Monsters and Memories (Project_N) - Old School Indie MMO

Pasteton

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I can get behind mnm adding a ‘loot all’ function. What other qol things are in aoa that aren’t in the mnm ui? I can’t recall wow well enough to recount all the various things. But I know qol is very subjective; I certainly wouldn’t want quest npcs highlighted like in wow but some may consider that qol for example.
 

Quaid

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I can get behind mnm adding a ‘loot all’ function. What other qol things are in aoa that aren’t in the mnm ui? I can’t recall wow well enough to recount all the various things. But I know qol is very subjective; I certainly wouldn’t want quest npcs highlighted like in wow but some may consider that qol for example.

It's been a while since I've played either game, but here's what comes to mind:

-Target window 'consider' values (level, difficulty, faction)
-Direction arrows to group members
-Static maps
-Floating combat text
-Clickable quest text prompts
-Shift-click gear/item comparison functionality
-Dynamic tooltips using mouseovers (spell ranges, countdowns, etc)
-automatic spell interrupts on movement or target death
-queue large batches of crafting to continue offline
-chat bubbles
-searchable quest journal and NPC conversation log

All of this may have changed, so take with a grain of salt.
 
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Hekotat

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The main two things I saw in AoA that were a nice upgrade from anything I'd seen in any MMO to date were in regards to chat.


1. The Chat box setup having all the options in one window pane rather than various sub menus was so nice, especially the all off/on options and the checkmark boxes to choose what you wanted in a window.

aoa_aQTcoZqYSg.png




2. How the floating text chat worked when around other players. They did a really good job having a popup window show up when talking without it being intrusive. At first I didn't' even notice it but once I got a feel for the game it was quite well thought out and helpful in combat situations. I didn't have to look at my chat boxes and could follow what was going on in the group chat while maintaining concentration on the fight.

As you can see below where the player said "Enjoy".

aoa_cQvsIA7Iwv.png





There's likely more but those were the 2 biggest two things that I thought were a nice QoL change that didn't take much effort.
 

TJT

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Say what you want but WoW got game feel just right. If you fire up the original V1 of the WOW Client (Turtle WoW runs this) it still feels good to play. Not talking nostalgia here or anything I mean the straight experience of just walking around in the game and the feel of the abilities and combat in general. It feels good. This matters more than just about anything else when it comes to any game really.
 
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Kithani

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I can get behind mnm adding a ‘loot all’ function. What other qol things are in aoa that aren’t in the mnm ui? I can’t recall wow well enough to recount all the various things. But I know qol is very subjective; I certainly wouldn’t want quest npcs highlighted like in wow but some may consider that qol for example.
Let’s start with “things that even EQ didn’t try to bullshit you on”

…like a compass

I’m sure “hardcore” players prefer some system where if you drop a sword on the ground it points North (if the zone has an even number of letters, otherwise West), but then Northeast on every third day except days that start with T in odd months in which case it points South so you can “learn the system like a badass” and this would definitely not be explained anywhere in game so you can pull it up on a second monitor anytime you need it
 
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Flobee

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Let’s start with “things that even EQ didn’t try to bullshit you on”

…like a compass

I’m sure “hardcore” players prefer some system where if you drop a sword on the ground it points North (if the zone has an even number of letters, otherwise West), but then Northeast on every third day except days that start with T in odd months in which case it points South so you can “learn the system like a badass” and this would definitely not be explained anywhere in game so you can pull it up on a second monitor anytime you need it
You used a lot of words instead of just saying... The Vision™
 

Sylas

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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
It's just minecraft graphics, they have some charm at least.

Can't believe anyone following MNM is complaining about graphics of all things. MNM looks like a baby drew every character, using their own diaper shit to finger paint. They must of mistaken all the posts about the fuzzy troll concept art in the pantheon thread and said "man, they sure do love to talk about that, let's use that as our art style"
 
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Kithani

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It's just minecraft graphics, they have some charm at least.
Absolutely… if you’re a 2 year old.

I’m not saying MNM has great graphics they are frankly Unreal Tournament 2004 quality but run like crap on my laptop from 2019, but Minecraft is like Quake 1 from 1996
 

moonarchia

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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.
17 full time employees alone would be $2.5-3m per year just straight payroll and admin costs. Bargain basement devs are still going to need to make enough to live on. If they are working remote the company still has to have a business license in every state their employees live in and pay proper payroll taxes, which is one of the major downfalls of remote work, but even if all 17 decided to move to Bremen, DE in Europistan, that is still going to be a big chunk of money they are going to have to make annually to pay the devs.

The twatwaffles who keep trying to force the game to make gamer unfriendly decisions forget that this is exactly why this shit always fails. For a game to stay running it has to keep bringing the bacon in, and the spergaloids are not a large enough community to get it done. Never have been, and they are a dying breed, thankfully. Unfortunately some of them seem to be running the company, so they have some hurdles to overcome if this game is going to make it to 1.0.
 
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jayrebb

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17 full time employees alone would be $2.5-3m per year just straight payroll and admin costs. Bargain basement devs are still going to need to make enough to live on. If they are working remote the company still has to have a business license in every state their employees live in and pay proper payroll taxes, which is one of the major downfalls of remote work, but even if all 17 decided to move to Bremen, DE in Europistan, that is still going to be a big chunk of money they are going to have to make annually to pay the devs.

The twatwaffles who keep trying to force the game to make gamer unfriendly decisions forget that this is exactly why this shit always fails. For a game to stay running it has to keep bringing the bacon in, and the spergaloids are not a large enough community to get it done. Never have been, and they are a dying breed, thankfully. Unfortunately some of them seem to be running the company, so they have some hurdles to overcome if this game is going to make it to 1.0.

This is why SOE put Vanguard through an emergency rebuild in the 8 months leading up to it's release. If you talked to Sigil devs they would tell you the entire game was built in less than a year once the order was handed down that the game needs to be commercially marketable (WoW-ification was demanded). It turned out to mechanically be a better more interesting version of WoW (the first time WoW classes/talent trees had been bested by another game, as Warhammer had failed to do this and went off the rails in the later levels).

Could this happen with MNM-- remains to be seen.

There is a new class lead now that Nick is gone, and they have a full team working on it last minute ala Vanguard, it is anyone's guess what exactly it is they are working on, and what the greater vision for the classes (gameplay) is.

Classes will make or break this game, not spawns with 20% droprates in a dungeon camp with lootables that haven't received an itemization pass....

Subpar loot-- let's just say a little birdy told me level 45 named drop nearly identical items to some level 60 named.

Classes and itemization are their biggest hurdles right now to get people to pay for this game.
 
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Loser Nirgon

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Deeply unfortunate Minecraft aesthetic.

Sure but that's what they can scrape together with what they have. I've long reminded people you gotta support these things if you hope for them to grow. It simply won't happen without a loyal thru thick and thin base.

As AoA appears to have ESG bux behind them, maybe it has a shot too. M&M appears to survive on pretty much dedication and talent for now.
 
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Quaid

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17 full time employees alone would be $2.5-3m per year just straight payroll and admin costs. Bargain basement devs are still going to need to make enough to live on. If they are working remote the company still has to have a business license in every state their employees live in and pay proper payroll taxes, which is one of the major downfalls of remote work, but even if all 17 decided to move to Bremen, DE in Europistan, that is still going to be a big chunk of money they are going to have to make annually to pay the devs.

The twatwaffles who keep trying to force the game to make gamer unfriendly decisions forget that this is exactly why this shit always fails. For a game to stay running it has to keep bringing the bacon in, and the spergaloids are not a large enough community to get it done. Never have been, and they are a dying breed, thankfully. Unfortunately some of them seem to be running the company, so they have some hurdles to overcome if this game is going to make it to 1.0.

The team is all volunteer from what I understand, so the current situation can go on as long as they care to continue that relationship.

My post was just to draw attention to the fact that the community should stop holding the belief that there are no financial goals at all. In an ideal world, this company desires to employ somewhere between 17-30 people in an ongoing way.

I believe that they're correct in their market analysis and their stated goals for the company are achievable. The question is how many curious customers can they convert to paying ones, and which implemented 'identity' features/systems (ex. bare bones UI) help with conversion or hinder it. How much do those systems drive identity, and what is their impact on conversion?

Is the bite worth the chew?
 
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Loser Nirgon

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If they don't fix the lack of instancing, the answer will always be no. Soft pvp is still pvp, and the game is built for pve. The two do not mix.

Nick had a front row seat to modern non instanced disputes and how everything plays out. That's one of the many reasons I saw him as essential to delivering, I guess he's still around in some sense(?) which is good and he should be consulted on such matters. Or me, I can tell ya everything in explicit and very objective detail. Glad to fairly neg my positions in those arguments.
 

Quaid

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If they don't fix the lack of instancing, the answer will always be no. Soft pvp is still pvp, and the game is built for pve. The two do not mix.

Yaaaaa maybe, I dunno. I agree on raid zones, but not dungeons and overworld raid targets. I feel like fully instancing MNM would just make it a different game. It's like arguing it's stupid to open a steak house because burgers are more popular. You may make more money opening a burger restaurant... but what if it's your dream to open a steak house?

UI matters are different. Opening a steak house is not inherently a bad idea just because more people order burgers more frequently. Opening a steak house where you only give guests a Spork because you've convinced yourself it'll make them eat more slowly and savour each bite marginally more? Maybe re-think that.
 
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moonarchia

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Yaaaaa maybe, I dunno. I agree on raid zones, but not dungeons and overworld raid targets. I feel like fully instancing MNM would just make it a different game. It's like arguing it's stupid to open a steak house because burgers are more popular. You may make more money opening a burger restaurant... but what if it's your dream to open a steak house?

UI matters are different. Opening a steak house is not inherently a bad idea just because more people order burgers more frequently. Opening a steak house where you only give guests a Spork because you've convinced yourself it'll make them eat more slowly and savour each bite marginally more? Maybe re-think that.
If every steak house goes out of business, you may need to rethink whether a few burgers on the menu might be a good idea.

Being a business means you have to find a way to keep the lights on. Non consensual pvp, hard or soft, has always been a game killer. Instancing is the easiest way to prevent that, but you can go full commie too. Let everyone tag everything and get full xp and loot from it. That will still make the spergs cry, because they can't hoard the best shit, and you'll hear bullshit about keeping loot rare and whatnot, but it will remove the ability to control other peoples' game experience, which is ultimately the problem that needs to be addressed.
 
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TJT

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Force non-consenual PVP faggots onto their faggot PVP server. That is the only way.

Otherwise borrow another brilliant design decision in vanilla WoW. The Gurubashi Arena. You want to PVP and compete for some cool cosmetic thing? Fight to the death over it. Have fun, if you're into that. Have it spawn once a day with RNG on the chest. Sometimes nothing is in it other than some money, other times there's rare cosmetic items for your PVPeen.