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Monsters and Memories Anonymous 10/11/2025 (Sat) 11:15:24 Id: cce29e No. 1837265
Monsters and Memories is an upcoming MMORPG which is, as described the game's developers, a love letter to Everquest. A classic style MMORPG with camp grinding, zone lines, trains, corpse runs, slow combat, reliance on other players, obtuse and lengthy quest lines, secrets, long reputations grinds, massive cities, etc, etc. The game is currently set to release in "early access" (more on this below) during Q1 2026, with the devs trying to push for a January 2026 release. The devs are currently finalizing a few more core systems before they can launch into closed beta. There is an upcoming open 10 day test starting on November 1st. <Features >Monthly 15$ dollar subscription >fresh modules every 3 to 4 months including new zones and potentially new classes, races, professions, etc >trained in-game GMs that actually understand and write English >large zones that can currently hold up to 500 or so players before things get laggy >tons of dungeons both, coming in in all sizes, and with tons of secrets to discover >a MUD system where you can use commands to interact with the environment and NPCs, stuff like /inpsect barrel, /pry gem (while holding an object capable of prying on your cursor), /taste liquid, /pull rope, etc, etc >mount system where you can tame or buy mounts and use them as either beasts of burden or as rideable mounts; equip them with bags or armour depending on your needs >multiple types of server including box, no-box, enforced RP, and PvP; potentially more exotic servers depending on player demand >religion system with a pantheon of gods to choose from, able to change religions, gain boons and abilities from your god, convert others >starting cities for EVERY SINGLE RACE (currently Human and Half-Elf cities are in, Deep Elf city coming in the first post-launch module) <Design tenets >game is based on familiar, tropey, fantasy stuff >"timeless artstyle" over amazing graphics >"We don't accept money until we're ready to launch the game" The devs have/are staunchly refused to accept money from players until the game goes into EA. >no micro-transactions, no P2W, no pay for convenience, no pay for out of game services like name change/server transfers If you want to support to the devs outside of your monthly sub, there will be merchandise, and the ability to buy subs for specific players or to buy subs for the game devs to hand out in give aways and whatnot. >no instancing unless it's absolutely necessary They might include area caps for bosses to prevent zerging, but it's not in right now. >it's important for non-murderhobos players to be able to progress and achieve things in the game >strong possibilities for RP/trading due to systems like caravans >end game raiding mostly coming in the form of Expeditions Expeditions are events that require massive prep work from a guild. The current model they're working on is you charter a ship, gather supplies, ready consumables, and after a few weeks of work you embark on an Expedition which will be a raid zone detached from the game's main continent. Eventually guilds will be able to purchase their own ship/hire their own crew. >zones are not made to feel like a theme park Most zones will have a wide range of monster levels. You're not supposed to get to a new zone and go "oh this is the orc zone" and 80% of the stuff in the zone is just orcs. >dependency on other players No class can do everything, no one can solo everything. It's a grouping game, and you're supposed to interact with others frequently. There some decent solo potential, but you're expected to group up. There's plenty of stuff to do for smaller group sizes. >open world housing That's right, open fucking world housing. There's also stalls in cities that you can rent for a day in order to sell stuff to other players. <Links https://monstersandmemories.com/ <--- main website https://monstersandmemories.miraheze.org/wiki/Main_Page <--- very incomplete wiki https://www.youtube.com/channel/UCKp7Os1smchzDc0R16evBdA // https://invidious.nerdvpn.de/channel/UCKp7Os1smchzDc0R16evBdA the youtube channel https://monstersandmemories.com/our-world <--- races, classes, lore https://monstersandmemories.com/media <--- the media
>>1837265 Wait this might actually be fun, let's see... >trained in-game GMs that actually understand and write English Ok nice try mister liar liar pants on fire We all know that's bullshit and never going to happen
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More in-depth stuff about the game. <Classes https://monstersandmemories.com/classes None of the classes are currently finished. Their class kits are being finalized, but the intention is a very clear identity and a very clear inability to do everything on your own. <Casters >Wizard Pure DPS class. Has access to portals and teleports to various zones. Meant to be bit "Gandalf-y" type caster with some melee action. Right now the devs feel that the class feels too elemental based instead of arcane based, so it's still being iterated on. >Enchanter Support/CC. Good old (un)reliable. Put up buffs, mez everything, charm a pet, buff the pet. Everyone loves you. One of the more complete classes. >Necromancer Pet/support. Does some damage, has some CC, has some debuffs, has mana transfer. Anti-undead kit. Strong overall class, and of course quite popular. >Elementalist Pet/DPS. Summon a pet, pick from one of the four elements. Very straightforward class. They're being given some combo spells to work with their pets, not sure if the wiki currently reflects this. <Healers >Cleric Plate. Only class with a rez. Their main heal is a very strong and mana efficient delayed heal. Anti-undead kit. Weakest buffs out of the three healers. Felt a bit boring since 99% of your gameplay is sit > delayed heal > sit back down. >Druid Leather. Has SoW. Has access to different portals and teleports than the Wizard. Heal over time spells and lots of buffs. Decent solo capabilities with access to dots/snares/roots. Can charm beasts. Gets a pet later on. >Shaman Chain. Has SoW. Direct heal + heal of time split spells. Tons of buffs and debuffs. Gets a pet later on. Has Cannibalize for mana, making it quite a busy class compared to Cleric. <Physical >Archers Pure DPS. Pure archer with little to no melee. Selfish class. Early on you have to craft your own arrows. Later on can buy cheap shitty arrows, but you lose on damage. Currently one of the more unfinished classes. >Bard Support/Puller/CC. The bullshit class is back. Currently overpowered for soloing, though charm as a whole is getting looked at. Songs, mez, charm, move speed, health regen, mana regen. You're a god, you know it, everyone else knows it. >Beastmaster Pet + melee/shaman hybrid. Currently one of the more unfinished classes. They're considering how the implementation of the Animal Taming profession will tie into the class. Great for soloing. >Monk Puller/DPS. Has stances, some self healing, some AoE healing decent soloing capability, can off-tank in a pinch. >Ranger Ranged/Melee/Druid hybrid. Jack of all trades, master of none. Stated to be getting elemental/magical arrows based on Druid magic. Has a group DPS aura, brings the Ember line of spell which reduces enemy AC. Great support for physical heavy groups. >Rogue Pure DPS. Sneak, lots of stuns and interrupts, will get poison. It's a Rogue, so go and backstab shit. >Spellblade Pure DPS. Melee class that procs spells on melee hits. Currently has two infusions, stated that they'll get more soon. <Tanks >Fighter DPS. The DPS tank. The "best" tank on physical mobs by a small margin. Can probably fill a DPS spot in a leveling group if you have another tank. Very simple class, though they'll be getting more tools later down the line. >Inquisitor Anti-caster/CC. A Warrior/Enchanter hybrid. Some buffs, lots of debuffs. Has a silence, cast speed debuff, mana burn, dispel, purge. Gets a mez spell. Also gets an unresistable Charm on a 30 minute cooldown that lasts a whooping 15 seconds (which is getting looked at, kinda weak right now). >Paladin Self-heal. Comes with anti-undead toolkit. Lots of self sustain tools, but shit damage. >Shadow Knight Self-heal/DPS. Halfway point between Fighter and Paladin. Super popular class. Gets a pet later on.
[Expand Post] <Races https://monstersandmemories.com/races Currently there's Dwarf, Gnome, Goblin, Halfling, Human, Wood-Elf, and Ogre. Deep Gnome, Deep Elves, and Deep Dwarves will be coming in with module 1 around late spring/early summer 2026. High-Elf, Troll, and Lizard races will be coming in the future. There's race/class combo restrictions. There will be account based quests to unlock more exotic race/class combos. <Crafting Tons of trade skills. No limit on how many you can learn. Some of them aren't implemented. Some of them won't be implemented for over a year, notably Spycraft, Mapmaking, Astronomy, etc. They're currently rebalancing item stats and trade skills for their push towards closed beta, but expect lots of utility items. hidden recipes, recipe drops, etc. <Cities They're fucking huge. No auction house. The current Human city is a main hub and it's the size of World of Warcraft's Westfall zone. Tons of secrets to undercover, lots of factions vying for control, has two fucking dungeons. Merchant NPCs don't buy everything, the butcher won't buy plate mail, and the woodcrafter won't buy your cloth. Takes 30 minutes to get used to, then it stops being a problem. The Wood-Elf city is quite a bit smaller though, so we can expect that some of the "lesser" races to also have smaller cities. Banks aren't shared between cities; this either means it's bothersome or awesome if you're a pack rat or a hoarder.
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I've been following the game for about 6 to 7 months now. I was dubious at first, but I've seen rapid and precise changes to the game over that period of time. It is at its core a passion project: no one on the team is getting paid since the company isn't making any money, and won't be making money until the launch happens. From what I've seen, the company has a non-corporate attitude, and they are recruiting like minded people. They have an open development policy, frequently interact with their community through streams. The best way I can describe the team's attitude towards Monsters and Memories is that they're making the type of game that they want to play. As a bonus, I have seen no signs of woke shit. In fact, I've seen signs of a healthy work environment with lots of joking around, friendly ribbing, supporting, teaching, coaching, etc. They're not bullshitting the fans or making empty promises. They're clear and open about their goals, and so far they've shown themselves to be quite capable of accomplishing those goals on time and within budget. Or at least, within budget once they get a budget. I know the game producer and one of the original founders of the project wants to buy a war fund in order to be able to pay severance to employees that are forced to leave due to reasons. This team seems like it's the real deal. It's not all sunshine and rainbows though. The game is ABSOLUTELY unfinished, but they're getting very close to a point where it's finally good enough to be worth asking money for. They've just started additional texture work and beautification on Night Harbour, the main Human city. Half the classes are missing chunks of their toolkit. There's tons of obvious "this is going to be a dungeon eventually" spots in the zones (which is probably a good thing, everyone loves dungeons). The vendor system where not every merchant buys everything turns off some people. The nights are super dark, you need torches to be able to see anything (unless you crank up your gamma or play a dark vision race). The combat is the oudated EQ model, slow and not super engaging. On the flip side, they've hit the nail on the head with some of their design choices. Getting an item upgrade feels amazing, and you know you'll be keeping that item for weeks, and possibly passing it on to an alt. The feel of the game is great, the spider infested crypt feels claustrophobic, the ashira dungeon (were-jackal people) feels like an ancient city carved from the cliff sides. There's a big green glowy castle in the distance that you can see from the newbie yard. It's 2 zones away, and you won't get there until you're in your 50s, but god damn it'll feel so fucking good once you do. My favourite thing about the game though is that they're taking hard learned lessons from other MMOs and are applying them in an intelligent way. A mistake most MMOs do is that they make the "old world" obsolete once they start pumping out expansions. Players converge on the new cities and there's little to no reason to go back to the original launch areas. EQ did this, and so did WoW. Once The Burning Crusade came out, the vanilla world became a ghost town. One of Monsters and Memories' design tenets is that once they reach 1.0 and start expanding the game beyond the starting continent/underworld, the devs will ensure that players will be forced to return to the main hub cities like Night Harbour. The way they're doing this is super simple: they won't put in permanent settlements in the new areas they'll create outside of the continents. One of the examples the game's producer gave is that "if we send you do the moon, there won't be any convenient cities there to vendor your loot, stash your gold and items, replenish your consumables, craft, etc". So they're idea is that players will leave to these new areas, fill out their bags, and their mount's bags, and their caravan, and then go back to the old world to handle the piles of loot they've gotten. Overall, I'm expecting the game to start off being a solid 7/10 and then grow into something bigger and better over time. If you're started for an MMO that isn't some bland gook p2w spam fest or some dead on arrival western garbage game, this might be it. And as I said in the MMO thread, there isn't all that much else coming out in the next few years, so it should be well worth it to at least give it a try and see if you like it. Once again, there's going to be another 10 day test starting on November 1st.
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A few final things to mention. >community and reputation will be essential, if you're a dickhead or if you're shit at the game, people will tend to shun you >you drop EVERYTHING on death, including your spell book, but you can have multiple spellbooks for corpse runs and whatnot; casters and re-bind you outside of dungeons for easier corpse runs and with the mount system you should be able to have access to back-up spellbook + gear in order to do corpse runs easier >their planned post-launch release cadence is to have 3-4 zones + some extra released every few months until the main continent is done, all the classes are finished, and all system are finalized >once that's done they'll release 1.0 on Steam; however there will be NO WIPES for EA characters >it's REALLY fucking dark at night, can be a turn off for some people >music is awesome, made by a band member of Turisas (look up their Rasputin cover, or End of an Empire) >they're still actively changing and finalizing systems, so expect nerfs and big changes >lots of little and big things not implemented >giants look awesome in-game, didn't take screenshots though >combat animations are surprisingly decent >a lot of the game's style isn't properly conveyed by my exceptionally poor artistic talent and inability to take good screenshots, instead take a look at https://monstersandmemories.com/classes and https://monstersandmemories.com/races and https://monstersandmemories.com/media
>>1837265 >>fresh modules every 3 to 4 months including new zones and potentially new classes, races, professions, etc Dropped. That's a horribly unsustainable pace for "updates for the sake of updates". It's going to be unplayabley gimmicky and bloated in 2 years. Why can't people just make something nice and enjoy it for a while?
This looks really neat, probably going to give it a try when I get some time off soon. Haven't ever played EverQuest though so not sure what exactly to expect. >>1840247 That worries me too, but also just the general concept of trying to make a classic style MMO work, I just don't think there's the actual interest by enough people (or normalfags) to keep it afloat. There's a reason p2w and microtransactions do so well, even if they are cancer. Most importantly, how hot are the goblin girls?
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>>1840247 Four months sounds reasonable to me for 2-3 zones and a dungeon. This game isn't bloated with cutscenes, voice acting, phasing, overly complex world events, battlepass garbage, and whatever other modern design crap we see in modern MMOs. Hell, I'm pretty sure three zones and a dungeon could be itemized in less than a week by less than five people. Not like this is razor thin spreadsheet balance like in FFXIV or WoW, so something being 2% "better than it should be" isn't a real concern for this type of game. >>1840356 The general gameplay for murderhobos is to get to level two or three solo, and then try to find a group for the lower level camps. If you can't find a group, ask people you see out and about killing stuff if they want to group and either take on the smaller camps while waiting to fill up, or you just roam and kill solo mobs. You quest, explore, gather, and craft when you can. The team is also very much aware that this is a nice game for a niche audience. They're also intensely aware of the fact that this could be a complete failure, though I think there's enough hype for over 10k concurrent players at launch. I'm guesstimating about 3-5k concurrent players during content drought based on the weekend tests. If they don't spread the player base too thin by releasing too many servers, the game should be able to keep that "alive" feel AND be quite sustainable until they reach 1.0 and hit Steam.
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>>1840446 Show me the halfling girls.
>>1840446 Look, it's a good idea and everything but at 3000 concurrent players, that's like not even half a million a year in term of budget with just the subscription model. And with such a budget, then the team is what, about 7-10 person total? This seem entirely unrealistic workload wise to release content every four months when you consider the maintenance, bug squashing, and everything else that come with the MMORPG package.
>>1840451 For a split second I misread that as "Show me huffing the girls"
>>1840446 Damn, I had my hopes up based on this pic from their website. Maybe it was a halfling or dwarf girl. I do quite like the concept art and general design but the spoiled monstergirl loving part of me hopes the other female models go through a bit of a redesign.
>>1840517 >That deep dwarf male soyface I lol'd
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>>1840500 You're having a grave misconception here anon. 3k concurrent usually means 10-12k daily active players and about 20k-25k total subs. >>1840451 God damnit, now I can't fucking unsee it.
>>1840538 You... are quite right. I did mistake 3k concurrent for the total amount of subs. But 3k active daily players actually sound like what it would pull post initial hype and whatever traction it would get at first. You said it yourself, it's a niche game for a niche community. One which you expect people to dedicate hours of their life toward whilst paying monthly. On a game model based on a MMO pre WOW. My concerns are quite high as to whether they'll be able to actually retain players and make enough money doing so to keep it going. Still, wish them the best of luck.
>>1837265 >a love letter to Everquest so a chatroom with extra steps?
>>1840833 F-list with graphics
>>1840451 >Halfling >Huge tits Either pick one or go Dwarf. >>1840517 If you can't be Deep Dwarf with insane sneak skills, the game will be shit and never will come close to replicating the Evercrack formula. >Big titted Halfling Why make the youth race if you're just gonna make them Dwarves but without muscle.
>>1840517 LET ME PLAY AS A MANDRAKE
>>1841133 Why does dwarves get to have big tits but not halflings? Halfling girls are great.
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I'm tentatively optimistic in trying this, plus it'd be a lot of fun getting into a new MMO right out the gate. I'll also say I've never played EverQuest either so I'm not entirely sure what to expect, but one thing I do notice is the amount of classes seems a bit staggering for launch. Understandably some of them are still unfinished but balancing eighteen classes sounds like a tall order. >A mistake most MMOs do is that they make the "old world" obsolete once they start pumping out expansions. Players converge on the new cities and there's little to no reason to go back to the original launch areas. EQ did this, and so did WoW. Once The Burning Crusade came out, the vanilla world became a ghost town. One of Monsters and Memories' design tenets is that once they reach 1.0 and start expanding the game beyond the starting continent/underworld, the devs will ensure that players will be forced to return to the main hub cities like Night Harbour. The way they're doing this is super simple: they won't put in permanent settlements in the new areas they'll create outside of the continents. One of the examples the game's producer gave is that "if we send you do the moon, there won't be any convenient cities there to vendor your loot, stash your gold and items, replenish your consumables, craft, etc". So they're idea is that players will leave to these new areas, fill out their bags, and their mount's bags, and their caravan, and then go back to the old world to handle the piles of loot they've gotten. On the other hand I also really appreciate this approach to new content. Older zones becoming ghost towns once they weren't part of the "current thing" really irked me with WoW and some other MMOs. This kind of approach instead sounds like it'll really help keep players converged on the same area so even newbies will be interacting with seasoned veterans regularly.
>>1837265 God I wish I wasn't a poorfag... Also did really one from the team/fanbase shill this game here?
>$15/month subscription for a new low-budget MMO that looks like shit Failure on the horizon. Why the fuck would anyone pay the rate of already established MMOs for something like this? Promises of no P2W and no microtransactions are just that, promises. Its impossible to know what the developers will do until it's already established as a game and by that time you could be hooked into it.
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>>1842997 I'm just an old jaded anon who's been around for decades. Plural. >>1843040 >low-budet MMO uhm akshually it's not low-budget, it's zero-budget since they're not taking in any money. Jokes aside, they've been working on this for 5 years and have been refusing to take any money for all that time. Any server/legal expanses have been paid out of pocket. All the work is volunteered. There's a point where handing out trust feels like it's a safe thing to do, and this team's attitude has earned them the right to earn that trust. https://monstersandmemories.com/costs
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>>1843203 Is that a nigger blasting a furry? Is that a goblina confronting her daddy? You want to play that?
>>1845450 Anon... there were furries and niggers in everquest.
There's going to be a technical stress test starting at 13:00 east coast time on Saturday the 18th and it will last still Sunday the 19th at 23:59. Only the Relle server and the Night Harbour zone will initially be available since they want to cram everyone in one zone. The other two servers will become available once they've collected enough data. There was another similar stress test a few weeks ago where they also tested server merge tech. There WILL be lag, although last test the lag didn't start to cause issues until 450+ players.
They reached 1000 players online in a single zone with little to no lag. The only real issue is an ongoing one where NPCs, mobs, and pets start having issues moving around and start taking 5+ seconds to move and reposition. They do fight fine once they're in range though. Overall, the stress portion of the test was a massive fucking success and showed huge progress in just a few weeks' worth of optimization.
>>1860068 To clarify: the issue with mobs struggling to move happens when there's too many players in a zone. Three weeks ago this started happening at 400ish players in the zone. Today it was around 650 players.
The ten day test starts tomorrow on Friday the 1st of November at 13:00 EST. Some essential links for newcomers: >account creation https://account.monstersandmemories.com/ >game basics, READ THIS https://monstersandmemories.com/new-player-guide >the unofficial wiki https://monstersandmemories.miraheze.org/wiki/Main_Page Some other important and helpful tips: >consider everything, there's higher level mobs in the newbie yards, and there's hostile mobs there too >there's some areas of Night Harbour with hostile mobs, with more spawns at night >there's a shifty gnome in the newbie yard that gives a quest; he hands you a 6 slot bag as part of the quest >you can put bags in your bank slots for extra space >there's an NPC in the Sojourner area (west gate, north of the bank) that has a quest for beetle armour which is basic starter armour >campfires and inns give you a buff that increases EXP gains >always keep a torch on so you can find your way at night and in dungeons >you can buy a second spellbook from most caster spell trainers, useful for corpse runs or for trading; your starter spell book is no trade, the bought ones can be traded
>>1893657 Thanks for reminding me, I'll give it a whirl once I get home from work tomorrow. Any good recommendations for class/race combos, or should I just go ahead and have fun with it? Actually here's a good question: will anything carry over after the test if you subscribe or is it just a standalone event?
>>1893736 For class/race combos, racial abilities aren't fully implemented yet. The devs have said that they're planning on reworking the character creation system for racials/major combat traits, so what was in the game in the previous playtest isn't going to be different from EA launch. Pick an Infravision race if you don't want to be bothered with the darkness as much, otherwise it's whatever. For classes, it depends on the role you want to fulfill. Higher level groups will always want SOME form of CC, so Enchanter/Bard/Ranger/Inquisitors will always be in demand. If you want solo friendly classes, you'll probably want to play Bard/Enchanter/Druid/Ranger/Necro. EA launch will be a full wipe and it will the final wipe the game ever has. Once EA launches, the devs have committed to no longer having any character wipes as they consider EA to be the "real" launch of the game. And this is a completely free test that anyone can participate in, you can't sub until EA.
>>1893756 character creation from previous tests will be different than what we'll have in EA*
>>1893657 I'm an idiot and can't read calendars, it starts on Saturday.
>>1895692 Oh shit, so it's going to be ten minutes from RIGHT NOW
>>1898951 It's up. Super laggy in Night Harbour for some reason. The two adjacent zones are completely lag-free however, and there's plenty of lvl 1 mobs to kill there too.
trolls have the curviest females on this sheet >>1841939 >18 classes >straggering you are like little baby [spoiler] warrior armsman hero thane paladin champion berserker mercernary blademaster skald shadowblade infiltrator nightshade hunter scout ranger ___ minstrel runemaster wizard eldritch spritmaster cabalist enchanter __ sorcerer mentalist __ theurgist healer cleric druid shaman friar bard [10] [12] [10] a 32 class launch [/spoiler]
Installing now, will be sharing screenshots if I can later. >>1899369 Nice formatting
Got a chance to roll a character and dip my toes in the water for a few hours. Still leveling and getting used to how abilities work and the general layout of the map. Biggest takeaways besides the game being super laggy due to stress testing obv are how BIG the main city is, how limited your starting inventory is (only 8 slots at first, more added with bags & backpacks), and how only specific vendors buy specific goods. I can see getting used to it once you know the layout of a city well enough but until you get to that point it's a pain. Also seems like there's no quest log unless I missed it (though you do get a log of previous conversations with named NPCs) or an in-game map (though you can use the /look command to get names of nearby places and ask NPCs for directions). One other thing that did stick out to me was how clogged the main chat window gets with all kinds of info: OOC messages, combat info, global messages, and even nearby character stuff. Could just be I didn't figure how to filter all of that but hopefully a tab system gets added like what World of Warcraft has for ease of use. Forgot to get decent screens but I'll be hopping back in the next couple days while I continue to explore and try out a couple different race/class combos. Started with one that focuses on using a pet, but with the latency might try out a couple direct damage dealers like archer or fighter instead.


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