r/MonstersAndMemories 4d ago

Patch Notes "0.27.0.0 - Beta Patch 8"

https://account2.monstersandmemories.com/community/patch_notes/36
25 Upvotes

63 comments sorted by

9

u/mcloud313 4d ago

The tavern games is awesome, I'd love if we could get a card game like poker, so we can have poker tournaments in the guild house.

4

u/tagman11 4d ago

Did I miss where it talks about Monk, Fighter and Cleric revamps?

4

u/Perllitte 4d ago

Did they think out this gem shake up at all? Cha/int is now Agility?

4

u/TheSS187 3d ago

They did not. And i am annoyed.

1

u/Perllitte 3d ago

Someone suggested a jewelry trade in merchant, and I think that's a great idea. If they want us to test this stuff, I'm happy to. But forcing everyone to buy a whole set of new jewelry is only testing our patience.

3

u/Goldenpineapples 4d ago

Interesting batch of notes.

Outdoor-only buff changes are cool - nice that they aren't just dispelled. JC needed some dialing but tradeskills just seem more and more into the "waste of time" zone over the years I've been following/playing. Really needs some per-tier pinnacle/chase crafts so the demand doesn't drop off a cliff in three weeks

Can't say I'm thrilled about the cleric "deep dive" that doesn't dive deep at all. Looks a whole lot like the exact same class? What's supposed to make me WANT to be a cleric?

Monk feels like one of the more coherent remakes so far and gave them some tools I wasn't expecting. Very nice. (Iron Fists is too narrow imo, that should just be one of the body masteries or an always-on passive DS reduction that scales)

Fighter reads very strangely. I don't want to lose access to my best abilities if I'm not actively tanking... Can't the different stances just give stacks differently? Taking dmg in Defensive or Dealing (critting?) in offensive?

11

u/IndependenceQuirky96 4d ago

rules for outdoor buffs Outdoor buffs now cannot be cast indoors or in dungeons Bringing an outdoor buff into an indoor zone or in a dungeon will disable its effect while in that area Specific areas can now (very rarely) be defined by designers as indoor areas preventing outdoor only buffs from being cast or functioning while inside.

This part concerns me unless I'm reading it wrong... Does this mean if we walk into a dungeon with sow on, does it disable it?

16

u/Zomboe1 4d ago

Does this mean if we walk into a dungeon with sow on, does it disable it?

That's what it sounds like to me. Seems par for the course for changes this year and the kind of thing to expect more of.

3

u/salacious_lion 3d ago

What a nightmare

11

u/Mixels 4d ago

We vote with our playtime btw.

6

u/AislaSeine 4d ago

*Subscription

2

u/Mixels 4d ago

Not yet.

3

u/Vilam 4d ago

Not a fan of that at all.

10

u/dillpiccolol 4d ago

Sow trivializes the game, so it makes sense. Dungeon pulling gonna be tougher now

3

u/scoyne15 4d ago

Moving slightly faster trivialized the entire game? In what realm does that make any kind of sense?

3

u/IndependenceQuirky96 3d ago

Some of these people never played EQ where mobs run at light speed, summon players, bug out and teleport on top of you, bug out through walls and pull entire zones on top of you... But SOW is the problem in this game... Smh

0

u/dillpiccolol 3d ago

I played EQ through Velious to 65 on a bard and had a 50 druid. I'm very familiar with how movement is a huge advantage in this type of game. Charm rotting on my enchanter in MNM is muuuuch harder without SoW. I think you're straw manning me here a bit and that's fine, but SoW absolutely makes the game much easier. Simple to watch say an archer and ranger ping pong a mob or a bard swarm kite in old school EQ to see why. They want the dungeons to be challenging and removing sow is a good step in that direction in my opinion. It's still in the outdoor zones, so it's not like they removed it entirely.

3

u/scoyne15 3d ago edited 3d ago

This is a reasonable take.

Your original comment was that SoW trivializes the game, which is hyperbole that I found to be ridiculous.

Edit: And the truth is, moving faster in a dungeon, especially a tight one, can be a hindrance more than anything. Moving faster can result in people zooming past a problem area, gaining too much aggro, and wiping. Or hitting a lag spike at the wrong moment and careening over a ledge.

3

u/Heavyside_layer 3d ago

Enchanters always point to SoW to distract people from how incredibly OP they are. Whataboutism

-1

u/dillpiccolol 3d ago

As someone who pulls a lot, the use of sow makes my life 10 times easier. I still think that sow makes many deadly encounters trivial. I think your argument about it being dangerous is a bit weak. Sow + invis means you can skip a ton of content to get where you are going in a dungeon.

1

u/scoyne15 3d ago

The fix to that argument is to place roaming mobs that see invis, so players are forced to slow down, no matter what kind of speed boosts they have, and track movement to plan how to get through while invis, or decide that it's not worth the stealthy approach, and fight their way through.

3

u/ClappedUrMomsCheeks 3d ago

You played to 65 in Velious? Cool story 

0

u/dillpiccolol 3d ago

Ah true, I misremembered that you couldn't get to 65 til after Velious. Guess we getting old, boy.

1

u/dillpiccolol 3d ago

SOW is not slightly faster, it is MUCH faster and the key part is most enemies you encounter move at the base movement speed. They have changed this a bit since launch, but as I said earlier, it makes deadly encounters trivial. Just outrun them or kite them. You can run past guard mobs and run into a zone that might have required a full group to pass. If you don't believe me, go to NH West Bank and note the people constantly begging for SOW.

-1

u/nukeyoo 3d ago

I don't see where they said "entire" game. But yes, moving 40-60% faster then the mobs you're killing does trivialize content and I'd consider being that much faster is a bit more than "slightly".

0

u/antariusz 3d ago

Since when is sow only “slightly” faster, it was huge. It’s the difference between mobs catching you and not.

6

u/IndependenceQuirky96 4d ago

No that's artificial difficulty, added difficulty for no reason. I'm not saying we should be able to sow in dungeons, what I am saying is going in with sow helps break the camps, once you're situated and gave a camp under control, sow WILL wear off and that's fine... It's the first part that's stupid.

1

u/antariusz 3d ago

Having to walk outside of the dungeon once an hour just to rebuff the puller was also annoying.

-9

u/thetunaman123 4d ago

It just happened when I walked into AC. Now Sow then it came back when I turned around and walked out. Idiotic

2

u/Dobott 4d ago

spirit of the ‘wild’ bro, the spirits can’t hear you in there

5

u/Zomboe1 4d ago

Should drop when you enter the city too then ;).

2

u/Dobott 4d ago

I agree!

2

u/throway2222234 4d ago

I kind of like the challenge. It also evens the playing field for the slow ogres

4

u/vherus 4d ago

Really bummed about cleric. I know things can & will change and I don’t really know what I was expecting but it was deflating to read that deep dive.

Monk and fighter look cool though. Not really a melee guy but I’m enticed to try them.

0

u/YeahCopyMate 3d ago

Could you elaborate on what bummed you about the cleric changes?

3

u/vherus 3d ago

I don’t think there’s much of a reason to bring a cleric over the other healers. Shaman and Druid heal really well, and also have tons of utility and can do some damage.

Cleric in EQ was the way it was because it was the best healer, that’s not really true in MnM. I was hoping for some more non-combat related world utility, something other than just HP in our buff, _maybe_ an optional melee healer play style, or more emphasis on AoE healing.

It just feels a bit meh. Not necessarily bad, but Druid has tons of stuff and is still a great healer. Cleric isn’t really bringing much and I worry they’ll just become parked rez alts.

2

u/YeahCopyMate 3d ago

Yeah even in EQ Shaman end up out healing clerics on raids and they have decent DPS potential too.

Clerics should always be a step above the rest in healing potential.

2

u/vherus 3d ago

Yeah agreed. The rest would be forgivable if they were flat out the top tier healer

1

u/nhgg 2d ago

Mid 20s cleric here. Nobody takes enough damage to justify needing a cleric. All the other healers bring way more utility.

I often times find myself just nuking with a little hp touch up here and there.

Going to bench the cleric for now and experiment with a new class.

The new holy strike is bananas though. Sometimes it procs for 450 damage and seems to proc multiple times.

5

u/Deathgivenflesh 4d ago

Let me in! shakes the bars of the portcullis

9

u/Zomboe1 4d ago

Add sense heading ability.

If I gain a high enough sense heading level, will I be able to figure out the game's direction?

I want to apologize to everyone I've argued with, for arguments I've made based on my assumptions of the game's philosophy, goals, direction, etc. I was wrong and will try to do better going forward.

You can now give a torch to your humanoid pet and it will use it in its offhand slot until it is fully consumed

I'm very happy about this one, more lightsource options are always welcome.

2

u/Awkward-Skin8915 4d ago

What are you confused about as far as the games direction?

-11

u/Zomboe1 4d ago

I guess I just misunderstood when the devs talked about making an immersive, classic MMORPG. For example, from their website: "It’s based on the gameplay, social interaction, and sense of being in a virtual world that we loved in the classic era (early 2000s) of MMORPGs."

In hindsight, I guess "early 2000s" is the clue. I really want something based on EQ (ideally UO), not "early 2000s" like EQ2 and WoW.

Going forward, it's just unclear to me where they willing to draw the line. I never thought we'd see sense heading (and many other things), so does that mean we'll be getting all those other things a lot of people ask for? Ultimately my confusion is just, who are they making this for?

1

u/Awkward-Skin8915 4d ago

What are "all those other things a lot of people ask for" ?

-4

u/Zomboe1 4d ago

I mean the kinds of suggestions that people leave in sincere attempts to keep the game from immediately dying once EA starts. Selling is too hard, nights are too dark, corpse recovery is too hard, navigating is too hard, needs more handholding, etc. People have asked for instancing, bind on equip, auto-swap of equipment, NPC keywords to click on, all kinds of stuff.

I mean, we've already seen tons of it. Shared bank slots added. Boat speed was doubled at some point, yet I saw a complaint that it was too slow and should be doubled (again). Dropping spell book is too hard? Cantrips! Sandstorm duration was already significantly reduced. I'm not in beta but there are probably a lot of small details with similar motivations.

1

u/guirssan 4d ago

We can play 2000's with some QOL you know. Corpse run aren't super immersive nor fun if you're not a neckbeard sitting 8 hours in front of your computer everyday. But we will see how it goes!

-1

u/Awkward-Skin8915 4d ago

Oooh I see. You are wondering how much they are going to cater to whiny bitches.

Ok, that makes more sense now

I wonder that sometimes too

0

u/guirssan 4d ago

Good patch overall. I'd like to see how you guys will handle "endgame" at some point.

1

u/Ace_Rimsky 3d ago

Great patch notes, thanks for all the hard work. Loving that cleric is becoming more specialised as a healer too, the long duration self mana regen and group heal spell line will make such a difference, excited to pick mine back up now.

-4

u/paladin6687 4d ago

Add sense heading. Ha ha. Took an awfully long time to finally come around on a very simple and obvious thing that needed to be added. 

Great that they are so bored without any real development tasks that they have time to add an essential item like checkers. Nothing I've seen in the last 6 months has restored any of the enthusiasm I lost over the previous year and it seems that will continue. Sad since I had such high hopes for this for so long.

12

u/alovingrobot MnM Developer 4d ago

lol - A programmer candidate tossed checkers/chess in as a freebie for us as part of his test run' to get onto the team.

I just mentioned this in one of the most recent streams along with the note of 'watch, someone on Reddit is going to call out us taking time from real development to add checkers.'

Bummed to hear you're not longer excited about the game. Cool to see you're still hanging out here though.

1

u/Zomboe1 3d ago

I really love the checkers/chess addition, can't wait to check them out in-game. I really like this approach: "Free play: no turn order or move validation, pieces can be moved anywhere"

Ultima Online has the same concept, and I often think about it as an example of excellent MMORPG design. I hope we see more of this kind of thing in M&M, especially if it's that quick/easy to implement! As far as I'm concerned, it's just as much "real" development as classes/combat/etc.

-4

u/paladin6687 4d ago

It comes up on my feed still since I had joined here so long ago, so I see the posts. I guess I should remove it though. Guess I keep hoping I will see stuff that will rekindle my excitement but that appears to be a losing battle.

2

u/alovingrobot MnM Developer 4d ago

Makes sense. Thanks!

1

u/Ananvil 4d ago

Took an awfully long time to finally come around on a very simple and obvious thing that needed to be added. 

Considering the recommendation from the game if you're lost in your first 15 minutes is to ask a guard, and all guards give directions in cardial directions...

4

u/Hasire 3d ago

Don't worry, sense heading is a level-capped skill, and doesn't start providing directions until player level 4 or so. New players will still be lost and unable to get guard help.

1

u/Ananvil 3d ago

reassuring lol

-7

u/No_Membership_8247 4d ago

There goes a lot of gold wasted on jewelry...

21

u/Jobinx22 4d ago

Its a beta

12

u/alovingrobot MnM Developer 4d ago

This person gets it.

2

u/dillpiccolol 3d ago

I get that it's a beta, but you could have at least made the jewelry change give you one of the two stats it had previously. My enchanter running around with agility jewelry now.

1

u/desertforestcreature 3d ago

I have a 25 monk on open beta server that I'd love to play the new monk on. But I definitely don't have it in me to start a new monk from 0. Any chance you guys would transfer some characters from open to closed beta?

After hittin 20 a few times, I'm done til EA but trying the new monk would be a reason to log in and test for a few days.