Monsters and Memories (Project_N) - Old School Indie MMO

Hatorade

A nice asshole.
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I don't know how anyone can read that and be hopeful about this game.
It is all so up in the air still I can be a little hopeful, for example:

If they do questing right that could be cool, make it so not all the drops are deep in dungeons/bosses but off common spawns or entrances that no one cares about. So when you out level an area or have some down time you can go and get the stuff that will make your character stronger. They already did this in Tel, two heads off entrance "named" mobs get you a decent dagger.
 

Hatorade

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My bad my spicy homie, that doesn’t read to me as entire zones being locked as full but maybe little areas with encounters. That’s also been an idea on their website since the beginning if you bothered reading it 😁
So you think they are going to put a bunch of nagafen type encounters where you get ported to zoneline if your level is too high? I spent the time showing you a screen shot, you show me where they have been talking about this since the beginning?
 

GuardianX

Perpetually Pessimistic
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Todays announcement was interesting too:

IMO, the problem with MNM has always been pretty simple.

It's a MASSIVE pool that's 1-2 inches deep but with plans to dig it much deeper in the future!

So many thoughts, concepts, plans but none of those things are even remotely "finished" (even in a "put on paper" / foundations sense in some cases) and lots of the process seem to be in a state of "trust us bro" with 0 observable reason to trust.
 
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Kithani

Vyemm Raider
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So you think they are going to put a bunch of nagafen type encounters where you get ported to zoneline if your level is too high? I spent the time showing you a screen shot, you show me where they have been talking about this since the beginning?
If you search Discord you can find Sean mentioning it being on the FAQ from 2 years ago

image.png


I actually think they’re making shit up as they go which isn’t that weird for a new game. I would imagine you might MIGHT have Naggy’s room “instanced” but not all of Sol B, although I read this more as you might hit an invisible wall or some flavor text about why you can’t enter

I don’t have any beef with ya homie just the way you initially posted made me think they had decided to do something beyond this like limit the number of people entering a dungeon or something
 
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GuardianX

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If you search Discord you can find Sean mentioning it being on the FAQ from 2 years ago

View attachment 630494

I actually think they’re making shit up as they go which isn’t that weird for a new game. I would imagine you might MIGHT have Naggy’s room “instanced” but not all of Sol B, although I read this more as you might hit an invisible wall or some flavor text about why you can’t enter

I think a lot of the "Controlled space" talk comes from zerg guilds (in the past, rampage, now Cohesion) absolutely removing any challenge from the encounters (along side their 1-2 inches of encounter depth on their V1 bosses that people seem to be taking as "their intent" for encounters).

Now that Zerging is rearing it's head again with Alcoholics not-so-Anonymous (Cohesion) they are confronting that topic again because AnA is trying to throw their weight around and demand things like "Raid UI support" because they have to deal with the consequences of zerging in a game that never intended for people to zerg in the first place.
 

Quaid

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In Luclin they introduced ring events where the engagement force had to stay in an area and anyone who entered or left the area after the event got started were ported to the zone evac safe point.
 

Gravel

Mr. Poopybutthole
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"We're implementing areas that we know guilds will lock out other players from. If you encounter this, just unsub and take a break"

Six months is being GENEROUS
I mean, even beyond that...they're claiming this game is notable because there are early level dungeons? Mixed tier level zones? Crafting? I don't even understand why they're pointing these things out. They're in literally every fucking MMO. It's like they actually think they're a direct competitor to EverQuest but that it's also still 1999.

They seem to be living in some alternate dimension where no other games exist. Which makes sense with why they've decided to ignore literally any improvements to the genre in a quarter century.
 
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Kirun

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In Luclin they introduced ring events where the engagement force had to stay in an area and anyone who entered or left the area after the event got started were ported to the zone evac safe point.
It just seems like a really convoluted way to solve an issue.

Shawn was one of the pioneers of instancing in MMOs, yet somehow we're discussing ring-event boundaries, forced teleports, participation lockouts, and all these other elaborate mechanisms to prevent players from interfering with an encounter. Why are we stacking workarounds on top of workarounds? In 2002 or whenever Luclin launched, I can understand it. But in 2026? Why are we intentionally reaching back for decades-old solutions to problems that have already been solved?

This is what I find so frustrating about a lot of the design discussions surrounding this game. It feels like there's an enormous amount of effort being spent recreating the limitations of old MMOs rather than learning from the lessons the genre has accumulated over the last twenty-five years. The ring-event example is actually a perfect illustration. Instead of asking, "What's the best way to deliver this experience?" the conversation becomes, "How do we preserve the old-school version of the problem while minimizing its downsides?"

That's backwards. At some point you have to stop treating every modern solution as a compromise and every old solution as inherently more authentic. Honestly, this mentality might explain a lot of why development has taken so long. When you're constantly trying to engineer around self-imposed design constraints, every system becomes harder to build than it needs to be. Instead of solving problems directly, you're solving problems created by earlier solutions, which themselves were created to preserve older design philosophies. It's a never-ending cycle.

The MMO industry didn't spend twenty-five years developing better tools, better encounter design, better instancing technology, and better content delivery systems just so we could voluntarily ignore them and recreate the headaches that led to those innovations in the first place.
 
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Burns

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Were those new changes already implemented, for the most part?

Decided to play a little with mage and see a zone I hadn't been to before, so last night ran a level 10 mage plus a healer up to Blacktide Bay. Spent most of the time with yellow con ratmen where a double pull was difficult to impossible, depending on the ratmen classes. The XP rate also felt slower; while I wasn't really taking note of the time in relation to how much XP I started with, it seemed like it was somewhere around 2 - 3 hours for a level at level 10.

Thing would have probably got substantially easier with the level 12 pet, but by the time I hit 12 I was ready to quit... but not before I decided to invis and exsplore other parts of the zone. Which means I died, lost 12, and had to spend time running my druid over there to do the recovery...
 
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Hatorade

A nice asshole.
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If you search Discord you can find Sean mentioning it being on the FAQ from 2 years ago

View attachment 630494

I actually think they’re making shit up as they go which isn’t that weird for a new game. I would imagine you might MIGHT have Naggy’s room “instanced” but not all of Sol B, although I read this more as you might hit an invisible wall or some flavor text about why you can’t enter

I don’t have any beef with ya homie just the way you initially posted made me think they had decided to do something beyond this like limit the number of people entering a dungeon or something
My mistake, I will shut up now.
 

Gravel

Mr. Poopybutthole
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Were those new changes already implemented, for the most part?

Decided to play a little with mage and see a zone I hadn't been to before, so last night ran a level 10 mage plus a healer up to Blacktide Bay. Spent most of the time with yellow con ratmen where a double pull was difficult to impossible, depending on the ratmen classes. The XP rate also felt slower; while I wasn't really taking note of the time in relation to how much XP I started with, it seemed like it was somewhere around 2 - 3 hours for a level at level 10.

Thing would have probably got substantially easier with the level 12 pet, but by the time I hit 12 I was ready to quit... but not before I decided to invis and exsplore other parts of the zone. Which means I died, lost 12, and had to spend time running my druid over there to do the recovery...
Sounds like the ideal MnM experience they're going for.

Reminds me of my story from a year ago where I died because I couldn't outrun a crocodile across the entire length of the zone, and when I went to find my corpse a sandstorm that lasted an hour started. Quit looking out of frustration after maybe 20 minutes and logged out. Turns out my corpse was like 50 feet away I just couldn't see shit. PEAK GAMING!
 
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Valorath

Vyemm Raider
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Were those new changes already implemented, for the most part?

Decided to play a little with mage and see a zone I hadn't been to before, so last night ran a level 10 mage plus a healer up to Blacktide Bay. Spent most of the time with yellow con ratmen where a double pull was difficult to impossible, depending on the ratmen classes. The XP rate also felt slower; while I wasn't really taking note of the time in relation to how much XP I started with, it seemed like it was somewhere around 2 - 3 hours for a level at level 10.

Thing would have probably got substantially easier with the level 12 pet, but by the time I hit 12 I was ready to quit... but not before I decided to invis and exsplore other parts of the zone. Which means I died, lost 12, and had to spend time running my druid over there to do the recovery...
The changes are coming Monday. You should have noticed increased health and mana regen from your previous play, but the recent talk of TTK and world danger changes are things going in on Monday, after the open testing ends.

Looks like Spellblade, Druid, Archer and Wizard reworks are coming then as well. Looking forward to rolling a wizard next week, I played one previously up to 20 on Relle. Already have the other three 20+ so will be able to check those out too.
 
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Hekotat

FoH nuclear response team
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I think a lot of the "Controlled space" talk comes from zerg guilds (in the past, rampage, now Cohesion) absolutely removing any challenge from the encounters (along side their 1-2 inches of encounter depth on their V1 bosses that people seem to be taking as "their intent" for encounters).

Now that Zerging is rearing it's head again with Alcoholics not-so-Anonymous (Cohesion) they are confronting that topic again because AnA is trying to throw their weight around and demand things like "Raid UI support" because they have to deal with the consequences of zerging in a game that never intended for people to zerg in the first place.

I'm sure it also has to do with high level players camping named spawns for 72 hours straight and not letting appropriate level players have a shot at them. We just ran into this a few weeks ago, player didn't log out for 3 days.

If these greedy fuckers dont cut it out we are going to end up with a lot of no drop items.