chill" game they can watch Netflix to, which further proves the point that it's just dead air/tedium) - it stops being a mechanic and starts being filler.

Your math example also sort of proves the point: you've just compressed or stretched the same net result. But in a world where players have limited time, one of those options is still going to feel better to play, even if the XP/hour is technically equal. The point isn't "make it faster," it's make it engaging while I'm playing.

And as for the "niche hamburger joint vs McDonald's" analogy - I don't think anyone's saying MnM needs to be mainstream. But "niche" doesn't have to mean "needlessly punishing." You can build deliberate, thoughtful pacing without dragging the experience down. "Old school" doesn't automatically equal "good school."
Well that faster vs slower dopamine reward loop difference is the whole reason people like eq. It’s same thing as other mmo but longer reward loops are more enjoyable to some people. You cannot honestly say leveling in modern mmos is anything other than button mashing, come on. What’s wrong with chilling between pulls?

Making it engaging while actually fighting argument I agree with as a critique. This isn’t out of reach for MnM and has started coming up in their discord. If they made mobs more dangerous, gave them more abilities, etc, they could fix that. It’s difficult and I have my doubts they will do it. I have never seen this done for the leveling experience in an mmo. Maybe there is one I missed, in WoW you need to get max level to do the hard mode dungeons. If you wanna talk about audience size I cannot imagine how small the market for eq style mythic dungeons would be lol.

All I want is an mmo where a solo/duo/trio can have fun and attempt content meant for 6+ people (for at least 3 months of play or so). Currently MnM falls short here as trio is best group size but it’s just a matter of tuning numbers and giving mobs abilities etc.

also you should try playing the game. It’s not punishing at all, I’m not sure why you think it is. The problem is that it’s too easy right now. Doing corpse runs and the risk of travel adds another dimension. Having to grab my corpse left deep in the starter dungeon was memorable and fun. It adds strategy to traveling and forces socialization if you need help, it’s awesome.