Forum "PvP Lottery update - discontinued"

Forum "PvP Lottery update - discontinued"

>[GM_Trent]

>Good morning, Community.

>We will no longer be doing PvP invites to Beta. Oh, no! What this means is that we have converted all PvP only invites to both PvP and PvE (PvE invitees already had PvP access, so we don't need to do the reverse), won't be doing a different PvP lottery, and will be increasing the number of lottery invites slightly to compensate for the lost of the PvP lottery.

>edit: There will be no character transfers.

reddit.com
u/Bouncy_Paw — 2 days ago

Official M&M Forum is online

As the M&M Discord #game-announcements message, the Official M&M Forum is online.

>I'm just going to set this right here and see what happens: https://forum.monstersandmemories.com/

>The forums are live. You will use your MnM account information to access them. This means that your game account is directly tied to what you post in the forums.

>They are a work in progress. Please report any issues and feedback to the "Forum Issues/Feedback" discussion.


currently it is only visible if you are signed in. and can't see a link to it from their website or community hub page yet.


Currently organised as so

Monsters and Memories

  • Announcements

Help and Support and feedback

  • Help and Support

  • Bug Reports - No Exploits

  • Feedback

  • Forum Issues/Feedback

Community

  • General MnM Discussion

  • Community Content

  • Guild Recruitment

Server Specific Forums

  • Beta1 (No box)

  • BetaPvP (No box)

Class Forums

  • Archer

  • Bard

  • Beastmaster

  • Cleric

  • Druid

  • Elementalist

  • Enchanter

  • Fighter

  • Inquisitor

  • Monk

  • Necromancer

  • Paladin

  • Ranger

  • Rogue

  • Shadowknight

  • Shaman

  • Spellblade

  • Wizard

Tradeskill Forums

  • Alchemy

  • Blacksmithing

  • Carpentry

  • Cooking

  • Disenchanting

  • Enchanting

  • First Aid

  • Fletching

  • Jewelcrafting

  • Leatherworking

  • Poison Making

  • Smelting

  • Survival

  • Tailoring

  • Tanning

  • Woodworking

Gathering

  • Fishing

  • Herbalism

  • Lumberjacking

  • Mining

u/Bouncy_Paw — 27 days ago

"Progression to Level 60" & "What Happens at 60"

via discord

>#Progression to Level 60

>The Monsters and Memories design has since the beginning put a large emphasis on the journey.

>This has informed discussions around pacing, progression, and content availability - even if all this isn’t currently reflected in game.

>Much of this has been discussed in the past on Discord or on livestreams, but we want to list the main points here:

> - Progression in Monsters and Memories is slower by design, both moment-to-moment and in overall progression.

> - The journey should be long, but a lot of activities that are considered “late- or end-game” in other games are available to you across the journey.

>> - For example, the first dungeon experiences are available as early as level 4.

>> - There are worthy high-difficulty group targets across the levels.

>> - Items do not lose value very quickly.

> - The grouping level bands are larger than most games. You can group with players a decent bit higher or lower level than you and have a good time. We are also continuously evaluating this and looking at how best to fine-tune the limits of this system.

> - The zones have mixed level content. You will find areas suitable for low or mid level players, while other areas are suitable for high level players.

> - You should have a variety of activities to engage in throughout the levels:

>> - Grouping with 1-5 other people and grinding for experience and items

>> - Solo activities, including opportunities for solo leveling, even if soloing is hard and/or slow

>> - Camping items

>> - Crafting

>> - Doing quests

>> - Exploring and finding unique areas and rewards

>> - Trading

>> - Socializing

>We have been spending significant design bandwidth in aligning our current game with these goals.

>We have made changes that we will list here but will further elaborate on in future updates:

> - We have adjusted NPC HP values

>> - We felt the combat experience was too rapid/hectic around the low-mid levels with most enemies dying within 10-25 seconds.

>> - Whereas the experience is more on target after level 45.

>> - You have to watch out with your pulling, you have to be careful not to pull too many.

>> - Crowd control, Damage over Time, Debuffing all start to have value.

>> - We have made adjustments to those level bands. NPCs will die slightly slower. We are targeting 30-60 seconds.

>> - This will also indirectly increase the time to level, as the rate of killing NPCs will be going down (vs the current trend of pulling 8-10 NPCs and blasting them)

>> - Time to level will continue to be balanced around feel, while we work to improve the moment-to-moment pacing.

> - The value of stats

>> - Previously, many stats either did not do much, or had very limiting soft/hard caps.

>> - We have reviewed all stats, have increased their utility while reducing innate character power.

>> - We also relaxed soft caps and removed many hard caps.

>> - The net result of all this should be more need to go out and seek items, instead of depending entirely on rusty/common drops that you get along the way.

>> - Acquiring items should also be much more rewarding.

>> - We will be looking at itemization and discussing how to maintain this approaching, while dealing with the topic of excessive ‘mudflation' and its impact on 'twinking’

>NOTE: AC value is still not where we want it to be at high levels. We are working on rectifying this, but this will not make it into 0.25.0.0. We will pull it into a subsequent patch soon!

>Ultimately, we want the journey to 60 to be filled with different activities. Currently, it is weighted too hard towards a straight experience group grind with little need to engage in other activities.

>We expect to find that the average players will be accumulating at levels 30-50, while a slow trickle of players make it to 60. We are keen on providing both aspirational goals for those players to make it to 60, while also providing them with enough content to provide a varied gameplay experience without needing to hit maximum level.

#That brings up the question of What Happens at 60?

>Data shows that most players are accumulating at the 25 to 40 range in beta currently. A lot of players have significant and consistent playtimes within those level ranges. We have found that many players also like having multiple alts that they play with different groups of players. Around 7% of the player base is 50+ and only approximately 100 players have hit level 60.

>However, this is also a vocal segment and so we wanted to address them separately.

>We have stated this in the past, but we will restate this: You may run out of things to do while we build out to 1.0.

>Our major priorities over the next modules is to fill out experiences for the various races and classes. Some high-end content will definitely make it in: We already have 3 in-progress zones that will all be released at or before EA that target more high-end content. But it is unrealistic to expect us to outpace the rate at which this content will be consumed.

>If you run out of things to do and don’t want to roll and alt, then you may want to take a break and come back at some point when we have more for you to do.

>That said, the immediate content that is available and will be available in the near future:

> - High level areas within zones or lower level dungeons

> - High level zones

>> - Plane-like areas (we have been referring to them as expeditions)

>> - Additional dungeons

> - Single group content and smaller multi-group content

>> - This is driven by the fact that the game is non-instanced, and so far we have not limited your ability to “zerg” a target. We have driven group size mainly by having an appropriate number of rewards for the kill.

>> - We have yet to run through the existing encounters, but expect more abilities to come online that impact difficulty while also making it less beneficial to zerg.

>> - We are also looking at implementing controlled spaces which may limit how many players can enter at a time. We are working out the details here and will come back with more details in the future.

> - As the game grows toward 1.0, greater emphasis will be put on adding quests that require players to travel to the various corners of Aêthoril.

>The types of targets are:

> - Bat-phone targets for lack of a better word. World bosses that are on some spawn delay - they spawn and you have an opportunity to kill them. The process may often ends up being competitive various guilds.

> - Seasonal, conditional, or ultra rare encounters. These are typically hidden behind multiple conditions being fulfilled and are occasional targets of opportunity

> - Triggered targets

>> - This will vary between requiring 4-5 drops from other camped mobs or bosses, which may end up being competitive between guilds

>> - …or collect a number of drops from anywhere in the zone

>> - …or some other mechanism, or even a combination of mechanisms.

>Engaging with any of this content is still subject to the Play Nice Policy.

>Monsters and Memories is a social game where we have intentionally not systemized and gamified many aspects of this process.

>This requires guilds to coordinate/compete, which may create some burden on our customer service.

>However, as stated before, we feel railroading the process takes away from the experience and there are many other great games that already do that.

>Ultimately, the development team is small compared to typical MMO teams, and we must prioritize making a good base game first before we can cater more towards end-game.

>But content will accumulate over time and we’ll continue to evaluate the end-game as the game progresses to 1.0 and beyond.

reddit.com
u/Bouncy_Paw — 3 months ago

"Balance Changes in 0.25.0.0"

Via Discord

># Balance Changes in 0.25.0.0

>## Enemy Health and Time to Kill

>We feel that combat pacing 45+ is what is ultimately desired. Combat in the higher end is thoughtful, slower in pace, is more lethal, enables use of Damage over Time spells and makes debuffs valuable. We have significantly increased scaling of enemy health per level to bring that experience forward. We should see similar pacing and TTKs starting from the mid 20s and 30s. HP scaling has only been modified in the 10-50 range.

>## Caster Stats

>Intelligence now provides a significant damage scaling bonus for player abilities. Base effectiveness has been reduced to allow space for scaling. Scaling caps have been introduced based on player level. Wisdom now provides a significant healing scaling bonus for player abilities. Base effectiveness has been reduced to allow space for scaling. Scaling caps have been introduced based on player level.

>## Level-Based Physical Damage Scaling

>Previously, we had a mechanic that was increasing post-roll physical damage based on player level. This was misleading as you cannot tell from any visible stat that this mechanic existed. We have replaced this with higher weapon DPS ratios as items get better (drop from higher level enemies/are harder to acquire). We have also changed how level based damage caps function. There are no longer magical thresholds, and now we have smooth softcaps over the levels. Monk unarmed damage has been modified to keep up with the new curves.

>## Outdoor Danger

>The outdoors in Monsters and Memories has been quite tame compared to what we had envisioned. The availability of space to maneuver and the prevalence of movement speed increasing buffs makes sure of that. Additionally, lulling has always been very strong, especially with the availability of the outdoor only Unity spell. Here are the changes we are making, with a lot of this going in at 0.26.0.0 (next month):

>### Lull

>This change will be rolled out gradually over 0.25 and 0.26

>We are changing how it works. This should be a reasonable change, while also indirectly making the traditional pulling classes more valuable

>Require line of sight to cast

>Shorten casting range to 15m (was 30m)

>Shorten duration to 30s (was 120s)

>Increase recast time (3s cast, 8s recast - currently no recast timer)

>This means you can lull two things, but not three before first lull wears off

>Make unity (outdoors only) single target, and available from level 16 and give upgrades every 12th level after

>add target level caps to lull that go up with each rank

>increase mana cost per rank to stay similar in cost of rank 1 at level 16 mana pool

>Don't make irresistible versions

>Don't make AoE versions

>Druids will get Unity for outdoor only mobs, and Lull Beasts in case they find a beast in a dungeon. Lull Beasts will get a similar treatment.

>These changes will be made to each class as we hit their first iteration, per our class revamp schedule

###Sneak/Stealth*

>NPCs now have a chance to detect you if you are in front of them. The chance to detect you is reduced if you are higher level than the NPC.

###NPC abilities

>Humanoid npcs are getting predictable abilities based on their classes with a focus on ranged combat. Some classes should now be able to hit you from range, slow you, or even dispel your movement speed buffs

###NPC Movement speed

>We are making efforts to ensure that every class has tooling to disengage from combat in some form

>Once we are sure we have our bases covered, we will be increasing NPC movement speed

>Players have access to a variety of movement speed increasing buffs. As noted above, we are looking at giving NPCs various tools to either temporarily or permanently counter movement speed buffs

>The general balance of movement speed is also being looked at


*

Additional Stealth/Sneak info


>Stealth and Sneak have received a significant update:

>"Front" is now defined as the 120 degree arc in the front of the character or npc

>Stealth is always hidden from the back 240 degrees of the npc

>When attempting to use Stealth around an npc that outlevels you, it will get 10% of its Front aggro range back for ever level above you. At 10 levels above you, Stealth is effectively Sneak.

>Sneak is always visible from the front 120

>For ever level an npc is above you, it will regain 10% of its back aggro range. At 10 levels above you, Sneak no longer provides a benefit

>In the next patch, we'll be making changes to how See Invisible works with Stealth for players as well as npcs

reddit.com
u/Bouncy_Paw — 3 months ago

The Closed Beta servers now back online alongside Open test servers

Discord:

>Hey everyone! The closed beta servers are back by popular demand! If you are part of the closed beta, you can now play on the closed beta servers as usual.

>We will be monitoring open playtest population numbers, and if we find that there are not enough people on each of the four servers over the next 24 hours, we will do some merges to bring population up per server.

>We had divided them in the past because we used to have performance issues on the servers, which required us to limit the population within the biggest zones (ie. Night Harbor). Since this has mostly resolved, we can afford to have more people on per server.


You can see per server metrics via

https://account2.monstersandmemories.com/metrics

reddit.com
u/Bouncy_Paw — 3 months ago

won't load. seems common to flatpak for this version in linux.

any way to install older or different version of this?

reddit.com
u/Bouncy_Paw — 4 months ago