Monsters and Memories (Project_N) - Old School Indie MMO

GuardianX

Perpetually Pessimistic
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Which classes are you specifically concerned with?

You gonna name some specific issues or just keeping posting general nonsense in old man yells at cloud style

This would be a really long post just FYI. I'm gunna start with one class because it just feels like autism and shouting at clouds. The other part is a lot of this is just "Feels" because some things I cant put my finger on it just...feels...off OR their manner of accomplishing a change / effect is just strange, like making 3 left turns to go right.



Mechanics

For "Balance" issues I'm deferring to something that Shawn / Sean said about the game and classes being able to solo blue mobs efficiently while white+ should be reserved to groups farming efficiently.

Most all classes are copy-paste from EQ with seemingly little thought into the "Why" of things like mana values, effects or intents.

Many classes stop having new things at level 12 - 15. Heard through a person through a person that many things are backlogged on "Nick needing someone to make the back end" dunno if true or just people yapping.



Elementalist:

Not gunna say the Elementalist needs a ton of work, the class just feels unfinished (pretty much like the entire game, I mean it is in beta). Like someone stole someones homework and didn't understand the intent of what was going on. It has a good foundation but is fast approaching bloated abilities with all the summons they can pop out their ass. The summoned bandages are really the OP item of the class which is wild, ele's basically have access to the highest level regen that no one can compete with, trying to remember what it healed for but it was wildly past any regen spell.

The gameplay loop Solo consists of healing your pet, not nuking. Nuking can be resisted and mana is a premium. Even in your 50's, this is the case.
The gameplay loop in a group witout mana regen is nuking once every 2 mobs in high turnover groups.
The gameplay loop in a group with mana regen is nuking once every mob in high turnover groups.

Even in EQ I never felt this laid back. EQ was a comfortable drinking nuking and pet send in...this game? I could be near comatose and play. I legit fell asleep playing this a couple times middle of the day on weekend plays.

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Summoned weapons are interesting but pointless outside of their proc (Easy)
- Pivot to a Character Panel based weapon system for pets so ALL pets can use player items respective to their class (Harder)​
Blast system is unfinished, only 4 of 16 combinations are in game.
- (Easy) Flesh it out with all 16 combinations (Harder)​
Class receives wizard nukes a tier later (Easy)
- Remove and lean entirely on the blast system (Harder)​
Pet system lags behind monsters you are fighting and that disparity only gets worse when you hit 45+ when your pet is hitting for 40-50 while mobs are hitting for 120+.
- Pet spells should be given at level 1 and then scale in level alongside the player since many many things are based on level disparity, power should be given every 10-20 levels via class / world quests that give your pet power scales.​
Pet heals currently end at 36 (Easy)
- Finish the line out to 60 with abilities at 48 and 60 since they are already on 12 level spreads.... (Easy)​
The elemental charm line is pointless. They did the same thing that EQ did and put like 8 mobs in that you can ele charm but a ton of mobs in that count as "Elemental / summoned"(Easy)
- Remove the line (Easy)​
- Fix it so any summoned mob, not including pets, can be charmed (hard)​
Reclaim essence is...weird. it's based on current pet health, it's not a practical spell to use to dunk your pet when you need mana and doesn't account for pet fizzles, Buffs you have to give your pet when done summoning it, anything. Summoning my pet takes a ton of mana and buffing it a bit more. sure this gets me to full mana but then I gotta spend 1000 mana to resummon a new pet. (Easy)
- Rotate it so that you injure your pet, not consume it, hitting it for 25% of it's current health for a 10-25% mana return based on total health consumed, fiddle with amount for balance (Easy)​
Mana stones are a net negative at 1 charge and are a net loss over costing both mana to summon and health to use. Mana is too much a premium for any class atm to summon them in combat in any form. summoning them for a healer if you are full mana is basically their only use. (easy)
- Change to 2(+) charges. More balancing would be required but the intent shouldn't be to sit there summoning stone after stone for a healer to use in a situation where the tank is dying and the healer is OOM.(easy)​
Water and Fire Shields are pretty cool.
- flesh out the system with Earth and Air. (Easy-medium)​

Call of the Hero, the system needs to be in the survival profession available deep in the profession to all players that progress the profession.
- Have the cooldown based on the campfire not the player​
- Make it so that a campfire is the foundation for it and only if the campfire has been down 10+ minutes​
- Limited to one summon every 10-20 minutes because the intent is to replace group members in a camp that is deep not summon a raid​
- Server-side log all locations that people are summoning to and take steps to add more patrols in places where you see abuse.​
- Increase distance between campfires so that players cannot abuse the mechanic though multiple campfires.​
 
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Goonsquad Officer
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Man the nerf to mana burn is balls. Went from costing 5 mana to 95. Tapping a mob out takes 90 percent of your mana. Using it as a damage source taps you out before a mob is dead.
 

GuardianX

Perpetually Pessimistic
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Man the nerf to mana burn is balls. Went from costing 5 mana to 95. Tapping a mob out takes 90 percent of your mana. Using it as a damage source taps you out before a mob is dead.

really hope this isn't a PvP change.

Was always amazing to see that in EQ and WoW...
 

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Goonsquad Officer
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I presume its just bellyaching about how fast it worked. If its a pvp change imma flip over a table. Those second class citizens need to stay on their reservation
 
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Kirun

Buzzfeed Editor
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Kirun’s crusade against this game is odd. It’s obviously nothing like the kind of MMOs he wants, yet he spends more hours in here writing blog posts than I’ve probably spent playing this game, it’s bizarre. Your shit basically boils down to ‘I don’t like what you like, here’s 5000 pages of why’. No one cares dude give it a rest, you’re not the lithose of mnm . People with actual knowledge of the game want to talk about its issues, not hear you harp on ad nauseum about the current mmo landscape
I assure you I care and know more about EQ than you ever will. Do you think I'd waste my time in this thread if I didn't give a shit about games like these? How often do you see me posting in the WoW, FFXIV, etc. threads?

I want MMOs like this to succeed. That's exactly why I’m critical. What I don't want is another game blindly chasing nostalgia and calling it "design". This "memberberries first, gameplay later" approach keeps failing for a reason. It's not that all of the original ideas were bad, it's that they're being copy/pasted from 1999 and dropped into a 2026 landscape without any real thought about how players, systems, and expectations have evolved.

It's laziness disguised as homage and that's the problem. If they actually cared about building something meaningful, they'd be iterating on those foundations, not just recreating them and hoping nostalgia carries the experience.