Monsters and Memories (Project_N) - Old School Indie MMO

GuardianX

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Bro have you and your buddies considered not being shitbirds? I don’t think I’ve received 10-15 warnings total across all games in the 25 years I’ve been playing MMOs off and on

HAHA that's a tall order!

NOT train for the named I want?

NOT KS?

Be courteous AND a good community member?

WAIT IN LINE?!?
 

GuardianX

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Fairly decent "State of the Game" dropped today:


# Launch Servers

With the world growing with every new module, we face a unique but not so unique problem:

As the geography grows, players are dispersed. As each server ages, players are spread out over the level range.

We are doing a few things to address this:

* Ultimately, we are strongly avoiding the typical paradigm of every module being: "Hey look, we just found this long lost continent!"
* Our plan is to fill out the world organically after 1.0, not by adding new hubs but by mostly revealing new POIs within existing zones, and additional zones and dungeons with existing regions.
* Still, a player in Night Harbor will be quite a distance away from a player in Easthymn, barring finding a Wizard or Druid to teleport them.
* As such, we will be publishing pre-determined server split/collapse scenarios.
* Our targets for peak and minimum concurrent user counts will determine the collapse scenarios, with the targets increasing as the server ages and geography grows.
* This is to try to ensure a minimum concentration of players around each geography and level range.

More details on these plans will follow as we get closer to Early Access, along with details on our "Home Server" initiatives

### Server Merges and Housing

When merging servers, houses may overlap. For any overlapping housing, the owner that has owned that property the longest will get to keep the house after the merge. The other owner will get their upkeep refunded and all the house contents delivered to the nearest customs agent.

We will be looking at housing pricing in the mean time, and may change what kinds of refunds you get after we settle on a pricing structure.

We will also look into reserving the ‘other owner' as the next in line, should the ‘merge winner' default on the property.

# Balance Intent

To start this update, we want to remind everyone that when you are playing in the Closed Beta, you are actually playing on what is essentially our Development Server. It is very flattering that so many people think of Closed Beta as a released game, please remember that Monsters & Memories is not yet in Early Access, let alone released.

The game is being developed by a small volunteer team of passionate developers, at way below Indie budget and it is, again, very flattering that people sometimes forget this fact.

We will continue to fight through our development bandwidth constraints while delivering the next few months of EA prep.

We wanted to declare a few things relating to intent, acknowledge where we feel we over-tuned things in this update, and also let you know that we have received your feedback. We appreciate all of it, and where it made sense for us, we have incorporated some of it.

## Difficulty and APM
Since the beginning, the intent for Monsters and Memories was for it to be a “Chat room with Dragons,” where we have described the combat intent as “Sandwich-y” - meaning you can play with one hand and eat a sandwich, drink a beverage, or whatever with the other. Most of the time.

This is still the intent. We will evaluate where we are pushing against the limits of these statements and make adjustments.

The game is not meant to be “difficult” or intense in its default setting (unless you seek that out).

The intention is for gameplay to be more about rhythm than raw mechanical skill. We, however, also want to provide the basis and tooling for players to be able to react to “bad pulls” or other situations, where they may want to put their sandwich down for a couple of minutes.

Soloing will always be more technically demanding than grouping, and there will be some group content that may be more challenging, requiring more concentration and skill. The above statements are meant to address the average content.

## NPC health and TTK assumptions
We have reviewed things after this last update. There are a few things working together which caused the Time to Kill (TTK) to be over-tuned, we feel.

We are looking at this and are leaning towards adjusting DPS up some. The intent is to not hit solo play so hard, and to balance group play for a smaller group size.

These changes should make it in the next couple of days.

## Burst Damage Intent / Soloing
Currently, burst damage spells feel too expensive. Solo combat with a blue NPC is causing you to run out of mana before the enemy dies. We are looking to adjust this. The intent is for you to be able to solo an enemy then require a short downtime to recover.

## Wizard and Druid DPS
Wizards before the update had one of the highest non-pet class damage potential. We had tuned their DPS down to where we thought it should be based on our TTK assumptions at the time. As our assumptions have changed, we ran more math and will be making some balance changes to Wizard spells.

Druids were the other casting class updated this round, and also are coming in a bit lower on damage, especially with their DoTs. Druid spell damage will be scaling with Wisdom instead of Intelligence, and some spell tuning will be done to get this in the right place.

## Gearing
The other thing to note is that gear is more important than before. Pure casters have been able to get away with very little Intelligence thus far (the character, not the player).

This is true for other classes too for their respective stats, but to a lesser degree.

We tried having Wisdom be a Healing stat while Intelligence is a Damage stat, but we ultimately didn’t like it. We have made Cleric, Druid, Shaman, Ranger and Paladin scale with Wisdom, while the pure casters scale with Intelligence.

While continuing to gear up does increase your effectiveness, we are tuning most content around a character in Common quality gear to be a good play experience in level-appropriate content. You do not need to have unreasonably high stats to do well.

## Experience
We knew that slowing down TTK would slow down Experience / Hour as a side effect. We wanted to quantify by how much before we started making changes. This is now an active topic of conversation and we will be making changes to compensate for the reduced kills per hour rate.

## Stances and other Complexities
As we are considering Closed Beta as a development environment, we are continuing to experiment on there to figure out what is just the right amount of “Sandwich-y” combat. We will continue monitoring this and will adjust as needed.
 
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moonarchia

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I mean we have a whole thread dedicated to answering that question!

It's all making sense now, MNM is a FoH thread simulator!
Cranky obstinate devs who want to make a cranky obstinate game to get money from cranky obstinate gasbags who long to relive their glory days?
 
  • 1Truth!
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fanaskin

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it's a modern MMO made on the same philosophy as EQ
CONTRADICTORY STATEMENTS

exp loss, corpse runs, no gate, all these things increase the range of possible emotions. the guy I was argueing with before whose name escapes me kept saying "enhances the experience" like you just add +1 to an experience and make it better. like no bitch, that's now how it works, without "danger", the range of possible emotional reactions is smaller, it's just the way human beings act sorry.
 
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fanaskin

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So…numbers are out and md to high level wizards with gear around 180+ int are doing half the damage they did pre patch.

Where are you getting your fake numbers? cause this LOL, your original arguement was glyph system lowered damage which was totally wrong, what level char do you play?
 
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Gravel

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Fairly decent "State of the Game" dropped today:

It's funny to me that they're relying on "this is still closed beta," when they were supposed to be in early access already. But worse, they're like 3 months out from their new early access date, where they will be charging people to play the game.

So I think criticism of anything is fair game at this point. In fact, I'd say the whole "we're a small team" is a shit excuse too. That's got nothing to do with the player who you're looking to charge actual money for.

If the game is still so far away from being in an acceptable state that you're making these kinds of excuses, you need to push your early access at least a year back. This close to a release it should just be polishing the game, not doing an entire pass on rebalancing every single class, dps, and TTK.
 
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fanaskin

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It's funny to me that they're relying on "this is still closed beta," when they were supposed to be in early access already. But worse, they're like 3 months out from their new early access date, where they will be charging people to play the game.

So I think criticism of anything is fair game at this point. In fact, I'd say the whole "we're a small team" is a shit excuse too. That's got nothing to do with the player who you're looking to charge actual money for.

If the game is still so far away from being in an acceptable state that you're making these kinds of excuses, you need to push your early access at least a year back. This close to a release it should just be polishing the game, not doing an entire pass on rebalancing every single class, dps, and TTK.

oh look the guy who doesn't play whining up a storm, how new.
 

fanaskin

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  • Our plan is to fill out the world organically after 1.0, not by adding new hubs but by mostly revealing new POIs within existing zones, and additional zones and dungeons with existing regions.

THANK GOD, It really did annoy me over the years there would be so many empty xpac zones in these type of games once everyone moved on.
 
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Kithani

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THANK GOD, It really did annoy me over the years there would be so many empty xpac zones in these type of games once everyone moved on.
I dunno it also feels dumb when an expac comes out and they’re like “omg we just found 5 new zones adjacent to Steamfont HOW DID WE MISS THAT FOR 10 YEARS”
 

moonarchia

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I dunno it also feels dumb when an expac comes out and they’re like “omg we just found 5 new zones adjacent to Steamfont HOW DID WE MISS THAT FOR 10 YEARS”
Gnomes are braindead steampunk fetish pieces of shit that couldn't see over their desks even if they wanted to.
 

Pasteton

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Meanwhile they added like 35 new emotes. Some are pretty funny at least.

I think at this point we have to accept classes are gonna be shit in this game and they don’t have any good class designers, and just enjoy the game for what it does right - world design and old school feel. they don’t have the budget and unfortunately may not have the time to change this - people will move on from the game eventually and there’s no guarantee time will fix something so intrinsically and fundamentally retarded.

this sounds scary to say, but from a purely class design perspective I haven’t seen anything better than what nick did (ie copied from eq)
 

vegetoeeVegetoee

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I mean... it was originally copied from EQ, but he still fucked that up by listening to stupid twitch tards. In the end he wanted to mix designs from numerous games, but I think it was Moreso the nerfs of abilities that pissed everyone off.
 

Kithani

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this sounds scary to say, but from a purely class design perspective I haven’t seen anything better than what nick did (ie copied from eq)
IMG_2285.png
 

fanaskin

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I felt they would have to boost exp per kill after ttk changes because of how leveling felt before and after and that's exactly what they are doing.
 

Puka

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What are we thinking this game would do on steam? I doubt this game will break Ashes record of active players. And Pantheon is sitting good with 6k. Camelot Unchained only did 500. Am I the only one who is thinking this game won't even do Pantheon numbers? Or am I just BRADMAD?
 

fanaskin

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What are we thinking this game would do on steam? I doubt this game will break Ashes record of active players. And Pantheon is sitting good with 6k. Camelot Unchained only did 500. Am I the only one who is thinking this game won't even do Pantheon numbers? Or am I just BRADMAD?

There's already been over 10k concurrent in beta iirc. apparently everquest "same same but also different" is what is scratching an itch, better graphics actually don't matter because the human brain processes sharp edges better than smooth edges so low polygon art sticks out and is more memorable.
 
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