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Monsters & Memories

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GhostCow
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Post by GhostCow »

Tweed wrote: October 5th, 2025, 15:02
GhostCow wrote: October 5th, 2025, 05:37
rusty_shackleford wrote: October 5th, 2025, 05:36


Denying her greencard so you can have extra time to play with the boys :heart:
It's easier to play if she's living with me because she demands attention 24/7 and it's easier to play a game at the same time if she's in the same room. Also she wants to be in the party and her only Windows PC is here in my bedroom
WOOP WOOP, womyn alert!

Never play with couples, ever.

Never never ******* ever.
Xenich wrote: October 5th, 2025, 17:03
Tweed wrote: October 5th, 2025, 15:02
GhostCow wrote: October 5th, 2025, 05:37


It's easier to play if she's living with me because she demands attention 24/7 and it's easier to play a game at the same time if she's in the same room. Also she wants to be in the party and her only Windows PC is here in my bedroom
WOOP WOOP, womyn alert!

Never play with couples, ever.

Never never ******* ever.
I gotta say, this has been an issue in some past games I have played.

As it concerns PnP games, I am a hard NO on women, especially girlfriends/wives, it always ends badly, especially if your ******* DM is a simp and has his GF play.
It's only as issue if the woman talks. Mine doesn't. She is too shy and autistic to speak in the text chat, much less a vc
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Post by Tweed »

GhostCow wrote: October 6th, 2025, 22:18
It's only as issue if the woman talks. Mine doesn't. She is too shy and autistic to speak in the text chat, much less a vc
Bunk. I speak from experience. Playing with dating or married couples is a very bad idea. Females don't have to push their drama into the game, it comes naturally. All it takes for one wrong word to offend or insult a woman's honor and suddenly you've got the boyfriend jumping down your throat. Friendships have ended, guilds have disbanded, and countless hours have been wasted because of couples.
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Post by Xenich »

Tweed wrote: October 6th, 2025, 22:29
GhostCow wrote: October 6th, 2025, 22:18
It's only as issue if the woman talks. Mine doesn't. She is too shy and autistic to speak in the text chat, much less a vc
Bunk. I speak from experience. Playing with dating or married couples is a very bad idea. Females don't have to push their drama into the game, it comes naturally. All it takes for one wrong word to offend or insult a woman's honor and suddenly you've got the boyfriend jumping down your throat. Friendships have ended, guilds have disbanded, and countless hours have been wasted because of couples.
There are also all kinds of other issues as well. Seen the "wife/girlfriend" get really upset if she thought the husband/boyfriend deserved something or was somehow expected. I have had it disrupt my raids because I used another person for a certain task when the GF thought it should be her BF to which she threw a tantrum, which naturally resulted me in kicking her from the raid, which then caused her BF to leave as well (even though he agreed with me) and this led into a conflict on our forums, etc... to which they eventually left the guild.

Yeah, not a big fan with couples playing together. I am not saying it isn't possible for it to be fine, but I haven't experienced it without drama personally.
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Post by Classix »

As far as 'Pally" stuff goes, for those who have played this. ( Diving Knight/Warrior/Cleric etc... ) How are they on here currently, that'd be the only thing I'd play so just curious what the 'Holy' aligned classes/builds are like... Healers,tanks,hybrid...? I don't have much time to look stuff up plus I like actual feedback from players who are familiar that have 'hands on' experience.
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Post by Kriptini »

There are two classes with strong "holy" themes: Paladin and Cleric.

Paladin is a very defense-focused tanking class. Their damage potential isn't great compared to Fighter/Shadowknight but they have a lot of defensive and healing tools. They have a buff that increases their group's AC, access to the standard Heal spell line (albeit at a slower rate than the traditional healing classes), and access to the Placate line of abilities which are tremendously useful for turning off social aggro from mobs during pulls. I typically find that they're the best tanks for keeping aggro in multiple mob situations as well because they generate from their healing spells in addition to their standard typical abilities. They also get a variety of powerful abilities that only work against undead, and the ability to resurrect allies, though not until very high levels.

I think Cleric is currently pretty underwhelming. They have strong heal spells, defensive spells, good abilities vs. undead, and the Placate spell line, but that's really it. Compared to the other two healers, I think they have the highest healing throughput and it's not particularly close, but it eats through their mana quickly and isn't really necessary outside of emergency situations. The one really good thing that Cleric has going for them is that they are the only class with access to resurrection spells at low levels. They get their first resurrection spell at level 8 and I don't think any other class gets a resurrection spell until level 44 (Paladin). Resurrection is very powerful in Monsters & Memories because it summons a player to their corpse and refunds some of the XP they lost from dying. The biggest downside to playing Cleric is that - unlike Druid and Shaman - they do not have access to Speed of the Wild, which (IMO) is one of the most important spells in the game because of how significantly it helps cut down on overworld traversal times. Two healers typically aren't needed in a group, so as a Cleric, you'll probably want to have a Ranger, Bard, or Beastmaster buddy to group with often, otherwise you'll probably hear complaining that your parties don't have access to SoW.
Last edited by Kriptini on October 6th, 2025, 23:10, edited 1 time in total.
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Post by Classix »

Kriptini wrote: October 6th, 2025, 23:10
There are two classes with strong "holy" themes: Paladin and Cleric.

Paladin is a very defense-focused tanking class. Their damage potential isn't great compared to Fighter/Shadowknight but they have a lot of defensive and healing tools. They have a buff that increases their group's AC, access to the standard Heal spell line (albeit at a slower rate than the traditional healing classes), and access to the Placate line of abilities which are tremendously useful for turning off social aggro from mobs during pulls. I typically find that they're the best tanks for keeping aggro in multiple mob situations as well because they generate from their healing spells in addition to their standard typical abilities. They also get a variety of powerful abilities that only work against undead, and the ability to resurrect allies, though not until very high levels.

I think Cleric is currently pretty underwhelming. They have strong heal spells, defensive spells, good abilities vs. undead, and the Placate spell line, but that's really it. Compared to the other two healers, I think they have the highest healing throughput and it's not particularly close, but it eats through their mana quickly and isn't really necessary outside of emergency situations. The one really good thing that Cleric has going for them is that they are the only class with access to resurrection spells at low levels. They get their first resurrection spell at level 8 and I don't think any other class gets a resurrection spell until level 44 (Paladin). Resurrection is very powerful in Monsters & Memories because it summons a player to their corpse and refunds some of the XP they lost from dying. The biggest downside to playing Cleric is that - unlike Druid and Shaman - they do not have access to Speed of the Wild, which (IMO) is one of the most important spells in the game because of how significantly it helps cut down on overworld traversal times. Two healers typically aren't needed in a group, so as a Cleric, you'll probably want to have a Ranger, Bard, or Beastmaster buddy to group with often, otherwise you'll probably hear complaining that your parties don't have access to SoW.
Good info, thanks brother. LP break at the moment for halftime, what would you say is a good combo for 'Duo' as I hope to get my brother into something with me. Not sure if there's a 'priest' class as I forgot to ask it, but what would be a good combo for us if it's just us 2 mostly? Paladin/Cleric? A good synergy for less downtime basically, but along the line of 'Holy themed'.
Last edited by Classix on October 7th, 2025, 00:15, edited 1 time in total.
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Post by Kriptini »

Classix wrote: October 7th, 2025, 00:10
Kriptini wrote: October 6th, 2025, 23:10
There are two classes with strong "holy" themes: Paladin and Cleric.

Paladin is a very defense-focused tanking class. Their damage potential isn't great compared to Fighter/Shadowknight but they have a lot of defensive and healing tools. They have a buff that increases their group's AC, access to the standard Heal spell line (albeit at a slower rate than the traditional healing classes), and access to the Placate line of abilities which are tremendously useful for turning off social aggro from mobs during pulls. I typically find that they're the best tanks for keeping aggro in multiple mob situations as well because they generate from their healing spells in addition to their standard typical abilities. They also get a variety of powerful abilities that only work against undead, and the ability to resurrect allies, though not until very high levels.

I think Cleric is currently pretty underwhelming. They have strong heal spells, defensive spells, good abilities vs. undead, and the Placate spell line, but that's really it. Compared to the other two healers, I think they have the highest healing throughput and it's not particularly close, but it eats through their mana quickly and isn't really necessary outside of emergency situations. The one really good thing that Cleric has going for them is that they are the only class with access to resurrection spells at low levels. They get their first resurrection spell at level 8 and I don't think any other class gets a resurrection spell until level 44 (Paladin). Resurrection is very powerful in Monsters & Memories because it summons a player to their corpse and refunds some of the XP they lost from dying. The biggest downside to playing Cleric is that - unlike Druid and Shaman - they do not have access to Speed of the Wild, which (IMO) is one of the most important spells in the game because of how significantly it helps cut down on overworld traversal times. Two healers typically aren't needed in a group, so as a Cleric, you'll probably want to have a Ranger, Bard, or Beastmaster buddy to group with often, otherwise you'll probably hear complaining that your parties don't have access to SoW.
Good info, thanks brother. LP break at the moment for halftime, what would you say is a good combo for 'Duo' as I hope to get my brother into something with me. Not sure if there's a 'priest' class as I forgot to ask it, but what would be a good combo for us if it's just us 2 mostly? Paladin/Cleric? A good synergy for less downtime basically, but along the line of 'Holy themed'.
You could go Paladin/Cleric if you really want to do a "holy themed" duo, but your offense is going to be lacking pretty significantly so you'll probably find yourselves needing to take long breaks to regen mana in between pulls, and most of the time you'll want additional group members. Stronger duo combinations would be Paladin/Druid or Paladin/Shaman. If you really want to use a Cleric, I'd recommend Cleric/Beastmaster.
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Post by Xenich »

What are some of the key differences between M&M and EQ as it concerns mechanics and play? I guess my interest is in how it measures up to EQ (So far, it seems it is very much EQ) in terms of the Risk vs Reward, etc...

Is it naked corpse runs?
Can smaller rag tag groups handle dungeons if they are clever like you could in EQ?
How about kiting/fear kiting and the like?

I had hoped Pantheon would be a good game, but they went full on "balanced group" with their "elite" group mobs which severely limited creative approach to play.

That and they dumbed down a lot of the consequence aspects of recovery, travel, etc... in play.

Would you say this game is a "true" successor to the spirit of release EQ?

Oh, and what is mob spawn cycle time and how long does it take for a group to med up from 0 to full in mana?
Last edited by Xenich on October 7th, 2025, 12:53, edited 1 time in total.
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Post by Kalarion »

There aren't many, aside from graphics and some stuff not being fully implemented in MnM yet. The main difference is probably in classes.

The classic EQ classes are here but there are a lot of others as well. For instance, Archer is a ranged-focused DPS with no spells (as opposed to Ranger being melee/ranged hybrid druid), Spellblade focuses on creating procs (I think this is really cool, there's a standard nuke proc but there's also a proc that causes a small, stacking slow, with others meant to be added later I assume), and Inquisitor is a melee/enchanter hybrid (FINALLY!).

Classes also seem to have more sharply-defined roles, with a better set of abilities especially for non-casters. Monks get a bunch of different effect choices for their attacks, hybrids all have unique auras, shadowknight v paladin is a lot more stark (paladin is a badass tank with low dps, shadowknight is a good tank that does great damage with 2h), warriors got a lot of abilities. Necros also have a short-cd mana transfer ability that I think is pretty cool, and gives them some group utility. Elementalist (the Mage equivalent) pets each have a unique group aura, depending on element. Air gives mini-crack!!

Gameplay loop right now is 100% EQ, including full corpse runs and xp loss on death. One thing they did here was make spellbooks actual character items. So if you die and you haven't bought copies of your spells to put into a backup spellbook, life can get really hard, at least if you don't have help (see my earlier post about dying in Tel Ekir).

Soloing is definitely possible and necros are still the masters at it. The solo experience seems to be a little closer to FF XI than EQ - from what I can tell, any class can solo an even- or blue-con mob, but it's very slow and inefficient unless you're a solo-focused class like Necro or Elementalist. I hope they don't nerf kite/pet soloing into the ground like they did in EQ, I always thought the idea of punishing classes for playing into their roles was ******* ********.

Small groups can definitely handle tough content with some work. I think larger groups get a really high xp bonus, which I like.

Spawn time in dungeons looks to be around... 6 minutes? 8 minutes? or so, maybe Krip knows for sure. Med from 0 is as painful here as in EQ, it can take up to 10 minutes without crack or some other form of mana regen. Honestly I think they should up the med-to-mana regen formula, +1 regen every 12 skill feels painful and makes med feel inconsequential. Nothing is worse than leveling, seeing +Med skillups, and knowing that it means absolutely nothing until you've levelled up twice more. It should be maybe 1-to-8... a little faster than +1 every other level.
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Kalarion did this a lot better you know.
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Post by Xenich »

Kalarion wrote: October 7th, 2025, 13:47
There aren't many, aside from graphics and some stuff not being fully implemented in MnM yet. The main difference is probably in classes.

The classic EQ classes are here but there are a lot of others as well. For instance, Archer is a ranged-focused DPS with no spells (as opposed to Ranger being melee/ranged hybrid druid), Spellblade focuses on creating procs (I think this is really cool, there's a standard nuke proc but there's also a proc that causes a small, stacking slow, with others meant to be added later I assume), and Inquisitor is a melee/enchanter hybrid (FINALLY!).

Classes also seem to have more sharply-defined roles, with a better set of abilities especially for non-casters. Monks get a bunch of different effect choices for their attacks, hybrids all have unique auras, shadowknight v paladin is a lot more stark (paladin is a badass tank with low dps, shadowknight is a good tank that does great damage with 2h), warriors got a lot of abilities. Necros also have a short-cd mana transfer ability that I think is pretty cool, and gives them some group utility. Elementalist (the Mage equivalent) pets each have a unique group aura, depending on element. Air gives mini-crack!!

Gameplay loop right now is 100% EQ, including full corpse runs and xp loss on death. One thing they did here was make spellbooks actual character items. So if you die and you haven't bought copies of your spells to put into a backup spellbook, life can get really hard, at least if you don't have help (see my earlier post about dying in Tel Ekir).

Soloing is definitely possible and necros are still the masters at it. The solo experience seems to be a little closer to FF XI than EQ - from what I can tell, any class can solo an even- or blue-con mob, but it's very slow and inefficient unless you're a solo-focused class like Necro or Elementalist. I hope they don't nerf kite/pet soloing into the ground like they did in EQ, I always thought the idea of punishing classes for playing into their roles was ******* ********.

Small groups can definitely handle tough content with some work. I think larger groups get a really high xp bonus, which I like.

Spawn time in dungeons looks to be around... 6 minutes? 8 minutes? or so, maybe Krip knows for sure. Med from 0 is as painful here as in EQ, it can take up to 10 minutes without crack or some other form of mana regen. Honestly I think they should up the med-to-mana regen formula, +1 regen every 12 skill feels painful and makes med feel inconsequential. Nothing is worse than leveling, seeing +Med skillups, and knowing that it means absolutely nothing until you've levelled up twice more. It should be maybe 1-to-8... a little faster than +1 every other level.
Wow... that sounds amazing!

I really like how they handled the respawn/recovery time. When you said 6-8 minutes I immediately got worried, but having the med time take longer than respawn is a perfect means to deal with faster respawn. It still creates the danger and sense of urgency of resource management, but also appears to have catered to a faster cycle for those who view the long breaks in EQs mob cycle as cumbersome. I think it is a fair trade off.

Contrast this with Pantheon which has a tad longer mob respawn cycle, but a ridiculous recovery cycle (ie a couple of minutes from 0-full) and you see it completely destroys the sense of resource management.

It looks like they really put some thought into the systems from a perspective of "game play" and not simply cheat design to attend to player whines and demands. I am pretty excited to see this game to be honest.

I love the death penalties then, right up my ally and combined with the mention that travel takes a while, yeah... I am already getting that old EQ anticipation of play.

One last thing... how is the leveling curve? Are the low levels viable play levels or a formality? I always liked release EQ, grouping at low levels was a viable play approach rather than everyone shooting up the levels to then finally consider adding other players.
Last edited by Xenich on October 7th, 2025, 15:04, edited 1 time in total.
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Post by Kriptini »

Level 1 is a formality, level 2 is still relatively quick, but once you hit level 3, you are playing the real game. Grouping up is effective from level 1, and you'll probably want to if you're a class that's not good at soloing.
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Post by Classix »

Thanks for all the info on the posts you replied to me @Kriptini , I'll send that info to my brother when I can when the game comes up next time we're talking. I'm sure it's subject to change but at least it's something for now for us think over.
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Post by Kriptini »

Cleric should be getting some buffs between now and early access, we just don't know what they will be.
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Post by Xenich »

Kriptini wrote: October 8th, 2025, 22:22
Cleric should be getting some buffs between now and early access, we just don't know what they will be.
Are the developers obsessed with "muh balance!" or do they view the classes specific to their own identity and making sure the class serves what it is designed for as it concerns the content? EQ developers started with the latter, but eventually became simps to the "muh balance!" cause which I think was detrimental to the game.
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Post by Kriptini »

Xenich wrote: October 9th, 2025, 17:53
Kriptini wrote: October 8th, 2025, 22:22
Cleric should be getting some buffs between now and early access, we just don't know what they will be.
Are the developers obsessed with "muh balance!" or do they view the classes specific to their own identity and making sure the class serves what it is designed for as it concerns the content? EQ developers started with the latter, but eventually became simps to the "muh balance!" cause which I think was detrimental to the game.
Class identity is definitely important to the team, but they're also sensitive to the idea that each class's identity should feel powerful in situations where they're supposed to excel. Currently, Druid and Shaman feel powerful in pretty much all situations whereas Cleric doesn't really feel powerful even in the situations where they're supposed to excel.
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Post by Xenich »

Kriptini wrote: October 9th, 2025, 20:05
Xenich wrote: October 9th, 2025, 17:53
Kriptini wrote: October 8th, 2025, 22:22
Cleric should be getting some buffs between now and early access, we just don't know what they will be.
Are the developers obsessed with "muh balance!" or do they view the classes specific to their own identity and making sure the class serves what it is designed for as it concerns the content? EQ developers started with the latter, but eventually became simps to the "muh balance!" cause which I think was detrimental to the game.
Class identity is definitely important to the team, but they're also sensitive to the idea that each class's identity should feel powerful in situations where they're supposed to excel. Currently, Druid and Shaman feel powerful in pretty much all situations whereas Cleric doesn't really feel powerful even in the situations where they're supposed to excel.
As long as they balance to content and not "class to class", it shouldn't be an issue. Nothing will screw up a game faster than chasing the whole class wars crap. Class envy and greener syndrome is such a cancer to these types of games.
Last edited by Xenich on October 9th, 2025, 20:45, edited 1 time in total.
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Post by Kriptini »

Xenich wrote: October 9th, 2025, 20:44
Kriptini wrote: October 9th, 2025, 20:05
Xenich wrote: October 9th, 2025, 17:53


Are the developers obsessed with "muh balance!" or do they view the classes specific to their own identity and making sure the class serves what it is designed for as it concerns the content? EQ developers started with the latter, but eventually became simps to the "muh balance!" cause which I think was detrimental to the game.
Class identity is definitely important to the team, but they're also sensitive to the idea that each class's identity should feel powerful in situations where they're supposed to excel. Currently, Druid and Shaman feel powerful in pretty much all situations whereas Cleric doesn't really feel powerful even in the situations where they're supposed to excel.
As long as they balance to content and not "class to class", it shouldn't be an issue. Nothing will screw up a game faster than chasing the whole class wars crap. Class envy and greener syndrome is such a cancer to these types of games.
Maybe, but part of having asymmetrical class design is that every class needs to bring something significant to the table or they'll be passed over. See: Rangers in EQ.
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Post by Xenich »

Kriptini wrote: October 10th, 2025, 02:04
Xenich wrote: October 9th, 2025, 20:44
Kriptini wrote: October 9th, 2025, 20:05


Class identity is definitely important to the team, but they're also sensitive to the idea that each class's identity should feel powerful in situations where they're supposed to excel. Currently, Druid and Shaman feel powerful in pretty much all situations whereas Cleric doesn't really feel powerful even in the situations where they're supposed to excel.
As long as they balance to content and not "class to class", it shouldn't be an issue. Nothing will screw up a game faster than chasing the whole class wars crap. Class envy and greener syndrome is such a cancer to these types of games.
Maybe, but part of having asymmetrical class design is that every class needs to bring something significant to the table or they'll be passed over. See: Rangers in EQ.
I don't agree with that philosophy. It is the Trinity concept and it creates issues. Why have all these classes if you are going to assign "roles"? You can easily make one class to fit each role concept and be done.

What happens though is all the attention gets put to that limited concept, but no attention is paid to the utility aspects of each class which then ends up with hybrids always becoming the dominate roles (much like they did in EQ and eventually every other modern MMO).

Original EQ didn't start out with the "Holy Trinity", that was socially pushed and later developer adopted. Release EQ class descriptions described class tools, abilities, skills, etc... and those were applied to content in various ways. It is why EQ allowed for a very flexible means of play that went past developer intent (FD pulling, kiting, fear kiting, avoidance/hot tanking, etc....) which kept confusing the developers when they tried to force "roles" because players kept finding new ways too apply the tools to defeat content which ended up with constant screams for nerfs/buffs because social opinion was that "this class is the best and only this class should be able to do this".

The whole "passed over" thing is a bad attention to design because a lot of it is based on factors that has less to do about the class being ineffective and more about the perception/ability of the player as to how that class should perform in the roles they specifically want it to. It is an often emotional and highly irrational argument point I have seen in games because people want to be seen as "special" for the class they choose.

As I said, the biggest thing is making sure the class is balanced to content, that it is useful to the content in various ways. Rather than designing around "best in role", design around tool focus.

There is no reason that some classes can not overlap into other so called "roles" if the right tools are provided.

Consider some aspects of EQ and healing/tanking in early EQ.

Take monks in EQ at release for instance. They had normal leather mitigation, but... had high avoidance and other abilities that stacked into that (block, riposte, etc...). So their strength was not taking the damage, but a Cleric, who had very long timed heals (but powerful) was a poor healing choice for a monk, though perfect for a Warrior who had extremely high mitigation, yet add a Druid healer, with a utility class that had small, but fast heals and you could have a monk tank a lot of the group content. The druids had short, fast heals and heals over time, regens, etc... which worked well for an avoidance approach to some mobs.

That was the point too, it depended on the content. Some mobs had certain attacks, or maybe defenses (dmg shields) which did not work well with a monk because they hit too fast, or the damage taken didn't work well with that setup. Then, you would need other tools which some classes provided (slows/stuns and dispels).

Notice how the focus is not on "role" specifically (there are always classes that are better fit with tools for different tasks), but for content where various classes provide solutions in different combinations based on their party and the content. Heck, we even had casters tanking at times because the type of content worked well for it.

The point is, it wasn't about the "roles", but the content and the classes became tool boxes that could apply various solutions depending on what they had and what they encountered.

Balancing around specific defined roles through "best at" concepts ends in creating constant conflicts of class envy which results in constant nerfs/buffs and eventual content/class simplification (ie modern MMO class/content design) IMO.
Last edited by Xenich on October 10th, 2025, 13:32, edited 1 time in total.
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Post by Xenich »

Just so people understand, I am not arguing for classless design, merely saying that a firm conviction to "role" as it concerns "balancing" causes issues.

If a wizard ends up tanking a mob, is that bad? Maybe on its face without any understanding...

But what if the Wizard tanked the mob because it had extremely low melee output that had intensive magic damage? The wizard lets say has high magic resist (not unreasonable due to their calling) and they also have high damage spells that tend to cause excessive agro. Is it unreasonable that a Wizard under those specific circumstances could handle that task? I don't think so (and in fact I have approached various content in MMOs from time to time doing this, outside of the box as to what was "intended" by the developers).

Yet, if you do this... aren't you "infringing" on that "tanks" role? Is it not then a requirement, to keep to "role balance" that the wizard be nerfed, and/or the tank be buffed to handle those encounters, you know... because their "role" demands it?

Take this to the extreme (which is what most MMO developers do) and you end up with constant tantrums and complaints, class envy, buffs/nerfs, etc.. why? Because "Role", because that class apparently has the absolutely authority over that position and so it can not be done by any other...

Doesn't that work against creative play? Creative solutions? Also, doesn't it "force" certain party makeups to the point where... "you must be this high to ride this ride".

That isn't creative play, nor does it support the means for players to actually innovate in play, which is one of the things I enjoyed about early EQ before the "HOLY TRINITY" of a class will know its role, operate within its role, or... someone will ***** and the nerf hammer will come!

"What? You can't do that... you are x, y, z... know your place scrub!"
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Post by Kriptini »

Xenich wrote: October 12th, 2025, 22:04
If a wizard ends up tanking a mob, is that bad? Maybe on its face without any understanding...
I understand what you're saying, I just didn't reply because it seems like you're shadowboxing. Cleric's problem isn't "the things that they're good at are niche," it's that they really don't have anything that they're good at. Their current design is focused on extremely powerful heals in short periods of time, but they aren't mana efficient so they can't actually play like that without needing extremely long med breaks, and outside of a very rare death touch, mobs don't hit hard enough to require it (if they did, there would be a serious issue with how long it takes to med).

From what I understand, the direction Nick is currently exploring for them is more offensive utility/functionality in combat. That will give them a cool position in groups as a primary healer than can flexibly DPS, which is pretty much the one thing that Shaman/Druid can't do right now.
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:toot:
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Kalarion did this a lot better you know.
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Post by Kriptini »

Hopefully I find some time to play. I'm working 16-20 hours per day right now though so it's unlikely.
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Post by Classix »

Kriptini wrote: October 31st, 2025, 13:29
Hopefully I find some time to play. I'm working 16-20 hours per day right now though so it's unlikely.
Buddy tell me about it... had 3 12's and an 11 this week, let alone last weeks messy jobs and schedule. Will let my brother know this is happening for tomorrow and see if we can get in if he's not working Saturday yet again and nothing comes up for me.
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Post by GhostCow »

How complete is the game at this point?
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It isn't. All of the classes are in and most of them have complete ability sets. Class quests up to like level 20 or so are in. The MUD system is in and functional. Night Harbor, Shaded Dunes, Tomb of the Last Wyrmsbane, the Shore and Tel Ekir are full-fledged zones at this point, with in-zone quests. Most, but not all, tradeskills are in, with survival now functional.

Balanced against that, most classes have at least 1 or 2 placeholder abilities, and some have many more. Character creation is still very limited; traits in particular need some heavy love, and only about half the planned races are in. High level zones are very bare-bones, and there aren't a lot of zones overall yet. The MUD system still needs a lot of content to attach it to. Tradeskills need some serious work; currently only the primary equipment crafting skills are fully fleshed out.

With all of that, the game, at least up to level 20 or 25 (I haven't gotten higher), is fun. I had a blast during the last extended playtest, and I fully intend to have a blast with this one. I can definitely feel everything coming together.
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Post by Xenich »

Kalarion wrote: November 1st, 2025, 03:51
It isn't. All of the classes are in and most of them have complete ability sets. Class quests up to like level 20 or so are in. The MUD system is in and functional. Night Harbor, Shaded Dunes, Tomb of the Last Wyrmsbane, the Shore and Tel Ekir are full-fledged zones at this point, with in-zone quests. Most, but not all, tradeskills are in, with survival now functional.

Balanced against that, most classes have at least 1 or 2 placeholder abilities, and some have many more. Character creation is still very limited; traits in particular need some heavy love, and only about half the planned races are in. High level zones are very bare-bones, and there aren't a lot of zones overall yet. The MUD system still needs a lot of content to attach it to. Tradeskills need some serious work; currently only the primary equipment crafting skills are fully fleshed out.

With all of that, the game, at least up to level 20 or 25 (I haven't gotten higher), is fun. I had a blast during the last extended playtest, and I fully intend to have a blast with this one. I can definitely feel everything coming together.
It will be hilarious if this does pretty well. For years we told Brad (and many other MMO developers) to stop trying to be the next WoW or attend to that concept/audience. Just focus on what made EQ (and other similar MMOs) great, fine tune it, put it into a clean new package (don't obsess over graphics) and people will play it.

Every time this this discussion would come up, we would hear people go on and on about how much money it takes to make an MMO, how it takes massively large teams and years upon years to produce...

Yet here we are with a team mostly volunteers doing things in their available time and with a budget that couldn't pay for the coffee/donuts for a modern MMO team (or non-mmo games for that matter).
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Post by GhostCow »

Xenich wrote: November 1st, 2025, 15:14
Kalarion wrote: November 1st, 2025, 03:51
It isn't. All of the classes are in and most of them have complete ability sets. Class quests up to like level 20 or so are in. The MUD system is in and functional. Night Harbor, Shaded Dunes, Tomb of the Last Wyrmsbane, the Shore and Tel Ekir are full-fledged zones at this point, with in-zone quests. Most, but not all, tradeskills are in, with survival now functional.

Balanced against that, most classes have at least 1 or 2 placeholder abilities, and some have many more. Character creation is still very limited; traits in particular need some heavy love, and only about half the planned races are in. High level zones are very bare-bones, and there aren't a lot of zones overall yet. The MUD system still needs a lot of content to attach it to. Tradeskills need some serious work; currently only the primary equipment crafting skills are fully fleshed out.

With all of that, the game, at least up to level 20 or 25 (I haven't gotten higher), is fun. I had a blast during the last extended playtest, and I fully intend to have a blast with this one. I can definitely feel everything coming together.
It will be hilarious if this does pretty well. For years we told Brad (and many other MMO developers) to stop trying to be the next WoW or attend to that concept/audience. Just focus on what made EQ (and other similar MMOs) great, fine tune it, put it into a clean new package (don't obsess over graphics) and people will play it.

Every time this this discussion would come up, we would hear people go on and on about how much money it takes to make an MMO, how it takes massively large teams and years upon years to produce...

Yet here we are with a team mostly volunteers doing things in their available time and with a budget that couldn't pay for the coffee/donuts for a modern MMO team (or non-mmo games for that matter).
To be fair they are going to be releasing a game that's about halfway done if even that and hoping they get enough sales to finish it
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Post by Xenich »

GhostCow wrote: November 1st, 2025, 16:09
Xenich wrote: November 1st, 2025, 15:14
Kalarion wrote: November 1st, 2025, 03:51
It isn't. All of the classes are in and most of them have complete ability sets. Class quests up to like level 20 or so are in. The MUD system is in and functional. Night Harbor, Shaded Dunes, Tomb of the Last Wyrmsbane, the Shore and Tel Ekir are full-fledged zones at this point, with in-zone quests. Most, but not all, tradeskills are in, with survival now functional.

Balanced against that, most classes have at least 1 or 2 placeholder abilities, and some have many more. Character creation is still very limited; traits in particular need some heavy love, and only about half the planned races are in. High level zones are very bare-bones, and there aren't a lot of zones overall yet. The MUD system still needs a lot of content to attach it to. Tradeskills need some serious work; currently only the primary equipment crafting skills are fully fleshed out.

With all of that, the game, at least up to level 20 or 25 (I haven't gotten higher), is fun. I had a blast during the last extended playtest, and I fully intend to have a blast with this one. I can definitely feel everything coming together.
It will be hilarious if this does pretty well. For years we told Brad (and many other MMO developers) to stop trying to be the next WoW or attend to that concept/audience. Just focus on what made EQ (and other similar MMOs) great, fine tune it, put it into a clean new package (don't obsess over graphics) and people will play it.

Every time this this discussion would come up, we would hear people go on and on about how much money it takes to make an MMO, how it takes massively large teams and years upon years to produce...

Yet here we are with a team mostly volunteers doing things in their available time and with a budget that couldn't pay for the coffee/donuts for a modern MMO team (or non-mmo games for that matter).
To be fair they are going to be releasing a game that's about halfway done if even that and hoping they get enough sales to finish it
I guess it depends on what you expect. Based on what I have read, what they have claimed to release, they are on schedule to release exactly what they sought according to what they advertised to. That is, unless I am somehow mistaken and a lot of what they initially promised is going to be missing come EA?


I know this isn't going to be EQ level release, though EQ release was 60 zones, 11 dungeons (roughly). It took them 3 years with a team of 11, and around a million bucks. These guys took... what... 5 years, not sure how many, most working part time and on something akin to a couple 100 thousand to do?

Again, if they accomplish this and it has any sort of healthy base (ie comparable to cost and audience focus), then it will prove the point I am making. EQ hasn't been around for decades because for nothing. Some is nostalgia, but a lot of it is because people want a certain style of game play that does not exist in modern games (modern EQ included ironically).

Imagine if they had a full time team and a solid plan like this one has with some reasonable funding, they would have been done already and had a lot more content, but... the companies are chasing WoW design and that audience will settle for nothing less than "Mamazing graphiacs! Action gumplay! and bouncy ball instant gratifocation!" which is not the audience this group appears to be modeling their game after.
Last edited by Xenich on November 1st, 2025, 20:28, edited 2 times in total.
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Post by GhostCow »

Xenich wrote: November 1st, 2025, 20:27
I guess it depends on what you expect. Based on what I have read, what they have claimed to release, they are on schedule to release exactly what they sought according to what they advertised to. That is, unless I am somehow mistaken and a lot of what they initially promised is going to be missing come EA?
They aren't missing any dates or anything like that, but you can see from their own roadmap that EA is going to be missing a ton of things that most people would consider a requirement for being considered a full release. It's understandable, but disappointing.
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Post by Xenich »

GhostCow wrote: November 1st, 2025, 20:45
Xenich wrote: November 1st, 2025, 20:27
I guess it depends on what you expect. Based on what I have read, what they have claimed to release, they are on schedule to release exactly what they sought according to what they advertised to. That is, unless I am somehow mistaken and a lot of what they initially promised is going to be missing come EA?
They aren't missing any dates or anything like that, but you can see from their own roadmap that EA is going to be missing a ton of things that most people would consider a requirement for being considered a full release. It's understandable, but disappointing.
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Maybe, but then those people are setting themselves up for that disappointment. For me, I read this information early on and so am not expecting anything more than what they claimed they would provide.

Besides, the last 5 years have been creating the entire game. Many of those development focuses will end eventually leaving only content creation which should greatly speed up their release of new material, especially if the game does well enough for them to hire more people on full time.