Monsters and Memories (Project_N) - Old School Indie MMO

Flobee

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Unless they use AI, it simply IMPOSSIBLE to create more content than ANY set of players can play through. Seriously, it's physically impossible unless your playerbase is truly 2 hour a week players. All these other "ideas" are just the same "more content" explanations that have already been countered.
I simply disagree with this.

There are a set of people that will burn through anything you make that is true, I reject the idea that its impossible to create content in a way that the only result is poopsockers denying content to later sets of people. Instancing is A solution, I disagree that its the ONLY solution. I also think some amount of content denial is fine, within reason and ideally for a limited amount of time.
 

Kaines

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I simply disagree with this.
And I believe the market will agree with me. We shall see.

Edit: To be clear, you are saying that an Indie-Dev team will be able to do something that AAA studios can't do: Put out content before even casuals are able to completely consume it. Good luck.
 
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mkopec

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I simply disagree with this.

There are a set of people that will burn through anything you make that is true, I reject the idea that its impossible to create content in a way that the only result is poopsockers denying content to later sets of people. Instancing is A solution, I disagree that its the ONLY solution. I also think some amount of content denial is fine, within reason and ideally for a limited amount of time.
The problem is that youre denying the PREMIUM content. And why is this good? So the rest of the 1400 can aspire to one day do it too? that shit is bonkers thinking. I really do not understand why the use of instancing or sharding is such a no-no to you purists. Shit EQ does it today with its annual progression servers and everyone is happy. Imagine if they didnt shard the dungeons what a shit fest those prog servers would be.
 
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Flobee

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The problem is that youre denying the PREMIUM content. And why is this good? So the rest of the 1400 can aspire to one day do it too? that shit is bonkers thinking. I really do not understand why the use of instancing or sharding is such a no-no to you purists. Shit EQ does it today with its annual progression servers and everyone is happy. Imagine if they didnt shard the dungeons what a shit fest those prog servers would be.
Different games.

Yea EQ in modern world requires instancing. MNM is a new game with a new design replicating certain tenets of EQ design. The entirety of my point is that it is worth seeing if these problems can be resolved in a different way than just replicating the solution EQ and WoW used. Maybe the answer really will be no, I just don't believe that is the case. I think they can be resolved in other ways and I have optimism that this team is going to give it as good a shot as anyone could.

Stated differently EQ made a bunch of design decisions (or more likely reacted to certain technical constraints), that MNM doesn't have to mimic, that caused a number of these issues. Simple example is Guk being the only viable "end-game" group content in classic outside of maybe Efreeti in Sol B. That is something that can easily be resolved in a new game that you can't really fix in EQ TLP for example.
 

mkopec

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Different games, sure. Same problem though. even more exacerbated today because people are in the know now. Yeah by adding in more content if you dont use instancing, thus again, down to ading in more content to fix the issue. Were all in the modern world now, so is MnM. People that like mmorog and have been playing them for the better part of 2-3 decades now have that shit 100% solved now, including your dad gamers. So what do you do? What is your solution to the ever problematic cock blocking your content in todays world, not yesterdays.

Again pure numbers game here.... Youre 6 months into the game, most of the 2000 or so people on the server are now end game, all leveled up now. How do you deal with content for all of them when one dungeon AT MOST can handle 30-35 people and its prime time on a Friday.... You would need 28 of those non instanced dungeons to even satisfy 1/2 of those 2000. If lets say the other 1000 liked crafting or exploring, socializing whatever.

Or simply instance 2-3 dungeons and everyone is happy and can do whatever the fuck they want that friday. You can either shard them, like EQ does that provides that community feel or pure instance per group like WOW does it giving them that "dungeon crawl" experience. Or, shit, even a bit of both!
 
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Kirun

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This is what I have been trying to argue. You don't cater to the poopsockers, not exclusively. You can have multiple stages of end game in which the design philosophies are vary different, yet cohesive and work. It doesn't have to be Raid vs group content. We are at a point now where we can do many things outside of basic raiding and grouping. All of them put together make for a very interesting game design. Not saying MNM will do that, but you don't need to instance to cater to raiders or casuals. You can think outside the box!
You're talking about layered endgame systems with different philosophies that somehow coexist cohesively - contested, non-instanced, socially driven, varied progression paths, etc. That's ambitious. It's also something teams with 100+ developers struggle to execute.

This is a studio that takes eight months+ to finish a starter zone. Eight. Months. And we're supposed to believe they're going to build multiple parallel endgame layers that are tuned, balanced, iterated, and maintained before launch? Or even shortly after? With a mostly part-time team?

You can't simultaneously argue that, "They’re tiny and that's fine." "They don't need mass appeal." "They're just building something small and focused." And then also argue they're going to deliver a multi-tiered, cohesive, non-instanced, anti-poopsock, anti-casual, anti-meta endgame ecosystem that rivals what larger studios attempt and fail at.

You absolutely can design around poopsockers without instancing. You can use lockouts, rotating objectives, dynamic spawn systems, scaling mechanics, reward throttling, soft competition layers, etc. But every single one of those systems takes time to design, test, iterate, and police. Time is the one resource they demonstrably do not have in abundance.

"Think outside the box" only works if you have the manpower to build the thing you're imagining. And the project lead just got done telling us they need you to pay them $15/month for the next few years for the privilege of allowing them to hire the manpower. This whole conversation is exactly why I spent so much time 30 pages ago reiterating that you cannot design around a nostalgic emotional imprint and ignore the structural realities of 2026. Wanting something to feel like old EQ doesn't make it viable in the current market. Designing around emotion without designing around production realities is how you end up with burnout, content drought, and emergency pivots six months in.

But, I really look forward to the, "A REAL EQ SEQUEL JUST HASN'T BEEN TRIED YET!!!" posts in 2 years.
 
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vegetoeeVegetoee

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You have this exact problem with instancing too. You're never going to outpace players ability to consume with developers ability to produce. Thats not really an issue, at least not one that worth fussing over much. The game can be awesome and succeed wildly... while still having a portion of the playerbase "beat" current content faster than it can be churned out. People still raid on P99 man.

Plenty of room to expand what endgame is as well. Horizontal progression games like Runescape or GW1/GW2 can provide some useful examples to pad this out as appropriate. I also think from a technical standpoint this team has created a -very- efficient pipeline for creating content. I suspect they'll pump it out a lot faster than you'd expect once they're in full content mode. We'll have to wait and see if I'm right on that /shrug.

The game can exist in a space between being a flash-in-a-pan failure, and your MMO retirement home.
You can have things like guild targets, special mobs spawn weekly, daily for guild groups etc. You can have open world bosses lay down barriers and if you wipe outside teams can come in to claim the mob, you can have solo quests that force you to travel the world to obtain special items, titles, lands, etc. You can still do small group content raids ala EQ 2 and dungeons. You can have pvp servers with items you obtain from trophies ala WOW. I mean the list is endless and the ability to make things have sped up, provided people are full time.
 

Flobee

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Yeah by adding in more content if you dont use instancing, thus again, down to ading in more content to fix the issue. Were all in the modern world now, so is MnM people that like mmorog and have been playing them for the better part of 2-3 decades now have that shit 100% solved now, including your dad gamers. So what do you do? What is your solution to the ever problematic cock blocking your content in todays world, not yesterdays.

again pure numbers game here.... Youre 6 months into the game, most of the 2000 or so people on the server are now end game, all leveled up now. How do you deal with content for all of them when one dungeon AT MOST can handle 30-35 people and its prime time on a Friday.... You would need 28 of those non instanced dungeons to even satisfy 1/2 of those 2000. If lets say the other 1000 liked crafting or exploring, socializing whatever.

Or simply instance 2-3 dungeons and everyone is happy and can do whatever the fuck they want that friday.
I would probably start by not designing dungeons that only support 35 people. Its not 1999 and we don't have to make every single decision EQ did to recreate that parts that modern gamers are craving. I do like that you're thinking about a 2k pop server though, thats part of the solution IMO, community needs to stay relatively small per server. Which has its own downsides but its important for a non-instanced world obviously.

Ideally dungeon crawling isn't the only viable strategy for progress so that is going to help spread those players out as well. You combine a few of the strategies that have been posted just today and you have a fairly rigorous system to mitigating these issues. Point made above is valid though they do require development time and resources. However in my experience some of this stuff is a lot simpler to implement than you'd think. Again, its not 1999 anymore.
 

mkopec

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You can have things like guild targets, special mobs spawn weekly, daily for guild groups etc. You can have open world bosses lay down barriers and if you wipe outside teams can come in to claim the mob, you can have solo quests that force you to travel the world to obtain special items, titles, lands, etc. You can still do small group content raids ala EQ 2 and dungeons. You can have pvp servers with items you obtain from trophies ala WOW. I mean the list is endless and the ability to make things have sped up, provided people are full time.
And once again, all this shit is what? Oh yeah! Its fucking content that needs to be designed, programmed, tested and implemented.
 
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mkopec

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You also run into the problem of risk vs reward too. So lets say you design content that is in the over world that can be solo friendly, like the proposed long quest chain, etc. How do you balance that vs the dungeon content in rewards? when the dungeon content will be more risky, involve a whole group to do? Youre once again putting the best shit inside the dungeons/ raids because of risk vs reward. So most people will want to do that dungeon content because it has the best rewards.

And even if they design huge ass dungeons that support 100 people now, because its not 1999, youre still talking about 10 of those dungeons to support only 1/2 of your 2000 player base on fri night. Plus that 100 man dungeon will prob take magnitude more time to create than your typical guk size, which is still pretty big that only supports the 30 or so players.
 

moonarchia

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No pearl clutching here. I'm disagreeing with a lot of the claims that are being made by the people being called doomers. I don't actually think launching a successful game is as easy as "instances mean x, therefore". I think it's extremely hard to tell why exactly some things sell and others don't and referencing one of the most successful games ever, a game that no MMO has touched the success of, is the only metric we can point to.

If being at the success level of a WoW or FF14 is the only way an MMO can make it, then old school fans of the genre are pretty fucked either way.

To me this game is kind of a hail mary. We never actually got an EQ sequel. Pantheon was not fuckin EQ, it had way too much WoW and EQ2 in it. The odds are definitely against it, though. I don't disagree with that.
Instances are not a 'make successful' line item, but not having them is an absolute 'make unsuccessful' line item. One of the only reasons EQ is still around is because they added instances into the game. Instances serve to get rid of spawn camping, which is the underlying issue that kills games. This was something the vast majority of EQ players asked for for years. It was a mistake in their design that new games fixed, which is why they got dropped like a brick when better games came out, despite years of sunk costs from players.
 
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Hekotat

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My group, up to level 20, spent as much time grinding outdoors as we did inside dungeons. There was always somewhere to grind good experience.

I keep finding more and more hidden XP camps, not so much hidden but off the beaten path.

However, they need to do something about the XP rate from that hidden Ashira camp. It's like level 4 XP in an area that's closer to 10+.
 
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mkopec

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My group, up to level 20, spent as much time grinding outdoors as we did inside dungeons. There was always somewhere to grind good experience.
Yeah thats fine when everyone is leveling up. But what happens 6 months in when most of your server pop is now fully maxxed on levels and exp is not an issue anymore? Which is what this game will evolve into eventually, finding items instead of exp. Be it 4 months, 6 months, or even a year it will always be where most of your population will be maxed level. And it will continue to be so for the life of the game, even if you add in 5 levels or whatever when a new exp pack drops.

Unless they add in some sort of AA exp type thing, which brings us back to problems with AA and the divide it causes to your population, let alone the balance issues with it. For example, do you balance new content with 300AA points as a minimum so that its still challenging to those that have 300 or so AA, or do you make it with no AA points considered and it becomes trivial to those that have the 300+AA? More population divide and more cockblocks for those that dont no life this game. "LF 1 DPS must have 300AA+".
 
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vegetoeeVegetoee

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Yeah thats fine when everyone is leveling up. But what happens 6 months in when most of your server pop is now fully maxxed on levels and exp is not an issue anymore? Which is what this game will evolve into eventually, finding items instead of exp.

Unless they add in some sort of AA exp type thing, which brings us back to problems with AA and the divide it causes to your population, let alone the balance issues with it. For example, do you balance new content with 300AA points as a minimum so that its still challenging to those that have 300 or so AA, or do you make it with no AA points considered and it becomes trivial to those that have the 300+AA? More population divide and more cockblocks for those that dont no life this game.
Uhh that's the nature of games tho, content. You don't have to make empty spaces with smaller content, is what we are saying. You can integrate content into existing areas etc., etc..
 
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mkopec

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Uhh that's the nature of games tho, content. You don't have to make empty spaces with smaller content, is what we are saying. You can integrate content into existing areas etc., etc..
Or you can make less content and instance/shard it, including the popular over world zones, and everyone is happy. Which is what most of us are saying.
 
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Flobee

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Or you can make less content and instance/shard it and everyone is happy. Which is what most of us are saying.
There are a ton of issues with instancing that you're not accounting for. You completely lose control of the pace of loot entering the economy. You lose interaction between players that aren't grouped/guilded together (admittedly can be a good thing), fragmenting your community. You risk the world feeling empty as players are all in their own instances. Sharding limits this to a certain degree. Its not a costless solution by any means.

To a previous point about overworld "secret" leveling spots. Why couldn't you do the exact same thing with loot? The only kind of desirable loot doesn't have to be gear. Out of the way spots that a good for grinding crafting mats, bonus points if they're for consumables, for example.
 
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Mrniceguy

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The problem is that youre denying the PREMIUM content. And why is this good? So the rest of the 1400 can aspire to one day do it too? that shit is bonkers thinking. I really do not understand why the use of instancing or sharding is such a no-no to you purists. Shit EQ does it today with its annual progression servers and everyone is happy. Imagine if they didnt shard the dungeons what a shit fest those prog servers would be.
Instances are not a 'make successful' line item, but not having them is an absolute 'make unsuccessful' line item. One of the only reasons EQ is still around is because they added instances into the game. Instances serve to get rid of spawn camping, which is the underlying issue that kills games. This was something the vast majority of EQ players asked for for years. It was a mistake in their design that new games fixed, which is why they got dropped like a brick when better games came out, despite years of sunk costs from players.

One of the biggest problem i have with modern MMOs is the focus on retention mechanics designed to take advantage of human psychology.

Daily Chores, Weekly chores, feeling like need to log in to finish the battle pass ect. This is the type of shit i don't want in a game.

There is other ways to address end game without adding these atrocious systems to the game. Just look at the 2.0s in EQ. Shorter respawn fights that are triggered as part of quest chains. You can build an end game raiding system around this concept and not have endless poop socking or instance raids, Thus not creating a loop where you log in at a specific time on a specific day to do your weekly raid chores. You can address the "Premium camps" by simply having enough of them that there isn't a "premium camp"
 
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