Monsters and Memories (Project_N) - Old School Indie MMO

fanaskin

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We've been saying it for years at this point. Instanced raid zones, but also contested overworld individual targets - and give the contested targets entirely tradeable loot. See: WoW Ahn Qiraj era with Azuregos, Kazzak, and the Emerald Dragons.

It's not hard. They do not need some hyper innovative solution to this very simple problem.

Yeah, instancing will marginally undermine the conceit of the shared world. OK. But is that hill really worth dying on?

yes it is worth dying on, it's a different game. sorry you feel bad playing or whatever
 

Quaid

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yes it is worth dying on, it's a different game. sorry you feel bad playing or whatever

Then it's gonna be a fucking dead ass game at the top end, with a high percentage of players just abandoning it shortly after they reach 60.

Enjoy the literal physical gates they're gonna put around encounters. So immersive.
 
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fanaskin

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Then it's gonna be a fucking dead ass game.

Enjoy the literal physical gates they're gonna put around encounters.

You're not doing raids lol who are you kidding casual, by the time you get there it will be old news
 

Quaid

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You're not doing raids lol who are you kidding casual, by the time you get there it will be old news

Uhhh no, I'm not going to do raids in this game as you describe them. I am absolutely a 'casual' by your definition, as are 99% of other players

You are the weirdo here sir. We'll see if there's enough other weirdos to justify more than a single server after 8 months, but I think you know the answer to that.
 

fanaskin

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Uhhh no, I'm not going to do raids in this game as you describe them.

You're not going to do a raid in a relevent time period regardless of how much they bend over backwards for you, you're a bad investment.

Farming items to spawn raids is fine, no instancing I would say is a hard and fast rule, you're just speedrunning why WoW sucked vs EQ in real time
 
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Quaid

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So for anyone who is curious about what I mean, here's what they're testing now. Actual gates/pens around encounters that you trigger:



They're simultaneously hyper concerned about features that feel too 'gamey', while also thinking this is a great solution. It's wild stuff. Feels like Diablo lol.
 
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Daidraco

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Given the groundwork and "idea" of the game, I just dont see how they can get away from the "gamey" feel if they dont want to utilize instancing, dailies/weeklies, etc. that people say "ruined" WoW.

That Bone Construct "Cage" is just one example of what theyre working on and for that encounter, it seems fine for what it is. If anything, I think they should add more flare to that one encounter - like the group that "triggers" the event stabs the ground and a shield goes around group members, stunning them for a brief second - while the bone construct spawns, slams the ground, and everyone thats not in that bubble or w/e is grav fluxed out of the room. Presentation and all that.

Same with the raid boss that spawns in a sand storm. The group that triggers that boss makes an action of "hunkering" down in the sand storm, and everyone outside of that group is "feared" with blinding sand on their screen and they run to the perimeter of a "sand storm wall" before the fear ends. Unable to get back past that sand storm wall until the encounter is over.

Just two examples that come fresh to my mind with the limited bit that I experienced before stepping away from the game.

I dont necessarily understand what hes getting at, or trying to elaborate on.. with boss encounters being able to spawn every 15 minutes for example. But again, I'm not against most of the changes Ive seen taking place when it comes to raid bosses. Gamey or not.
 
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Flobee

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Given the groundwork and "idea" of the game, I just dont see how they can get away from the "gamey" feel if they dont want to utilize instancing, dailies/weeklies, etc. that people say "ruined" WoW.

That Bone Construct "Cage" is just one example of what theyre working on and for that encounter, it seems fine for what it is. If anything, I think they should add more flare to that one encounter - like the group that "triggers" the event stabs the ground and a shield goes around group members, stunning them for a brief second - while the bone construct spawns, slams the ground, and everyone thats not in that bubble or w/e is grav fluxed out of the room. Presentation and all that.

Same with the raid boss that spawns in a sand storm. The group that triggers that boss makes an action of "hunkering" down in the sand storm, and everyone outside of that group is "feared" with blinding sand on their screen and they run to the perimeter of a "sand storm wall" before the fear ends. Unable to get back past that sand storm wall until the encounter is over.

Just two examples that come fresh to my mind with the limited bit that I experienced before stepping away from the game.

I dont necessarily understand what hes getting at, or trying to elaborate on.. with boss encounters being able to spawn every 15 minutes for example. But again, I'm not against most of the changes Ive seen taking place when it comes to raid bosses. Gamey or not.
I've never understood why something being gamey in a game is a bad thing? I am all for immersion and making system fit in the world, but letting something exist just because the game demands it is usually just fine IMO
 

Quaid

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all these spawn mechanics that control FTE sound like gay millennial slop to me
 
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