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Post by Xenich »

Tweed wrote: January 28th, 2026, 12:08
Odd to me that the beta will only be 2 months, that seems short for an MMO.
Not entirely, early MMO true "beta" (ie last stage) didn't last that long. I don't know the state of this game or its progress, but if they are at a clean up stage for their EA release, they may not need that much time to transition to that.

I hit Beta 3 in EQ around June 1998 (no sound, one race, only Butcherblock was the playable zone, they rolled out connected zones quick after that) and they released in march the next year. So it all depends on what they need for their testing. Based on observations of their videos, they are well ahead of where EQ was at that stage, so the 2 month beta might be specific to certain things they are looking to test before they open up for EA.
Last edited by Xenich on February 27th, 2026, 19:18, edited 2 times in total.
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Kalarion did this a lot better you know.
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Post by Ranselknulf »

Game seems to be installing, not sure if it's playable.
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Post by Ranselknulf »

Confirmed. Monsters and Memories is completely playable.

No need for special access or anything. I was running around doing random things.
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Post by Kalarion »

In case others didn't get the note (I didn't find out until yesterday afternoon), there's an ad-hoc 4-day playtest going on right now. I'm planning to log in in a couple hours if anyone wants to hook up.
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Post by Xenich »

I popped on for a moment, made a necro to test out a bit... likely a bad choice considering I have no clue where anything is.

That said, works awesome with my triple screen setup. No issues on that front and the game looks great. Interface is fine, though a couple of the elements wouldn't drag to center screen and I don't like that the main bar is locked (or it appeared to be) to the bottom center where I can't adjust my text boxes in, but these are all minor things to me personally.

Anyway, I run down to an area to attack some level 1 mobs, kill one, end up getting assisted aggro from a beetle while I was attacking a bat (lol), and died... I respawn back at my point naked, no gear... and have to run to recover my corpse.

All I can say is... hell ya, I miss this type of play and I think this game is going to be a hell of a lot of fun.

Not sure how much I will be on during this small play test, but I am looking forward to playing beta if I get in, or... obviously EA when it starts in June.

I am very pleased with this game so far.

Edit: By the way, what server are you all on just in case I get some time?
Last edited by Xenich on March 28th, 2026, 23:05, edited 1 time in total.
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Post by Ranselknulf »

I was on for about an hour and I think I got enough of a feel for the game and its direction.

Definitely has the EQ vibes and gameplay feel. Can tell the starter zones were heavily influenced by Freeport. Didn't play as much in the forest starter area.

The actual game play: Ie running around, combat, looting, inventory, other basic elements works fine and is smooth.

There are still gaps in quests, missing npcs and placeholders (its a beta), and I could not for the life of me figure out a good way to make coin during my hour of play. You can only sell items to specific npcs, ie if you find a rat tooth, and rat meat on an npc, you have to find the npc that buys rat meat, and then find the npc that buys rat teeth.

There isn't any merchant inventory searching like EQ where you can buy the items a previous player sold. That would be a nice addition but maybe its just something they haven't finished implementing yet.

My biggest point of feed back is: ADD A FREAKING COMPASS!

It's ok to not have a map, but if you aren't going to have an in game map, at least provide tools for telling your general direction.
Last edited by Ranselknulf on March 29th, 2026, 00:35, edited 1 time in total.
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Post by Xenich »

Ranselknulf wrote: March 29th, 2026, 00:34
I was on for about an hour and I think I got enough of a feel for the game and its direction.

Definitely has the EQ vibes and gameplay feel. Can tell the starter zones were heavily influenced by Freeport. Didn't play as much in the forest starter area.

The actual game play: Ie running around, combat, looting, inventory, other basic elements works fine and is smooth.

There are still gaps in quests, missing npcs and placeholders (its a beta), and I could not for the life of me figure out a good way to make coin during my hour of play. You can only sell items to specific npcs, ie if you find a rat tooth, and rat meat on an npc, you have to find the npc that buys rat meat, and then find the npc that buys rat teeth.

There isn't any merchant inventory searching like EQ where you can buy the items a previous player sold. That would be a nice addition but maybe its just something they haven't finished implementing yet.

My biggest point of feed back is: ADD A FREAKING COMPASS!

It's ok to not have a map, but if you aren't going to have an in game map, at least provide tools for telling your general direction.
They don't have a "sense direction" ability like EQ did?
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Post by Ranselknulf »

Not that I found, but I'm by far an expert on the game. My play time is 1 hour or less.

I did buy a book on how to lumberjack with my hard earned copper.

When I opened the book to learn the secret knowledge, it told me to "buy an axe and chop trees."

10/10 - would buy more books again.
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Post by Xenich »

I don't see one, but apparently you can use the sun/moon to establish direction (check with the time command to figure basic location), which is pretty darn cool.

Here is a new player guide. Seems to be basic info you would get from a basic manual (like what shipped with EQ on release). That should help with the basics.

https://monstersandmemories.com/new-player-guide

Most things seems to be like EQ with some additions and changes here and there. I really like it though... no more hand holding, you have to explore, figure things out, etc... very cool.
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Post by Tweed »

At least droods still get true north.
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Post by Xenich »

Tweed wrote: March 29th, 2026, 01:53
At least droods still get true north.
Which is cool. That is the one thing I missed about EQ, all the subtle elements of play. Having to manage where you are, where you are going, etc... that you can get lost, that your speed of travel is slow and dangerous, that if you die... there are serious issues that compound concerning this.

I can see how younger players who have never experienced this type of game would be overwhelmed with all the responsibility now put on them in play. There are so many subtle requirements in play that modern MMOs took away which if you aren't used, can be absolutely devastating if not properly managed.

With Pantheon, travel and exploration does not intimidate me. I know if I die, that there are often multiple port stones in a zone to which I could bind to which greatly reduces risk in travel and death. With M&M (so far as I know), I can only be bound in a major city by a caster with the bind spell. The zones are huge, and cities distant between each other. Travel is long and dangerous, to which death means a very long haul back to where I died and without any gear to aid me. Travel is risky, dangerous and filled with anticipation and wonder.

This feeds back into what you mention, certain classes or races then have pros/cons in their makeup which may aid or hinder in this challenge (ie some races have night sight, others are blind as a bat in the dark, casters may have spells that aid them in this, while melee do not and must seek other means, etc...).

It is funny how "convenience" in these things over the years has removed very important concepts of play that evoke emotional responses in play and I think they are key to memorable experiences, why I very fondly remember EQ to this day, but can barely remember my experiences in the slew of games after it. I just think these subtle game play elements matter, and are extremely important to the overall experience.
Last edited by Xenich on March 29th, 2026, 11:27, edited 1 time in total.
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Post by Kalarion »

Ranselknulf wrote: March 29th, 2026, 00:34
here are still gaps in quests, missing npcs and placeholders (its a beta), and I could not for the life of me figure out a good way to make coin during my hour of play.
The best way to make early money is to kill skellies and sell their drops. In particular they can spawn with Cracked Staves, which sell for 5 silver a piece (a nod to the 5pp version from EQ). Humanoids also work well for farming.

Some early quests give good money too, just go around hailing everyone and see what you can find.
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when is the wipe
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Post by Kalarion »

The server wipe will occur with the release of EA, which is currently scheduled to start on June 1st.
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Kalarion wrote: March 30th, 2026, 16:45
The server wipe will occur with the release of EA, which is currently scheduled to start on June 1st.
Wait... they are going to keep the servers up until June 1st? I was a not playing a whole lot because I figured it would only be a 4 day access thing and would wait until then to start playing, but if they are keeping the servers up, that is enough time to play more...
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Post by Kalarion »

Xenich wrote: March 30th, 2026, 18:45
Kalarion wrote: March 30th, 2026, 16:45
The server wipe will occur with the release of EA, which is currently scheduled to start on June 1st.
Wait... they are going to keep the servers up until June 1st? I was a not playing a whole lot because I figured it would only be a 4 day access thing and would wait until then to start playing, but if they are keeping the servers up, that is enough time to play more...
No, excuse me, I wasn't clear. The game is currently in closed beta. The closed beta servers (that were opened for this weekend's playtest) will stay up until EA, in June. But we won't have access to them again unless Niche Worlds runs another open playtest. If you want access to the characters on the servers open right now, you'll want to apply for closed/open beta. Otherwise my guess is we won't be seeing them again before EA.
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Post by Xenich »

Kalarion wrote: March 30th, 2026, 19:07
Xenich wrote: March 30th, 2026, 18:45
Kalarion wrote: March 30th, 2026, 16:45
The server wipe will occur with the release of EA, which is currently scheduled to start on June 1st.
Wait... they are going to keep the servers up until June 1st? I was a not playing a whole lot because I figured it would only be a 4 day access thing and would wait until then to start playing, but if they are keeping the servers up, that is enough time to play more...
No, excuse me, I wasn't clear. The game is currently in closed beta. The closed beta servers (that were opened for this weekend's playtest) will stay up until EA, in June. But we won't have access to them again unless Niche Worlds runs another open playtest. If you want access to the characters on the servers open right now, you'll want to apply for closed/open beta. Otherwise my guess is we won't be seeing them again before EA.
Ah ok, well... I did apply for beta, but I doubt I will get in. I haven't played much previously and I figure by the time I do get an invite, it will be a bit short to start playing around.
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Post by Finarfin »

Just wait like a crack addict until June 1st.
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Post by Ranselknulf »

Think the wipe happens today or tomorrow.

So many people were killing I probably just didn't see any skeletons.

Should maybe be some alternate way to make a bit of coin.
Last edited by Ranselknulf on March 30th, 2026, 23:30, edited 1 time in total.
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I wandered around for twenty minutes in pitch black darkness trying to find a guy for a turn in and then he told me I wasn't ready.

I almost had a heart attack when I saw I'd have to spend 12 silver to train a single point of conjuration.

I laughed hysterically at the thought of paying a gold a backback.

Yeah, I'm not feeling this, not at all. I'd sooner pay Dey'Break for EQ Legends than do this.

I'd sooner punch myself square in the nuts than do this.
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Post by Xenich »

Tweed wrote: April 1st, 2026, 01:08
I wandered around for twenty minutes in pitch black darkness trying to find a guy for a turn in and then he told me I wasn't ready.

I almost had a heart attack when I saw I'd have to spend 12 silver to train a single point of conjuration.

I laughed hysterically at the thought of paying a gold a backback.

Yeah, I'm not feeling this, not at all. I'd sooner pay Dey'Break for EQ Legends than do this.

I'd sooner punch myself square in the nuts than do this.
LOL

Comm'On Tweed, You remember EQ at release right? I mean, that was the way things were. Money was extremely difficult to gain. It would take forever to gain your money, and by the time you got enough to pay for most of your skills, you would end up leveling (earlier levels) and have new spells/skills to get (constantly feeling like you had to catch up rather than getting ahead). Backpacks weren't cheap, the idea of carrying a full set of backpacks was laughable in the early levels. You scrounged for any type of container you could find, sacks, wrist bags, etc.... due to them being cheaper or because you got lucky with one dropping off a humanoid mob. It was a constant struggle, and the idea of horde collecting (ie picking up every bit of trash to maximize money intake) really wasn't an option. Not only that, you also had weight to deal with and even if you picked up a backpack, you couldn't max out full backpacks because the weight to carry them all full was usually impractical unless you were a race that was very strong.

This simple concept made certain spells very valuable (ie being able to pop on a strength spell to be able to carry a bit more without getting slowed down), and even the perks of being a class that could summon their own containers became invaluable.

What you bought had to be prioritized, which spells you thought were most useful first, the spell component cost, etc... This is why leveling speed was very slow, because this part of the game took time. Over the years as they started speeding up leveling speed, these concepts became silly. You would often blow through multiple levels so fast that skills were always lagging behind and instead of skills mostly maxing through normal play (ones you used fairly often) due to slow leveling, you were constantly having to stop and grind them up to keep them at level, which then made them speed up skill level speed to balance it out. One thing after another and that game play completely disappeared.

Everything was connected, every detail of play has pros/cons, and this was all before you even entered combat. There was a "game" outside of combat, character development obstacles outside of simply smashing an attack button.

Simple things that enriched play, provided obstacles and created goals to improve and overcome.

This is what I missed about EQ. EQ legends is fun due to its concept, but all of those subtle elements of play are lost because it has all been circumvented. Everything is cheap, getting a complete set of bags at level one is easy (if you don't level up several times before you even make enough money to buy your bags). Spell/Item/consumables (food, water and spell components, etc...) became nothing more than a inconvenience where you dumped a ton of cash and bought stacks and stacks of them. The management was gone, the game play gone.


I get some people hate this, but I loved it. It is what made the "zero to hero" journey so meaningful, to be begging and clawing for scraps as you leveled to even buy some longer lasting food/water, getting that coveted spell because you saved all your cash to finally be able to afford it.

It is also why player traded, gold farming, etc... completely ruined the game. People were able to amass huge amounts of money ridiculously fast. Having plat was considered being rich, but after player trade and the gold farming, it became 100's of play, 1000's of plat and eventually millions of plat so fast that all of those aspects of early game became pointless. The simply journey pointless and it was all about buying the group loot drops in the market, then the raid drops being bought... Ever "Quest" became Ever "Purchase", still gold chasing to progress, but now people were spending more time in the market than they were in the dungeons buying their goods.

For me, that is a "no thanks".
Last edited by Xenich on April 1st, 2026, 11:38, edited 1 time in total.
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My early complaint about the UI was ignorant. After playing a bit I figured out everything can be moved, scaled, and the graphics on the bottom bar can all be turned off. So, the UI is just fine, simple and works for what it provides.

Anyway, I really look forward to this game.

@Kalarion, what is the leveling speed like? I can't remember if you played EQ before they started fiddling with leveling speed (the first change to it I remember being around Kunark, they were attending to complaints about hell levels, class/race penalties to exp, etc...), but I remember it took quite a bit to get up the levels in release. The 1-20 leveling took longer than most MMOs these days take to get to max. I remember only being around 46 when Kunark came out and I played every night a few hours, often in groups. So that was... I want to say about 5 months of play (1-2 month from release I roamed some of the servers). Would you say it is anywhere near that speed?
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Post by Kalarion »

Tweed wrote: April 1st, 2026, 01:08
I wandered around for twenty minutes in pitch black darkness trying to find a guy for a turn in and then he told me I wasn't ready.
Good thing I helped you along on that. That's what friends are for :heart:
Tweed wrote:
I almost had a heart attack when I saw I'd have to spend 12 silver to train a single point of conjuration.
That's what your dots are for. Don't worry, I'll tank for you while you fizzle like crazy for the first ten minutes. Get casting!
Tweed wrote:
I laughed hysterically at the thought of paying a gold a backback.
Tailoring and leatherworking both have backpack recipes that rely on basic cloth/leather and start at 6-slot. The 8-slotters take a little skill grinding to get to but you can bridge the gap easily (with tailoring at least) with spider silk stuff. In the meantime, beetle bowls!

This is a big part of why farming skeletons at low levels is such a good moneymaker, tradeskillers need tons of stacks and pay top silver for them. Conveniently, a nice cozy little dungeon filled with nothing but skeletons (Tomb of the Last Wyrmbane) is available in Night Harbor, and can take you from 5 - 15. The NMs in the tomb also drop tokens for the first set of turn-in armor (Ancient Wyrmbane armor), in cloth, leather, chain and plate varieties. **** I love this game!
Tweed wrote:
Yeah, I'm not feeling this, not at all. I'd sooner pay Dey'Break for EQ Legends than do this.

I'd sooner punch myself square in the nuts than do this.
Agreed on Legends though. I don't even care if it's not as good as THJ, playing something like it in a strict progression model sounds really exciting.

Xenich wrote: April 1st, 2026, 12:04
My early complaint about the UI was ignorant. After playing a bit I figured out everything can be moved, scaled, and the graphics on the bottom bar can all be turned off. So, the UI is just fine, simple and works for what it provides.

Anyway, I really look forward to this game.

@Kalarion, what is the leveling speed like? I can't remember if you played EQ before they started fiddling with leveling speed (the first change to it I remember being around Kunark, they were attending to complaints about hell levels, class/race penalties to exp, etc...), but I remember it took quite a bit to get up the levels in release. The 1-20 leveling took longer than most MMOs these days take to get to max. I remember only being around 46 when Kunark came out and I played every night a few hours, often in groups. So that was... I want to say about 5 months of play (1-2 month from release I roamed some of the servers). Would you say it is anywhere near that speed?
I don't know for sure, because I've only been playing in the open playtests, and two of my previous chars got wiped. My highest level character right now, after ~2 years of playtests, is 18, for context.

The 1 - 20 leveling speed seems appropriately paced. Someone with good camp knowledge who was willing to sacrifice lateral activity (tradeskills, gearing) could probably get to 20 in like a half week of dedicated play, where dedicated play is defined as what you said: a couple hours a night, playing with groups, minimal down- or setup-time. I have no idea beyond that, but my guild has several level 60 characters already. If I had to guess, max level with dedicated, nolife play would probably take a month or two. But again that's just a guess.

EDIT: add reply to avoid double-post.
Last edited by Kalarion on April 1st, 2026, 12:58, edited 1 time in total.
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Kalarion wrote: April 1st, 2026, 12:51
Good thing I helped you along on that. That's what friends are for
No, that was after you told me where he was. I walked right past him several times because it was pitch black and his tag didn't pop up.
Kalarion wrote: April 1st, 2026, 12:51
That's what your dots are for. Don't worry, I'll tank for you while you fizzle like crazy for the first ten minutes. Get casting!
Can't when you can't even cast a single time.
Kalarion wrote: April 1st, 2026, 12:51
This is a big part of why farming skeletons at low levels is such a good moneymaker,
Too bad they're all dead due to overpopulation and spawning with items being a crapshoot.

I have to hand it to these guys. They've managed to distill the absolute worst parts of EQ into a convenient, little package and they've convinced a lot of people that misery is nostalgia. If that wasn't enough, they've added even more suffering on top of all that and soon they're going to start charging people money for the privilege of being frustrated. Well they have my most emphatic blessing, they can have it. I've been there, I've done it, and I have exactly zero desire to ever do it again.
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Post by Finarfin »

Are there no torches you could use or even make yourself?
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Post by Kalarion »

Finarfin wrote: April 1st, 2026, 13:32
Are there no torches you could use or even make yourself?
He could have gotten a fire beetle eye, even better than a torch since it's ranged slot instead of offhand!

But yes torches are available and can be crafted easily from starting resources.
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Post by Xenich »

Kalarion wrote: April 1st, 2026, 12:51
Xenich wrote: April 1st, 2026, 12:04
My early complaint about the UI was ignorant. After playing a bit I figured out everything can be moved, scaled, and the graphics on the bottom bar can all be turned off. So, the UI is just fine, simple and works for what it provides.

Anyway, I really look forward to this game.

@Kalarion, what is the leveling speed like? I can't remember if you played EQ before they started fiddling with leveling speed (the first change to it I remember being around Kunark, they were attending to complaints about hell levels, class/race penalties to exp, etc...), but I remember it took quite a bit to get up the levels in release. The 1-20 leveling took longer than most MMOs these days take to get to max. I remember only being around 46 when Kunark came out and I played every night a few hours, often in groups. So that was... I want to say about 5 months of play (1-2 month from release I roamed some of the servers). Would you say it is anywhere near that speed?
I don't know for sure, because I've only been playing in the open playtests, and two of my previous chars got wiped. My highest level character right now, after ~2 years of playtests, is 18, for context.

The 1 - 20 leveling speed seems appropriately paced. Someone with good camp knowledge who was willing to sacrifice lateral activity (tradeskills, gearing) could probably get to 20 in like a half week of dedicated play, where dedicated play is defined as what you said: a couple hours a night, playing with groups, minimal down- or setup-time. I have no idea beyond that, but my guild has several level 60 characters already. If I had to guess, max level with dedicated, nolife play would probably take a month or two. But again that's just a guess.

EDIT: add reply to avoid double-post.
Hmm.... seems a bit fast to me. I remember when I first started EQ, I knew this guy who played a druid and he took a year off work to play EQ (who the **** does that?), anyway... he was playing 16+ hours a day, often solo grinding... and I want to say it took around 2-3+ weeks for him to hit 20 playing like that, it took much longer once he reached hell levels. Granted, he was solo kiting his way up, but I think that actually was better exp than grouping at the time. Most of the druids I knew from release were the ones to hit level 50 first (kiting dwarf guards in butcher) and most of them hit it not too long before the expansion hit, so I do remember it taking quite a while to level.

It isn't a deal breaker for me, but personally I think that is a bit too fast. Being able to hit 20 in 3-4 days (ie 10-12 hrs of play) seems way too fast to me. I guess it depends on how they handle their itemization, how long spawns are, how rare the mobs and drops are, etc... but if you are leveling that fast, those long journeys to collect gear seems kind of... wasteful. I get this feeling of tons of players shooting up to max level super quick, then complaining about lack of things to do... (ie put in raids, we need lots of raids... etc...) which was one of the problems I remember as EQ went on and how the "group" content became "filler" because the "real game" was getting up to max for the content and raiding. I used to see guys completely ignoring camping drops as they leveled while they rushed to cap, then either camped specific mob types to work on gear, or purchased it on the market.

It will be interesting to see how they handle this progression and how the player base focuses and reacts.
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Post by rusty_shackleford »

Sitting in one spot grinding the same mob for hours is not fun
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Kalarion
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Post by Kalarion »

Xenich wrote: April 1st, 2026, 16:07

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It isn't a deal breaker for me, but personally I think that is a bit too fast. Being able to hit 20 in 3-4 days (ie 10-12 hrs of play) seems way too fast to me. I guess it depends on how they handle their itemization, how long spawns are, how rare the mobs and drops are, etc... but if you are leveling that fast, those long journeys to collect gear seems kind of... wasteful. I get this feeling of tons of players shooting up to max level super quick, then complaining about lack of things to do... (ie put in raids, we need lots of raids... etc...) which was one of the problems I remember as EQ went on and how the "group" content became "filler" because the "real game" was getting up to max for the content and raiding. I used to see guys completely ignoring camping drops as they leveled while they rushed to cap, then either camped specific mob types to work on gear, or purchased it on the market.

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When you contextualize it like this, it makes me rethink my off-the-cuff guess. I'm going to say more like 1 hr/level average, so maybe 20 hours to hit 20. About a week, a week and a half.
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Kalarion did this a lot better you know.