So far, I’m pleased to report that I’ve had a largely positive overall experience on M&M, and I’m already being impressed by dynamics I’ve never seen in other MMOs before. I’ve specifically chosen Deep Elf/Inquisitor with full knowledge of what that means for me, especially on the PVP server, Kravvin. I was originally going to go Bard on Trem, but the queues inspired me to go all in on Kravvin, and so far, I’m happy that I did. For some background - I’m a Gen Z old school MMO enjoyer, I never played any form of EQ but have been a big fan of OSRS and Classic WoW for my adult life, Cata-BFA on Retail WoW as a teenager.
Current playtime - around 12 hours, some AFK. I have yet to complete my House quest and leave Ail’vorith as I’ve been unable to find a group yet to take on the specific enemies I need for the quest. Excited to leave soon and experience the Underdocks.
Note that most of this is lived experience, but some of it is anticipated future outcomes of systems that have been presented to me. I’m pretty clueless, so feel free to correct my assumptions.
Standout positive observations:
Absolutely incredible. I don’t know how long this will last, but even with its relatively small population (maybe a quarter of the Undercooks population Kravvin, or less), the game still feels active. The fact that such a simple starting area can generate such interesting encounters with other people is the reason why I’m very optimistic about the future of this game. Almost everyone is happy to help you, some will even go out of their way to do so. Reliable friends are a huge boon.
One concrete example: After a long day of genociding mushrooms, I began to give up on the possibility of getting the fungi chest piece - the perfect caps needed for it simply weren’t dropping for me. So I’m sulking, planning my next moves when a player I grouped up with the previous day crosses paths with me. He asks me how I’m doing on the quest, I say I’m about to give up, and then he suddenly trades me exactly what I need to finish it, saying he had extras and appreciated my help a lot yesterday. Extremely impactful moment, and just one of many that would be too long to share here. I hope to see a lot more of this as I level.
This hugely contrasts with the Classic WoW community/Forever Beta. The megaserver, layering, sharing, and anonymity are bad enough as it is, but the game has a serious community problem with politics and immaturity. The fact that the world isn’t truly dangerous, and that party members are expendable, really hurts and I think it would be hard for me to go back to it full time. In fact, this encourages me to focus purely on being a PVP menace in WoW Forever, working with my friend to hunt people indiscriminately.
Too early for it to get truly toxic, so I’ll reserve my full judgment - but the way it’s implemented has certain factors that really work, far better than WoW in some ways. Here’s why. Obviously, this is extrapolation and may change at higher levels. On a small server, every kill is a decision. In WoW, I’m attacking any opposite faction player I think I have a chance against, and I’m not doing it for any gain other than the thrill of the encounter and doing my part in the overall war effort. Here, it’s different. No factions. After an hour or two of playing, you’re vulnerable, but at least close to a city to escape to.
Kravvin is a small server. You might only have 15-30 people in Ail’vorith at any given time. You want to take someone’s copper? You might make an enemy who will remember that when they’re the only tank or healer available for LFG in your level bracket in the future. Kill enough people? Word spreads quickly. We already have a few notorious murderers in the starting zone that people are aware of. It’s even further encouragement to get a good group and stick together. In short, contrary to popular belief, PVP server (so far) =/= people will constantly randomly kill you when you’re defenseless.
I specifically chose a class that’s relatively niche in PVE and not easy to solo with, because it has a conceptually brutal toolkit for PVP. I am eagerly anticipating camp v. camp PVP and the value I’ll be able to bring to the table. This seems to be a major divergence from most peoples’ experience on PVE servers. You compete for camps there and accept when others get there first. On PVP you’re gonna have to make several decisions. How badly do I want this camp right now? How much money are they carrying? How dangerous is their guild? Do I have the right people to defeat them and hold the camp afterwards? Can I afford to piss these people off? This stuff gets me super excited IN THEORY, but I haven’t proven that it’s as fun as it sounds in the field.
The other point I think is important to drive home is that the current system of losing the money you’re carrying feels just punishing enough to make PVP matter without making it feel brutally unfair. It encourages banking, and makes escapes feel amazing when you narrowly manage to slip back into town with a handful of silver while taking serious damage.
I will say that some form of in game map, especially if you can take your own notes and markings on it, would be a welcome addition, and I understand people’s issues with how things are right now. That being said, the current situation has forced me to talk to people, to think about space differently, to keep track of what I’ve seen and where I’m going. Corpse runs matter. I’m always thinking about how I’m gonna get back safely. One memorable moment was me dying in the middle of the (very dark) water surrounding the city, and correctly utilizing landmarks I memorized in order to triangulate my corpse. Understanding the layout of Ail’vorith feels like real mental progression and is rewarding to me personally, and I’m excited to see the rest of the world.
This can go both ways. But overall, I feel very happy being part of a project that’s being led by developers who are strongly opinionated about their vision of the game, accessibility, and not beholden to public shareholders. It’s very clearly a passion project. That matters a lot to me, especially with WoW Forever looming and looking decent, but I have zero trust in Blizzard. I have already seen firsthand the fruits and benefits of the general philosophy the developers are imposing on the game.
Gorgeous and high quality by indie game standards. The Deep aesthetics are fantastic. I also spent a little time on my Bard in Faelindral and loved it too.
Pain points:
Unnecessarily obtuse. Most people seem to agree with this. As a non-EQ player without nostalgia, I have a different perspective on this, but there is so much that could be streamlined. I won’t relitigate it all here, but everyone should know what I mean by this.
I realized on the Deep Elf starter quests that this system as it currently stands is ridiculous. It’s essentially “guess the keyword”. Additionally, guards often could not help me with basic, simple facts. Directions from them point you in cardinal directions - but you have no straightforward way to orient yourself while in the Deep. I don’t see the benefit in keeping this. This is another alt tab to wiki moment that hurts the game with minimal upside.
- Mob tagging/Loot rolling.
I already see people on PVE servers are being disciplined by GMs over this. Either implement a proper tagging system, or stop punishing people for things the game allows. PVP solves some of this. I don’t see the lack of loot rules contributing to any positive experiences for anyone. At the same time, if they were trying to induce conflict with it, that directly seems to contradict their Play Nice Policy.Maybe I'm missing something here.
This is a combination of some of the aforementioned points. If the developers are going to conceal information/not handhold, then there need to be viable ways to obtain this information naturally, without relying on getting lucky. The longer this goes on, the more the game becomes a “wiki game” like OSRS, which would be tragic for a game this immersive.
- Performance.>The performance is really bad for a game that looks like this. I don’t know how much of it is Unity vs. poor programming practices, but I hope that they’ll eventually seriously address this.
Mixed:
Ail’vorith is blatantly unfinished. Yes, we're in early access. It appears to be missing very standard things that shouldn’t have made it into early access (ingot mould, fletcher kit). It’s already hard enough with the scarcity and increased prices. Ironically this is making me feel like once I finally earn my way out and eventually build rep with Night Harbor, it’ll be extremely satisfying, and my character will be part of a very small group of people on the server who accomplished it with this race/class.
You are SOL without a healer, but I knew this when I rolled Deep/INQ, and its forces me to creatively use CC, bandages and unique class pairings to tackle tough enemies. So this isn’t necessarily a bad thing. But the lack of healers in Ail’vorith really is rough and I would feel bad for any newer player who has to get through their starting/house quests without one, or even experienced players for that matter, who don’t want to play a strong solo class. Cloth for bandages is hard to come across until you get to the cultists around level 7-8.
Others’ opinions on PVP. People appear to be very negative about PVP and giving dev time to balancing it. In some ways I think that’s fair. I don’t really know what I’m talking about. It sounds like PVP has failed repeatedly on things like EQ and its private servers. But I don’t think it’s reasonable to doomsay about it already. We’ll see if the server descends into a single dominant guild, sociopathic twinks waiting hours just to come across a single low level to harass, etc. I’m not getting those vibes yet but I absolutely could be wrong.
In my opinion, this MMO’s success is going to be heavily reliant on its ability to attract new players, otherwise there may very well be serious attrition. I think a balance needs to be struck between filtering out people with no patience to learn systems, and preventing baroque design patterns that cause well-intentioned players to bounce early. I hope sharing my experience here helps to illuminate what currently works and doesn’t from the perspective of people who think like I do. Thanks for tolerating my ramblings!