Monsters and Memories (Project_N) - Old School Indie MMO

Kaines

Potato Supreme
19,420
55,595
Then you're just a moron if you believe it will take 1-2 years for the majority of players to hit max level in MnM. That is why I'm giving this game 6 months. The poopsockers will do it in a 3-4 weeks. The dedicated casuals will do it in 2-4 months. The dad vibes players will be there in 6 months. Then the game craters under the top-heaviness of the population and the contested nature of everything.
 

Pharone

Trakanon Raider
1,458
1,331
Man the level of doom sayers in here is intense.

I didn't get a chance to play this weekend, but from what I played in the last playtest, I really liked the game. I sure hope the doom saying in here is just a lot of the usual haters and not actually something to be concerned about in the game. Kinda feels like the same two to three people in here doing a lot of replies making it look like the majority, but I could be wrong.
 
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Gravel

Mr. Poopybutthole
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166,695
That's because the game isn't necessarily bad, but a lot of the design decisions are. And they have really dug their heels in on those bad ideas.
 
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Kithani

Vyemm Raider
2,057
2,877
I think people are overestimating the amount of poopsockers that are going to be playing this game. Let's say it's like 1 in 20 people and they get 5k subs, you're talking about 250 people spread across a few servers. They get to high level fast with all their shared tips and tricks within the first month or two and dominate the end game and either continue to contest high-level content or stop playing (for good or til theres more content). The other 4750 people (the bulk of their subscribers) are going to take far longer to get to end game. This imagined playerbase that knows everything about the game and is ruining the fun for everyone else feels a bit contrived
I’m not overestimating the # of poopsockers, I’m pointing out that I don’t personally believe you’re going to get 4750 other people to consistently pay $15 a month so that 250 turbonerds can monopolize all the content in 2026. You might get some interest for 3-6 months but I bet it will fall off hard eventually.
 
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Gravel

Mr. Poopybutthole
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166,695
Yeah, the reality is that it's going to be 90% poopsockers after 2 months. This game is never going to get 5k paying subscribers.
 
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GuardianX

Perpetually Pessimistic
<Bronze Donator>
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Ultimately MNM feels so weird.

It's got a lot of premise but feels severely hampered by lack of foundational direction.

Take the "leveling goal" they have implied that solo players should be able to kill, reasonably, blue mobs in order to level and groups should be focusing on white+. Most mobs are so over-tuned in the late levels (50-60) that you either need a group to keep a reasonable pace on blue mobs OR you are of a class that is hyper over-powered. Most people that I see "SOLOING" are doing it with the assistance of a out of group box healing their leveling character OR they are dealing with massive downtime of the mana regen system (because, for some reason...meditate ends at 225).

Many classes are in a state of "we'll fix it in post" with some classes being WILDLY OP and others being passable (some being severely underwhelming) but ALL classes being in a state of "Almost done". Elementalists have a whole line of spells that SHOULD be fleshed out (their blast system). Shaman are the most underwhelming healer class with their HoT healing a baseline of 225 (clerics get a 1600 heal after 6s) when mobs are hitting for 120+x2 every round. When they do "Fixes" they feel more heavy-handed than really "good" like the bard charm "fix" that made bard charm nearly useless if a mob so much as looks at the charmed mob (Ironically...still OP).

Finally you take the elephant in the room, "End Game". You have the stated dream of islands...where you gotta farm shit to build a boat...chart a course...and then go to an island (Non-instanced) where other people are already. So you are gunna constantly be fighting for camps and then the end game is you fight for camps after dumping a time into a process.

The sad part is, it's a decent game compared to 90% of the mmo market right now. You have empty husk asian games that have beautiful worlds and 0 personality. You have OLD games like EQ and WoW that are past their prime but filled with content and autismos fuckign things up. You have unreleased, pie in the sky games that will likely never come out and will die in the process. Then in the midst of all of that you have projects like this and AOA where the scope doesn't seem too monumental and the team seems like they can accomplish the goals they are looking at, the hope is they can actually accomplish what they intend..
 
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moonarchia

The Scientific Shitlord
<Bronze Donator>
29,831
57,996
Ultimately MNM feels so weird.

It's got a lot of premise but feels severely hampered by lack of foundational direction.

Take the "leveling goal" they have implied that solo players should be able to kill, reasonably, blue mobs in order to level and groups should be focusing on white+. Most mobs are so over-tuned in the late levels (50-60) that you either need a group to keep a reasonable pace on blue mobs OR you are of a class that is hyper over-powered. Most people that I see "SOLOING" are doing it with the assistance of a out of group box healing their leveling character OR they are dealing with massive downtime of the mana regen system (because, for some reason...meditate ends at 225).

Many classes are in a state of "we'll fix it in post" with some classes being WILDLY OP and others being passable (some being severely underwhelming) but ALL classes being in a state of "Almost done". Elementalists have a whole line of spells that SHOULD be fleshed out (their blast system). Shaman are the most underwhelming healer class with their HoT healing a baseline of 225 (clerics get a 1600 heal after 6s) when mobs are hitting for 120+x2 every round. When they do "Fixes" they feel more heavy-handed than really "good" like the bard charm "fix" that made bard charm nearly useless if a mob so much as looks at the charmed mob (Ironically...still OP).

Finally you take the elephant in the room, "End Game". You have the stated dream of islands...where you gotta farm shit to build a boat...chart a course...and then go to an island (Non-instanced) where other people are already. So you are gunna constantly be fighting for camps and then the end game is you fight for camps after dumping a time into a process.

The sad part is, it's a decent game compared to 90% of the mmo market right now. You have empty husk asian games that have beautiful worlds and 0 personality. You have OLD games like EQ and WoW that are past their prime but filled with content and autismos fuckign things up. You have unreleased, pie in the sky games that will likely never come out and will die in the process. Then in the midst of all of that you have projects like this and AOA where the scope doesn't seem too monumental and the team seems like they can accomplish the goals they are looking at, the hope is they can actually accomplish what they intend..
It's only weird because you know how it will play out, but wish it wouldn't. Their absolute refusal to instance anything means they are DOA. Fix that one thing and the rest would be manageable. People aren't going to waste time in a game that revolves around competing for camps. End game is the only game that matters, and once more than a handful of people get there, that's game over without instancing. Trying to monetize before release is always a bad sign as well. That is the point where it goes from passion project to paid product, and dev resources have to move into maintenance mode. That is going to be massively amplified by trying to make Early Alpha a monthly sub.
 
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Gravel

Mr. Poopybutthole
46,214
166,695
It's funny, because he brings up meditate, and that's one of the best examples of clinging onto a system from 25 years ago without really considering why.

Having abysmal mana rates means your group is sitting around constantly doing nothing. This works in 1999 because what are you going to do instead? You're not alt-tabbing out because your PC can't handle it, and your 14k modem probably doesn't have the bandwidth to run the game and surf the internet anyway (ignoring also that if you wanted to pull up a webpage, it's going to take a 30-60 seconds anyways just to load images).

The people simping for the game will cry out about how nice it is to slow the pace of the game. The reality, one that even those people have admitted, is it just means you do shit on a 2nd monitor, or fuck off on your phone. Hell, many people even talked about how they're doing that during pulls, because all you really need to do is press 3 hotkeys anyway. A slow paced MMO just leads to people doing other things in that downtime, not engaging with the game. The developers are just copy pasting ideas from a different era, but not really thinking about the circumstances that existed that either required or were built around it.
 
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