Monsters and Memories (Project_N) - Old School Indie MMO

Hekotat

FoH nuclear response team
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I think the melee stuff was more of a way to bring in those that don't typically like to play heals (Like me). I'm interested and hope they flesh it out just a bit more (Or it gets better down the line, I haven't made it far).

At the time I didn't see a reason to use anything other than supplication if I was feeling lazy.
 
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bolok

Trakanon Raider
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If clerics could procc "count as meditating" while meleeing , meleeing would be a lot more popular
That's an interesting line to pursue. Wizards are kind of in the same boat. You'd have to finagle a med skill malus to juggle it not being absolutely required though. I can't help but think a lot of these more active/melee playstyles would probably be better suited to the skill specialization angle nick was teasing. RIP.

Re-inventing loose wow class "specs" in a less role focused but instead a playstyle focus might not be a bad way to go. Tie it into deity choice, since that's actually something available at the moment and if you want to make it a playstyle choice from the get go. This concept is decently fleshed out in current d&d.
 

...

Goonsquad Officer
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That's an interesting line to pursue. Wizards are kind of in the same boat. You'd have to finagle a med skill malus to juggle it not being absolutely required though. I can't help but think a lot of these more active/melee playstyles would probably be better suited to the skill specialization angle nick was teasing. RIP.

Re-inventing loose wow class "specs" in a less role focused but instead a playstyle focus might not be a bad way to go. Tie it into deity choice, since that's actually something available at the moment and if you want to make it a playstyle choice from the get go. This concept is decently fleshed out in current d&d.
Its their attempt to give cleric some extra. Besides the negligible boost of ac from plate heh
 

Valorath

Vyemm Raider
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That's an interesting line to pursue. Wizards are kind of in the same boat. You'd have to finagle a med skill malus to juggle it not being absolutely required though. I can't help but think a lot of these more active/melee playstyles would probably be better suited to the skill specialization angle nick was teasing. RIP.

Re-inventing loose wow class "specs" in a less role focused but instead a playstyle focus might not be a bad way to go. Tie it into deity choice, since that's actually something available at the moment and if you want to make it a playstyle choice from the get go. This concept is decently fleshed out in current d&d.
You mention Wizard specifically so I’ll add my 2c. Wizard recently got mana darts, and the ability to apply the magic debuff with magic spells. Darts hit four times and apply Seal of Magic. This is a great change for wizards because they no longer have to melee to apply the magic damage debuff. Instead, four hits from a single mana darts spell applies it. Nick did this change, and I hope it sticks.
 
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Quaid

Trump's Staff
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Yeah bro, we know

lay off me teen wolf GIF
 
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gauze

Molten Core Raider
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Re-inventing loose wow class "specs" in a less role focused but instead a playstyle focus might not be a bad way to go. Tie it into deity choice, since that's actually something available at the moment and if you want to make it a playstyle choice from the get go. This concept is decently fleshed out in current d&d.
Deity, but also I'd like to see them put some emphasis on stats.. like breakpoints, maybe getting bonus per 10/15/20; esp from what might seem to be a lot of stat gear on its way. Enchanters have an interesting thing going on, with charm effectiveness being tied to charisma.. but having the option to go a sorta stam based enchanter for Enchant Ally, or Int based for the Torment line of nukes.. couldn't tell you how that works for everybody else; but I think it could be something.
 

bolok

Trakanon Raider
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You mention Wizard specifically so I’ll add my 2c. Wizard recently got mana darts, and the ability to apply the magic debuff with magic spells. Darts hit four times and apply Seal of Magic. This is a great change for wizards because they no longer have to melee to apply the magic damage debuff. Instead, four hits from a single mana darts spell applies it. Nick did this change, and I hope it sticks.
Yeah i didn't get into the weeds with wiz, but i know about the missles. Autists are waaay in the weeds with the math on it. Complainers gonna complain though, but there's a contingent of wizards that are in the same camp as clerics. It's better than being forced into melee, but if you literally want to sit and then blow up a huge chunk of mob hp you are out. If you want to sit and heal a chunk, you are kind of also out.

There's one guy on the discord who is disabled in some fashion and kind of needs there to be a super low apm/button class. And they're all kind of being designed out with maintenance buffs or debuffs needing to be applied on rotation with what would have otherwise been something he could handle with his controller.
 

bolok

Trakanon Raider
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Deity, but also I'd like to see them put some emphasis on stats.. like breakpoints, maybe getting bonus per 10/15/20; esp from what might seem to be a lot of stat gear on its way. Enchanters have an interesting thing going on, with charm effectiveness being tied to charisma.. but having the option to go a sorta stam based enchanter for Enchant Ally, or Int based for the Torment line of nukes.. couldn't tell you how that works for everybody else; but I think it could be something.
Yeah the stat impact is definitely off currently. More so for caster stats, but aside from maybe dex the melee stats are kinda unimpactful too. That appears to be being worked on re: itemization as a whole. We'll have to see how that goes.

The enchanter example was definitely designed that way. Ages ago Nick talked about how trolls having high stam and being a enc would be able to exploit enchant ally better than a high int or charisma one. It's just a matter of following through.
 

Kaines

Potato Supreme
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The joy of healing is snatching victory from defeat. It's why Complete Heal felt so good on Clerics in EQ, and later Shamans and Druids in Velious. You were rewarded with mana efficiency for timing your CH with how much DMG your tank was taking. Acting on your knowledge, experience, awareness, and intuition was really satisfying gameplay. It turned a game of HP whack-a-mole into a more skillful feeling exercise, while retaining the cozy vibe of EQ grouping. I'm hoping they add something to healers in MNM that makes your heals more efficient/effective the lower the HP of your target is.

They should look to make healing feel more risk/reward driven, not more active with weird attempts to get them to melee.
Inducting your tank into the Purple HP Club was a right of passage for any cleric.
 
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skylan

Trakanon Raider
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Well still no luck on a beta invite. On the off chance someone has a friend key they aren't using I would love to get in on this.
 

bolok

Trakanon Raider
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There will be at least 1 maybe 2 more open play session before EA, if you haven't gotten a chance to check it out at all yet. No dates that i've seen tho.
 

skylan

Trakanon Raider
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Yea I got back from vacation on Saturday night so I got to play about 3 hours of the last test, just enough to leave me wanting to play more.
 

Valorath

Vyemm Raider
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As long as you can play for an hour or two when you log in, you can make some progress. If you only play in 30 minute intervals, this likely isn’t the game for you.
 

Quaid

Trump's Staff
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Interesting thing happening on their Reddit. I think the Adrullan comparison is good for the outcome of both games and the attitudes of both communities.

Post 1, comparing UI/UX elements of AoA to MnM. The most upvoted post on the subreddit in several weeks:

Post 2, bemoaning the existence of post 1. Downvoted into the shadowrealm:

Post 2 uses the same tired playbook we've heard for years: "Often it comes with arguments that if they don't change this M&M will only have a very small following. Which is a very strange argument considering that the developers have explicitly said on multiple occasions that they are not interested in making a mass appeal game but rather a very niche game that they want to play."

That's always been an absurd position, but recently their real goals have been hinted at. In the post-Nick VOD Shaun revealed the current team size, and the desired number of full timers they hope to move forward with. That number was 17 priority full timers, with another 13 who have indicated they'd like to stay on if the resources are there. Even if they were to severely underpay the core 17, you're talking $1.5m-$2m per year just in compensation before other costs. That's in the neighbourhood of 10,000 monthly subscriptions just to reach their minimum staffing goal, satisfying zero other costs, and realizing zero profits.

The notion that this game can have such niche appeal that 'success' is a few hundred die-hards running around an empty world for a few months is utter delusion by the community.
 
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Kithani

Vyemm Raider
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Interesting thing happening on their Reddit. I think the Adrullan comparison is good for the outcome of both games and the attitudes of both communities.

Post 1, comparing UI/UX elements of AoA to MnM. The most upvoted post on the subreddit in several weeks:

Post 2, bemoaning the existence of post 1. Downvoted into the shadowrealm:

Post 2 uses the same tired playbook we've heard for years: "Often it comes with arguments that if they don't change this M&M will only have a very small following. Which is a very strange argument considering that the developers have explicitly said on multiple occasions that they are not interested in making a mass appeal game but rather a very niche game that they want to play."

That's always been an absurd position, but recently their real goals have been hinted at. In the post-Nick VOD Shaun revealed the current team size, and the desired number of full timers they hope to move forward with. That number was 17 priority full timers, with another 13 who have indicated they'd like to stay on if the resources are there. Even if they were to severely underpay the core 17, you're talking $1.5m-$2m per year just in compensation before other costs. That's in the neighbourhood of 10,000 monthly subscriptions just to reach their minimum staffing goal, satisfying zero other costs, and realizing zero profits.

The notion that this game can have such niche appeal that 'success' is a few hundred die-hards running around an empty world for a few months is utter dishonesty.

Can someone sum up whatever QOL/UI things exist in Adrullan for those of us who don’t follow it because it has worse graphics than my 2 year old nephew’s giant Lego bricks
 

Quaid

Trump's Staff
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Can someone sum up whatever QOL/UI things exist in Adrullan for those of us who don’t follow it because it has worse graphics than my 2 year old nephew’s giant Lego bricks

Adrullan's UI functionality is basically identical to Classic WoW, minus the radar mini map thing. MnM is about as bare-bones as Kunark era EQ. They won't even implement a 'loot all' function last time I checked in.

Death penalty is also similar to Classic WoW, with no real corpse runs to recover gear. Your stuff takes a durability hit and you lose some xp, which you recover a portion of upon corpse retrieval.

No instancing of dungeons or raid content. No picky merchant stuff. No lightsource management game or survival elements. No spellbook recovery.

Deeply unfortunate Minecraft aesthetic.
 
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