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Post by rusty_shackleford »

If it was fun then you wouldn't need to convince other people to join you in doing it
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Post by Xenich »

Tweed wrote: ↑ April 1st, 2026, 13:31
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.
I LIKE THIS WORLDDDDD!!!!!!
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Post by Xenich »

rusty_shackleford wrote: ↑ April 1st, 2026, 16:15
If it was fun then you wouldn't need to convince other people to join you in doing it
Is that what we are doing? Here I thought we were discussing why we like or dislike certain game play?

To be honest, I wouldn't want to try and "convince" anyone to play with me. If they don't like that style of game, all they are going to do is whine, complain and ***** every time those "obstacles" present themselves.

Like I said, this is just BSing about what we like, don't like, and why.
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Post by rusty_shackleford »

Xenich wrote: ↑ April 1st, 2026, 16:19
rusty_shackleford wrote: ↑ April 1st, 2026, 16:15
If it was fun then you wouldn't need to convince other people to join you in doing it
Is that what we are doing? Here I thought we were discussing why we like or dislike certain game play?

To be honest, I wouldn't want to try and "convince" anyone to play with me. If they don't like that style of game, all they are going to do is whine, complain and ***** every time those "obstacles" present themselves.

Like I said, this is just BSing about what we like, don't like, and why.
The person I was referencing knows who he is
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Post by rusty_shackleford »

rusty_shackleford wrote: ↑ April 1st, 2026, 16:12
Sitting in one spot grinding the same mob for hours is not fun
ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
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Post by Stack of Turtles »

rusty_shackleford wrote: ↑ April 1st, 2026, 19:35
rusty_shackleford wrote: ↑ April 1st, 2026, 16:12
Sitting in one spot grinding the same mob for hours is not fun
ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
I feel like the name "Monsters & Memories" was already a giveaway that it was going to be mediocre nostalgiabait, tbh.
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Post by rusty_shackleford »

Stack of Turtles wrote: ↑ April 1st, 2026, 19:38
rusty_shackleford wrote: ↑ April 1st, 2026, 19:35
rusty_shackleford wrote: ↑ April 1st, 2026, 16:12
Sitting in one spot grinding the same mob for hours is not fun
ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
I feel like the name "Monsters & Memories" was already a giveaway that it was going to be mediocre nostalgiabait, tbh.
Even by what I was expecting it's impressively derivative, it just seems like an unfinished EQ private server
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Post by Xenich »

rusty_shackleford wrote: ↑ April 1st, 2026, 19:35
rusty_shackleford wrote: ↑ April 1st, 2026, 16:12
Sitting in one spot grinding the same mob for hours is not fun
ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
It depends on the details of what you mentioned.

Pantheon has a good balance to bring in modern gamers, but lacks the old school concepts of non-combat play I was discussing (Maybe the "boring" parts?). The one thing going for pantheon (and I know they are definitely considering it) is that they can easily create a server with varied rule sets. It is very possible you could end up with an EQ like, old school, heavily tuned to that play style server at some point which is the only reason I still consider Pantheon as a viable option between M&M.

Don't get me wrong though, I hate certain concepts both games are doing (One of such, I seriously dislike player trade, hate it... see it as absolutely detrimental in game play), but I can at the least experience the form of game play I enjoyed with the inception of EQ, even with its headaches which I prefer to deal with more than "modern" solutions to MMOs.

On that front, even EQ legends becomes a contester, because while it will utterly destroy the slow development game I like with EQ, it may be able to achieve some aspect of a progression tree development with its no drop concept (if it is implemented).

In the end, traditional EQ even with all its faults and eventual failures of player trade (which will screw up the game, this is fact, wait and see), It is still a prospect of enjoyment to ride that ride during that "corruption" of the game because it will take time.

Past that, I might be able to enjoy some aspects of play for different reasons among the others and get my "Last Hurrah!" so to speak before I swear them off and go fishing/hunting rather than being on a computer. /shrug
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Post by Stack of Turtles »

Xenich wrote: ↑ April 1st, 2026, 20:10
rusty_shackleford wrote: ↑ April 1st, 2026, 19:35
rusty_shackleford wrote: ↑ April 1st, 2026, 16:12
Sitting in one spot grinding the same mob for hours is not fun
ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
It depends on the details of what you mentioned.

Pantheon has a good balance to bring in modern gamers, but lacks the old school concepts of non-combat play I was discussing (Maybe the "boring" parts?). The one thing going for pantheon (and I know they are definitely considering it) is that they can easily create a server with varied rule sets. It is very possible you could end up with an EQ like, old school, heavily tuned to that play style server at some point which is the only reason I still consider Pantheon as a viable option between M&M.

Don't get me wrong though, I hate certain concepts both games are doing (One of such, I seriously dislike player trade, hate it... see it as absolutely detrimental in game play), but I can at the least experience the form of game play I enjoyed with the inception of EQ, even with its headaches which I prefer to deal with more than "modern" solutions to MMOs.

On that front, even EQ legends becomes a contester, because while it will utterly destroy the slow development game I like with EQ, it may be able to achieve some aspect of a progression tree development with its no drop concept (if it is implemented).

In the end, traditional EQ even with all its faults and eventual failures of player trade (which will screw up the game, this is fact, wait and see), It is still a prospect of enjoyment to ride that ride during that "corruption" of the game because it will take time.

Past that, I might be able to enjoy some aspects of play for different reasons among the others and get my "Last Hurrah!" so to speak before I swear them off and go fishing/hunting rather than being on a computer. /shrug
What is even the point of an MMO without player trade?
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Post by Xenich »

Stack of Turtles wrote: ↑ April 1st, 2026, 20:39
Xenich wrote: ↑ April 1st, 2026, 20:10
rusty_shackleford wrote: ↑ April 1st, 2026, 19:35


ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
It depends on the details of what you mentioned.

Pantheon has a good balance to bring in modern gamers, but lacks the old school concepts of non-combat play I was discussing (Maybe the "boring" parts?). The one thing going for pantheon (and I know they are definitely considering it) is that they can easily create a server with varied rule sets. It is very possible you could end up with an EQ like, old school, heavily tuned to that play style server at some point which is the only reason I still consider Pantheon as a viable option between M&M.

Don't get me wrong though, I hate certain concepts both games are doing (One of such, I seriously dislike player trade, hate it... see it as absolutely detrimental in game play), but I can at the least experience the form of game play I enjoyed with the inception of EQ, even with its headaches which I prefer to deal with more than "modern" solutions to MMOs.

On that front, even EQ legends becomes a contester, because while it will utterly destroy the slow development game I like with EQ, it may be able to achieve some aspect of a progression tree development with its no drop concept (if it is implemented).

In the end, traditional EQ even with all its faults and eventual failures of player trade (which will screw up the game, this is fact, wait and see), It is still a prospect of enjoyment to ride that ride during that "corruption" of the game because it will take time.

Past that, I might be able to enjoy some aspects of play for different reasons among the others and get my "Last Hurrah!" so to speak before I swear them off and go fishing/hunting rather than being on a computer. /shrug
What is even the point of an MMO without player trade?
Are you sure you can't figure out that?
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Post by rusty_shackleford »

Stack of Turtles wrote: ↑ April 1st, 2026, 20:39
Xenich wrote: ↑ April 1st, 2026, 20:10
rusty_shackleford wrote: ↑ April 1st, 2026, 19:35


ideal EQ-like for me is taking what was learned from later EQ(especially e.g., LDoN) and early WoW(which stripped too much away) and dropping the boring parts of EQ
while also completely banning any sort of multiboxing

I suspect pantheon will be much closer to this than monsters & mammories
It depends on the details of what you mentioned.

Pantheon has a good balance to bring in modern gamers, but lacks the old school concepts of non-combat play I was discussing (Maybe the "boring" parts?). The one thing going for pantheon (and I know they are definitely considering it) is that they can easily create a server with varied rule sets. It is very possible you could end up with an EQ like, old school, heavily tuned to that play style server at some point which is the only reason I still consider Pantheon as a viable option between M&M.

Don't get me wrong though, I hate certain concepts both games are doing (One of such, I seriously dislike player trade, hate it... see it as absolutely detrimental in game play), but I can at the least experience the form of game play I enjoyed with the inception of EQ, even with its headaches which I prefer to deal with more than "modern" solutions to MMOs.

On that front, even EQ legends becomes a contester, because while it will utterly destroy the slow development game I like with EQ, it may be able to achieve some aspect of a progression tree development with its no drop concept (if it is implemented).

In the end, traditional EQ even with all its faults and eventual failures of player trade (which will screw up the game, this is fact, wait and see), It is still a prospect of enjoyment to ride that ride during that "corruption" of the game because it will take time.

Past that, I might be able to enjoy some aspects of play for different reasons among the others and get my "Last Hurrah!" so to speak before I swear them off and go fishing/hunting rather than being on a computer. /shrug
What is even the point of an MMO without player trade?
Permanence, which seasons, timed servers etc., ruin
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Post by Stack of Turtles »

Xenich wrote: ↑ April 2nd, 2026, 00:24
Stack of Turtles wrote: ↑ April 1st, 2026, 20:39
Xenich wrote: ↑ April 1st, 2026, 20:10


It depends on the details of what you mentioned.

Pantheon has a good balance to bring in modern gamers, but lacks the old school concepts of non-combat play I was discussing (Maybe the "boring" parts?). The one thing going for pantheon (and I know they are definitely considering it) is that they can easily create a server with varied rule sets. It is very possible you could end up with an EQ like, old school, heavily tuned to that play style server at some point which is the only reason I still consider Pantheon as a viable option between M&M.

Don't get me wrong though, I hate certain concepts both games are doing (One of such, I seriously dislike player trade, hate it... see it as absolutely detrimental in game play), but I can at the least experience the form of game play I enjoyed with the inception of EQ, even with its headaches which I prefer to deal with more than "modern" solutions to MMOs.

On that front, even EQ legends becomes a contester, because while it will utterly destroy the slow development game I like with EQ, it may be able to achieve some aspect of a progression tree development with its no drop concept (if it is implemented).

In the end, traditional EQ even with all its faults and eventual failures of player trade (which will screw up the game, this is fact, wait and see), It is still a prospect of enjoyment to ride that ride during that "corruption" of the game because it will take time.

Past that, I might be able to enjoy some aspects of play for different reasons among the others and get my "Last Hurrah!" so to speak before I swear them off and go fishing/hunting rather than being on a computer. /shrug
What is even the point of an MMO without player trade?
Are you sure you can't figure out that?
I don't think you and I have very many game tastes in common, so no.
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Post by Xenich »

Stack of Turtles wrote: ↑ April 2nd, 2026, 00:33
Xenich wrote: ↑ April 2nd, 2026, 00:24
Stack of Turtles wrote: ↑ April 1st, 2026, 20:39

What is even the point of an MMO without player trade?
Are you sure you can't figure out that?
I don't think you and I have very many game tastes in common, so no.
Well, without player trade, MMO game play such as EQ doesn't change much. You still explore and defeat content throughout the game with other people. All player trade does is allow people to purchase gear they did not obtain themselves, essentially circumventing the content challenge to obtaining it.

Honestly, I don't have a problem with player trade itself, just that which allows people to avoid having to defeat the content to obtain it. You can have various player made items that are tradable and the like, but dropped gear, or at the minimum "special" dropped gear should not be in my opinion. If people want that special item of that rare named, that difficult end boss in a dungeon, or that impossible raid target..., well they should actually go "play" the game to obtain it. I mean other than the "trade game", are they really "playing" the game in obtaining it through trade? I know of people who literally bought all of their gear, never stepped into a raid and yet had a full set of high end raid gear and they had all of this at level 1 because they "bought" gold, then went to the player market and purchased all of those content drops.

In the end, I understand why people like that side of play, but lets be honest, a game without player trade is still a multiplayer game that has lost none of its game play by not allowing it.

Oh, and as for our differing tastes, that may be so, but that doesn't bother me. My main complaint about it all is that I have no real options to play a game that I enjoy because every time a company decides to make a game even close to that style I enjoy, it is swarmed by all the people who apparently dislike that type of game to which they demand it be like all the other games they apparently like, but don't play.
Last edited by Xenich on April 2nd, 2026, 01:08, edited 1 time in total.
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Post by Stack of Turtles »

Xenich wrote: ↑ April 2nd, 2026, 01:02
If people want that special item of that rare named, that difficult end boss in a dungeon, or that impossible raid target..., well they should actually go "play" the game to obtain it. I mean other than the "trade game", are they really "playing" the game in obtaining it through trade? I know of people who literally bought all of their gear, never stepped into a raid and yet had a full set of high end raid gear and they had all of this at level 1 because they "bought" gold, then went to the player market and purchased all of those content drops.
I can't imagine giving a **** about 1) having shiny endgame gear, B) "playing" the ****** dungeon/raid content, or 𐀂) whether some other player "played" the ****** dungeon/raid content to get the shiny endgame gear or bought it on ebay.

The whole concept is utterly alien to me.

I want player trade so I can collaborate with my friends or exchange gifts with them. And sometimes to collaborate or exchange gifts with random people in moments of surprise amity.

In fact, I don't even think there should be special gear you can only get from bosses. Getting a random pair of Gladys' unbreakable jeggings from a dragon or centaur or something is absurd. Sure, maybe if I kill Gladys specifically I can loot her jeggings (although most of these bosses seem to be kitted out in two or three wardrobes' worth of possible gear) but then the question becomes, to take a leaf from the passover thread, why are these jeggings unlike all other jeggings? Unless Gladys had a personal pet insane wizard who crafted an enchantment nobody else had ever imagined before, I should be able to learn how to make exactly identical jeggings by studying them, if I have the skills β€” or give them to an NPC crafter who can do the same. A handful of special patterns like that would be fine as loot, but there clearly should not be some kind of game-changing gear progression based on random raid bosses somehow having access to unique and unduplicable magical equipment (that then don't seem to help him much when a bunch of noobs are ganking his *** over and over again to GET that equipment). Other kinds of rewards, including crafting materials, would be so much more fun and immersive for me.
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Post by Xenich »

Stack of Turtles wrote: ↑ April 2nd, 2026, 02:22
Xenich wrote: ↑ April 2nd, 2026, 01:02
If people want that special item of that rare named, that difficult end boss in a dungeon, or that impossible raid target..., well they should actually go "play" the game to obtain it. I mean other than the "trade game", are they really "playing" the game in obtaining it through trade? I know of people who literally bought all of their gear, never stepped into a raid and yet had a full set of high end raid gear and they had all of this at level 1 because they "bought" gold, then went to the player market and purchased all of those content drops.
I can't imagine giving a **** about 1) having shiny endgame gear, B) "playing" the ****** dungeon/raid content, or 𐀂) whether some other player "played" the ****** dungeon/raid content to get the shiny endgame gear or bought it on ebay.

The whole concept is utterly alien to me.
Yet that was the main focus of those games. It is literally the point to do it, so having it circumvented through other systems which eventually have an effect on that game play is not appealing to me personally, it loses something...

Stack of Turtles wrote: ↑ April 2nd, 2026, 02:22
I want player trade so I can collaborate with my friends or exchange gifts with them. And sometimes to collaborate or exchange gifts with random people in moments of surprise amity.

In fact, I don't even think there should be special gear you can only get from bosses. Getting a random pair of Gladys' unbreakable jeggings from a dragon or centaur or something is absurd. Sure, maybe if I kill Gladys specifically I can loot her jeggings (although most of these bosses seem to be kitted out in two or three wardrobes' worth of possible gear) but then the question becomes, to take a leaf from the passover thread, why are these jeggings unlike all other jeggings? Unless Gladys had a personal pet insane wizard who crafted an enchantment nobody else had ever imagined before, I should be able to learn how to make exactly identical jeggings by studying them, if I have the skills β€” or give them to an NPC crafter who can do the same. A handful of special patterns like that would be fine as loot, but there clearly should not be some kind of game-changing gear progression based on random raid bosses somehow having access to unique and unduplicable magical equipment (that then don't seem to help him much when a bunch of noobs are ganking his *** over and over again to GET that equipment). Other kinds of rewards, including crafting materials, would be so much more fun and immersive for me.
It would be nice if they put the same amount of effort into game balancing economies as they do the adventure side, but game economies rarely do this. They operate in a vacuum lacking all the RL risks that would make such play challenging. Developers antagonize over balancing damage, mitigation, and various obstacles of risk in the content, but completely ignore similar concepts as it concerns economic markets, so markets are often easily gimmicked, rarely with any real "loss" mechanism to balance them.

As for the crafting, some games do implement some of what you are saying, EQ had quested/crafted progression gear from drops to make special named items, but in terms of replicating them like you describe, not so much.

It would be interesting to see a company take the depths of some economic games (Capitalism for instance) and put in numerous controls to simulate risk vs reward, then do the same for a crafting system while ultimately implementing it into a game world adventure system. If they were all balanced with controls that simulated risk vs reward, it might work well, but most game economies as I said aren't modeled after risk vs reward and so become littered with easy scam and gimmick schemes to make quick money with limited risk or loss. That is, the economies are just systems that allow circumvention of the adventure content ultimately. Sure, there is a "game" to it, but it is a different approach to play and often creates problems with the adventure side.
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Post by Stack of Turtles »

Xenich wrote: ↑ April 2nd, 2026, 12:02
Yet that was the main focus of those games. It is literally the point to do it, so having it circumvented through other systems which eventually have an effect on that game play is not appealing to me personally, it loses something...
Like I said, different interests. I prefer it when games broaden the focus to other things besides the thing I don't care about.

Now, I'm not inclined to care about having the super-cool endgame gear at all so I don't even really care about trading for it. I've never bothered grinding for any special equipment, I just use whatever seems best from what I've found. I don't have that optimizer twink instinct. Certain things being character bound, like you suggested, then doesn't really bother me; it just doesn't motivate me to go do some six million man raid I won't enjoy either.

(Also I hate bad economic simulations, don't even get me started about bad economic simulations. I'd rather play the original vision of Ultima Online's ecology where everything goes extinct because the world is overpopulated with murderhobos, then if they drive everything extinct, they get what they deserve.)
Last edited by Stack of Turtles on April 2nd, 2026, 17:34, edited 1 time in total.
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Post by Tweed »

UO's ecology was nice on paper and wound up exactly as you expected in practice. Nothing can survive against the murderous wave of parasitical humanity, always devouring everything in sight. They should have kept it, but made creatures from the 5th circle spell summon creature permanent instead of temporary to force mages to have to repopulate the species.

Epic battles against dragons also sound fun on paper, but they're always the worst part of any online game. A half-hour to an hour of prep not including the four hour trudge through trash to reach the raid mob. The actual battle requires one half of the raid party to hop up and down on one foot while whistling the star-spangled banner while the other half slowly shoves a banana up their *** or else the raid mob death touches the entire zone only for all the raid gear to go to the leader and his closest friends and then you can do it again next week. Starting to think that everyone is going about this the wrong way.

The THJ guys looked at the 20 plus years of EQ's history plus all the history of emulated EQ shards and the problem of both and then solved them because they didn't have to answer to corporate and wound up making the most popular shard in history. They also ended up making money hand over fist and got sued into the ground for it, but let's not think about that for the moment. If they'd have been allowed to continue I wonder if they'd have become an actual threat to Dey'break by offering a better product, considering that now DBG is offering their own official version of it.
Last edited by Tweed on April 2nd, 2026, 23:09, edited 1 time in total.
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Tweed wrote: ↑ April 2nd, 2026, 23:08
UO's ecology was nice on paper and wound up exactly as you expected in practice. Nothing can survive against the murderous wave of parasitical humanity, always devouring everything in sight. They should have kept it, but made creatures from the 5th circle spell summon creature permanent instead of temporary to force mages to have to repopulate the species.

Epic battles against dragons also sound fun on paper, but they're always the worst part of any online game. A half-hour to an hour of prep not including the four hour trudge through trash to reach the raid mob. The actual battle requires one half of the raid party to hop up and down on one foot while whistling the star-spangled banner while the other half slowly shoves a banana up their *** or else the raid mob death touches the entire zone only for all the raid gear to go to the leader and his closest friends and then you can do it again next week. Starting to think that everyone is going about this the wrong way.

The THJ guys looked at the 20 plus years of EQ's history plus all the history of emulated EQ shards and the problem of both and then solved them because they didn't have to answer to corporate and wound up making the most popular shard in history. They also ended up making money hand over fist and got sued into the ground for it, but let's not think about that for the moment. If they'd have been allowed to continue I wonder if they'd have become an actual threat to Dey'break by offering a better product, considering that now DBG is offering their own official version of it.
This was mostly what I was thinking about when I wrote my post about "alternate income sources" starting off.

Every skeleton in the game will be perma-camped for 6 months. Should be easier to craft and sell things or fish, or whatever. Idk, just something besides killing a skeleton.
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Post by Xenich »

Ranselknulf wrote: ↑ April 3rd, 2026, 12:57
Tweed wrote: ↑ April 2nd, 2026, 23:08
UO's ecology was nice on paper and wound up exactly as you expected in practice. Nothing can survive against the murderous wave of parasitical humanity, always devouring everything in sight. They should have kept it, but made creatures from the 5th circle spell summon creature permanent instead of temporary to force mages to have to repopulate the species.

Epic battles against dragons also sound fun on paper, but they're always the worst part of any online game. A half-hour to an hour of prep not including the four hour trudge through trash to reach the raid mob. The actual battle requires one half of the raid party to hop up and down on one foot while whistling the star-spangled banner while the other half slowly shoves a banana up their *** or else the raid mob death touches the entire zone only for all the raid gear to go to the leader and his closest friends and then you can do it again next week. Starting to think that everyone is going about this the wrong way.

The THJ guys looked at the 20 plus years of EQ's history plus all the history of emulated EQ shards and the problem of both and then solved them because they didn't have to answer to corporate and wound up making the most popular shard in history. They also ended up making money hand over fist and got sued into the ground for it, but let's not think about that for the moment. If they'd have been allowed to continue I wonder if they'd have become an actual threat to Dey'break by offering a better product, considering that now DBG is offering their own official version of it.
This was mostly what I was thinking about when I wrote my post about "alternate income sources" starting off.

Every skeleton in the game will be perma-camped for 6 months. Should be easier to craft and sell things or fish, or whatever. Idk, just something besides killing a skeleton.
Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
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Post by Ranselknulf »

Xenich wrote: ↑ April 3rd, 2026, 19:07
Ranselknulf wrote: ↑ April 3rd, 2026, 12:57
Tweed wrote: ↑ April 2nd, 2026, 23:08
UO's ecology was nice on paper and wound up exactly as you expected in practice. Nothing can survive against the murderous wave of parasitical humanity, always devouring everything in sight. They should have kept it, but made creatures from the 5th circle spell summon creature permanent instead of temporary to force mages to have to repopulate the species.

Epic battles against dragons also sound fun on paper, but they're always the worst part of any online game. A half-hour to an hour of prep not including the four hour trudge through trash to reach the raid mob. The actual battle requires one half of the raid party to hop up and down on one foot while whistling the star-spangled banner while the other half slowly shoves a banana up their *** or else the raid mob death touches the entire zone only for all the raid gear to go to the leader and his closest friends and then you can do it again next week. Starting to think that everyone is going about this the wrong way.

The THJ guys looked at the 20 plus years of EQ's history plus all the history of emulated EQ shards and the problem of both and then solved them because they didn't have to answer to corporate and wound up making the most popular shard in history. They also ended up making money hand over fist and got sued into the ground for it, but let's not think about that for the moment. If they'd have been allowed to continue I wonder if they'd have become an actual threat to Dey'break by offering a better product, considering that now DBG is offering their own official version of it.
This was mostly what I was thinking about when I wrote my post about "alternate income sources" starting off.

Every skeleton in the game will be perma-camped for 6 months. Should be easier to craft and sell things or fish, or whatever. Idk, just something besides killing a skeleton.
Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
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Post by Xenich »

Ranselknulf wrote: ↑ April 4th, 2026, 01:29
Xenich wrote: ↑ April 3rd, 2026, 19:07
Ranselknulf wrote: ↑ April 3rd, 2026, 12:57


This was mostly what I was thinking about when I wrote my post about "alternate income sources" starting off.

Every skeleton in the game will be perma-camped for 6 months. Should be easier to craft and sell things or fish, or whatever. Idk, just something besides killing a skeleton.
Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Interesting, I wonder if there is a logic behind that sort of control.
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Post by Stack of Turtles »

Ranselknulf wrote: ↑ April 4th, 2026, 01:29
Xenich wrote: ↑ April 3rd, 2026, 19:07
Ranselknulf wrote: ↑ April 3rd, 2026, 12:57


This was mostly what I was thinking about when I wrote my post about "alternate income sources" starting off.

Every skeleton in the game will be perma-camped for 6 months. Should be easier to craft and sell things or fish, or whatever. Idk, just something besides killing a skeleton.
Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Who would want to buy rat pelts or rat meat?
VAE VICTIS
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Post by Oyster Sauce »

Stack of Turtles wrote: ↑ April 4th, 2026, 17:04
Ranselknulf wrote: ↑ April 4th, 2026, 01:29
Xenich wrote: ↑ April 3rd, 2026, 19:07


Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Who would want to buy rat pelts or rat meat?
A goblin
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Post by Ranselknulf »

Stack of Turtles wrote: ↑ April 4th, 2026, 17:04
Ranselknulf wrote: ↑ April 4th, 2026, 01:29
Xenich wrote: ↑ April 3rd, 2026, 19:07


Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Who would want to buy rat pelts or rat meat?
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Post by Stack of Turtles »

Oyster Sauce wrote: ↑ April 4th, 2026, 17:37
Stack of Turtles wrote: ↑ April 4th, 2026, 17:04
Ranselknulf wrote: ↑ April 4th, 2026, 01:29


I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Who would want to buy rat pelts or rat meat?
A goblin
They farm their own rats, they wouldn't trust foreign imported rat meat with no FDA inspection process
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Post by Ranselknulf »

Stack of Turtles wrote: ↑ April 4th, 2026, 17:39
Oyster Sauce wrote: ↑ April 4th, 2026, 17:37
Stack of Turtles wrote: ↑ April 4th, 2026, 17:04


Who would want to buy rat pelts or rat meat?
A goblin
They farm their own rats, they wouldn't trust foreign imported rat meat with no FDA inspection process
I plan to sell counterfeit rat meat and never let people know.
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Post by Oyster Sauce »

Ranselknulf wrote: ↑ April 4th, 2026, 17:45
Stack of Turtles wrote: ↑ April 4th, 2026, 17:39
They farm their own rats, they wouldn't trust foreign imported rat meat with no FDA inspection process
I plan to sell counterfeit rat meat and never let people know.
Shredded prime beef.. the perfect plan
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Post by Xenich »

Stack of Turtles wrote: ↑ April 4th, 2026, 17:04
Ranselknulf wrote: ↑ April 4th, 2026, 01:29
Xenich wrote: ↑ April 3rd, 2026, 19:07


Form a group and do tougher content. If it is anything like EQ, there are places you can take a group of people and pull non-stop which will greatly increase your cash flow. Skellies are the "go to" because they are easy noob money targets, but you don't have to stay soloing for that, find some people to group with and go hit some areas and the coin will come in.

The main thing about EQ was that there was always a way if you explored and sought it. This isn't WoW where you sit at the noob zone and progress through linear content following the bouncing ball. Strike out, explore, innovate, conquer.
I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Who would want to buy rat pelts or rat meat?
If I remember right, in EQ I think you could break them into leather (been a while) and I think rat meat could be used for some food making as well.
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Post by Stack of Turtles »

Xenich wrote: ↑ April 4th, 2026, 17:53
Stack of Turtles wrote: ↑ April 4th, 2026, 17:04
Ranselknulf wrote: ↑ April 4th, 2026, 01:29


I could also vendor trash rat pelts or rat meat to random npcs.

Can't do that in M&M
Who would want to buy rat pelts or rat meat?
If I remember right, in EQ I think you could break them into leather (been a while) and I think rat meat could be used for some food making as well.
Yes, but it comes from rats. You can't kill your own rats? Diegetically, you're going to trust a gross parcel of mystery meat some guy tells you is from a rat? Who wants to eat a rat or wear rat skins anyway?
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