Monsters and Memories (Project_N) - Old School Indie MMO

TJT

Mr. Poopybutthole
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Having loot tables spread across levels of [named] mobs is an interesting idea. But you then make the loot tables ginormous and remove the cool factor of where X item is from.

At that point it might just be better to have stuff drop crafting mats and rely on player agency to make items. Lore fluff designs like needing to use The Black Anvil in BRD to make certain items were always peak MMO to me. I greatly encourage stuff like that.

Simply due to game geography I don't see how you avoid the problem of dungeons nobody goes to. Players will naturally gravitate to the most accessible and best loot/xp areas. Obviously. If your super cool dungeon is like Paw whelp. Might be cool but it'll be some trouble getting out there. Even with those pages or whatever for XP I remember. But you had to be human to even use them sooo.
 
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Kithani

Vyemm Raider
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I've done that. I've done that soo many times. There are 100s of games that provide that. There will be 100s more that believe in this weird everyone gets a shot commie utopia. I have zero interest in paying for everyone gets a wack at it again. You cannot be the hero tier if you didn't struggle for it. If you cannot fail the challenge is insulting. Therefore i'm willing to pay for this game for a change.

*i'm not that motivated really, but just instance it bro makes my motivation to even try negative.
The irony of calling other games communist while advocating for a game that caters to people who want to dominate by playing on their computers 40+ hours a week as grown ass adults while the rest of us actually contribute to society
 
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Gravel

Mr. Poopybutthole
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THAT'S THE FUCKING POINT. It's bad world design because they didn't know what the fuck they were doing. Mentioning Chardok is a wild self own, since it was redesigned and is now the most popular Kunark Dungeon.

You don't need 8 picks of LGuk. if you drop the spawn timer from 22 mins to like 11, change the layout of Live side and make it more inline with deadside. It now holds 4x the players. You make things like CT and Paw more viable.

But MUH FBSS. Cool it's now a drop tied to any named in the level range
Except MnM is purposefully going for a pace of gaming that's super slow, closer to vanilla EQ. You're basically describing a solution to a game that isn't being made.
 
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vegetoeeVegetoee

Trakanon Raider
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Or you know, instance the content YOU DO HAVE and profit. So then everyone can consumer it

Having loot tables spread across levels of [named] mobs is an interesting idea. But you then make the loot tables ginormous and remove the cool factor of where X item is from.

At that point it might just be better to have stuff drop crafting mats and rely on player agency to make items. Lore fluff designs like needing to use The Black Anvil in BRD to make certain items were always peak MMO to me. I greatly encourage stuff like that.

Simply due to game geography I don't see how you avoid the problem of dungeons nobody goes to. Players will naturally gravitate to the most accessible and best loot/xp areas. Obviously. If your super cool dungeon is like Paw whelp. Might be cool but it'll be some trouble getting out there. Even with those pages or whatever for XP I remember. But you had to be human to even use them sooo.
You could do a bit of both. Some dungneons could have shared loot drops maybe for items that they know will be camped 24/7. Some dungeons could not and have some unique ones to scratch the itch of the poopsockers, etc. Could also have crafting items from mats off these mobs.
 
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TJT

Mr. Poopybutthole
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I'll add that even in Classic WOW one of my very favorite dungeons was Sunken Temple. But if you were Horde it was in the ass end of nowhere and nobody was really willing to go out there unless they absolutely had to. The items were just a bit behind LBRS and Scholo so that didn't help either.

If you're designing dungeons at all you need to be extremely careful about that kind of placement and itemization.

On paper I prefer a MMO that increases player agency by having the best items be crafted things. Or at least near-tier equivalents. This also can increase player interaction. But if you need Big Dick Blacksmith to personally go with you to craft your item on the Black Anvil this ends up being just a big hassle. So there does need to be some middle ground.
 

Mrniceguy

Blackwing Lair Raider
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The idea that billion-dollar studios with legal departments, proprietary anti-cheat tech, full-time security engineers, and direct relationships with platform holders are just sitting there twirling their mustaches choosing not to ban bots is peak Reddit brain. They don't "choose not to." They fight it constantly and still lose ground because it's an arms race and botters constantly adapt. They spoof hardware IDs, virtualize, rotate IPs, human-assist, test enforcement patterns, etc. They operate like businesses because they quite literally are businesses. Most of these operations are located in India, Russia, China, etc. where they make more money bot farming than they do wanting to jump out of a window by working at a Foxconn plant.

Blizzard's Diablo 2 vs Project Diablo 2. Private Indy modders vs One of the largest companies in the industry. D2 is easily the most botted game of all time. Yet botting doesn't exist on PD2. It's not they can't do it. It's that they choose not too.

That's exactly what they're doing. They're a for profit company, their rules enforcement is done in a way that optimizes profit. More botters = gold inflation = more people pay for Krono/WoW token because farming the gold themselves becomes non-viable. Botters are paying subs, If you ban the botters quickly the botters don't make money and then they don't come back and pay for subs, if you do it in waves the botters view it as a cost of doing business and they come back. If you don't ban the botters ever some % of regular players quit. They try to do ban waves to make it look like they care, to minimize the % of regular players that quit.

When Holly Longdale was Lead at Daybreak she had Discord leaks of her talking with the botters/RMT about what degree of cheating would be ok on the next EQ TLP. She's VP over at WOW now.
 
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Mrniceguy

Blackwing Lair Raider
963
518
Having loot tables spread across levels of [named] mobs is an interesting idea. But you then make the loot tables ginormous and remove the cool factor of where X item is from.

I've played games with both systems, it's way more fun with the Big loot tables and people do actually spread out with the Big Loot tables.

Except MnM is purposefully going for a pace of gaming that's super slow, closer to vanilla EQ. You're basically describing a solution to a game that isn't being made.

I know. But people will hit level cap at some point. I understand it's primarily a game about the journey not the destination.