Monsters and Memories (Project_N) - Old School Indie MMO

Siliconemelons

Ssraeszha Raider
15,827
25,438
I agree. The combat does not match the content. We talked about this a year ago. It's very wow and if they aren't careful it could head into FFIV territory.
They really should have waited to release EA after they had more starting areas in and a better grasp of TTK and grouping. Also, the classes are just very bland. They really need to look at them ASAP. I think maybe a few are passable, but a lot of them are so dull and boring.

I feel they have very different expectations, views, and even "The Vision (tm)" is divergent - perhaps the way this was built is having its issued finally seen more so than not.

Lets take BM vs WB - in WB there is plenty to do as a solo or group - the design is very well done and mob placement is very much like EQ in guk, CT etc. BM on the other-hand is very much designed like a WoW dund, with rooms that are like 4-6 mobs linked etc. wondering mobs that make those pulls +1 or if in a bad spot, get another group of 3-4 mobs etc. so its a very forced group situation and meant for you to just burn through it with force, not planning.

This is just a small example. TE is like Charok was, its a bad guy city zone so its super unfriendly to solo.. not /everything/ has to be a good place for soloing - but when you can make places that are good for both, and well designed.. and not? it just seems a little annoying on the how things are made side of things.

Classes... they need to do what they move away from and what they moved toward at the same time - they want to be special snowflakes in a game that is mean to be very tropy and of yesteryear...that does not mix...not for ALL the classes.. they seem to get butt hurt over /certain/ feedback - is that the type of feedback of certain things? or from certain people?

Like "Knights (pal/sk) just feel like warrior + celric/necro!" OMG REMAKE THE CLASSES instead of "THATS WHAT THOSE CLASSES ARE!!!"
 

Aazrael

Naxxramas 1.0 Raider
4,735
18,416
I unsubbed for the time being. I can't find the time and energy for it right now between work and being an old fuck.

I do hope it takes off and find a stable audience. Might check back later this year when work calms down.
 
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Hekotat

FoH nuclear response team
13,613
14,223
Medallions, coin nerf and lack of camps drove me off as well, that was just too much friction. I didn't mind the difficult economy but the coin nerf just made it more stressful than fun.
 

Flobee

Ahn'Qiraj Raider
3,485
4,165
I'd second the main issue being class design. I'm happy with the world, economy, friction etc. I was never going to be able to no-life or even consistently group so my expectations there were low. For me though a big draw to these games is having solid cohesive class identity and they absolutely nuked that like 2 months before EA release. Instead of fixing what they had they basically hit reset... Then half way through the reworks they seemingly realized it wasn't a great idea and some of the better reworks likes Ranger or SK (basically did nothing) are simply reflavoring the existing kit with minimal changes.

They need to go back and do it again for a bunch of classes and.... To be frank approach it differently. Combine that with stuff like poorly balanced/thought out mechanics (% weapon ratio on skills is, IMO, pants-on-head if you fully normalize and ignore delay), too much randomness of abilities (3 damage ability hits, etc), and it seems to me balancing TTK backwards. Make the combat feel -good- damage wise, abilities shit harder than autos etc, then balance TTK off that.

None of that was doomer criticism. All of it is completely fixable with some time now that they're getting firehose feedback from paying customers. Game is good, content is very good, classes aren't in a good place and they know it.

Releasing Trolls is the real EA launch anyway.

Edit: I also suspect just a numbers pass could make some classes feel a LOT better so it might not even be design in some cases
 

Amycus

Lord Nagafen Raider
911
145
I hate the coin nerf, it’s my biggest gripe.

But I’m still having a ton of fun, so I’ll play until it isn’t fun anymore.
 

Araxen

Golden Baronet of the Realm
11,556
9,049
Sean is streaming right now. I do give him props for continuing to do these streams. They aren't easy streams to do.
 
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moonarchia

The Scientific Shitlord
<Bronze Donator>
32,956
65,012
Maybe my expectations were just a lot lower. I played the end of beta and decided to fund the game in EA and knew exactly what I was getting into. I'm funding the game in hopes that it becomes great
How many ships do you own in Star Citizen?
 

vegetoeeVegetoee

Trakanon Raider
197
167
“Light years better than pantheon” doesn’t exactly sound like a ringing endorsement lol

I'd second the main issue being class design. I'm happy with the world, economy, friction etc. I was never going to be able to no-life or even consistently group so my expectations there were low. For me though a big draw to these games is having solid cohesive class identity and they absolutely nuked that like 2 months before EA release. Instead of fixing what they had they basically hit reset... Then half way through the reworks they seemingly realized it wasn't a great idea and some of the better reworks likes Ranger or SK (basically did nothing) are simply reflavoring the existing kit with minimal changes.

They need to go back and do it again for a bunch of classes and.... To be frank approach it differently. Combine that with stuff like poorly balanced/thought out mechanics (% weapon ratio on skills is, IMO, pants-on-head if you fully normalize and ignore delay), too much randomness of abilities (3 damage ability hits, etc), and it seems to me balancing TTK backwards. Make the combat feel -good- damage wise, abilities shit harder than autos etc, then balance TTK off that.

None of that was doomer criticism. All of it is completely fixable with some time now that they're getting firehose feedback from paying customers. Game is good, content is very good, classes aren't in a good place and they know it.

Releasing Trolls is the real EA launch anyway.

Edit: I also suspect just a numbers pass could make some classes feel a LOT better so it might not even be design in some cases
Yeahhh classes went from being good to ok, to omfg what is this?
 

Muurloen

Pronouns: zie/zhem/zer
14,224
40,583
Medallions, coin nerf and lack of camps drove me off as well, that was just too much friction. I didn't mind the difficult economy but the coin nerf just made it more stressful than fun.
IMO there are enough camps to go around, but no one wants to push in further than the edges of camps/dungeons, thus things get quite crowded.
 

vegetoeeVegetoee

Trakanon Raider
197
167
IMO there are enough camps to go around, but no one wants to push in further than the edges of camps/dungeons, thus things get quite crowded.
I agree but that is because people aren't good. Competent groups are typically statics/guild grps. The average PUG is just going off where everyone else is and won't even think of doing deeper into the orc mines of voz for example.
 

Hekotat

FoH nuclear response team
13,613
14,223
IMO there are enough camps to go around, but no one wants to push in further than the edges of camps/dungeons, thus things get quite crowded.

SGS/SD had zero availability and I was just about to get out of the zone(s).