#Shattered Feedback Post #3000

1 messages · Page 1 of 1 (latest)

novel parrot
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Is it time to remove Shattered?

Shattered is a broken mechanic. There are numerous problems with it—it unequivocally hurts newer players, does not affect late game players, it overall accomplishes nothing except being a nuisance. It does not work at what it tries to do—it is a terrible punishment system.

 One of my friends quit the game because of Shattered. She played up until White, truly trying to enjoy the game. In White, she expressed that she was having some fun . . . but had to quit because a mechanic was getting in the way—Shattered. She wanted to play the game at her own pace, and her attempts to play the game were constantly being attacked by this system. Dying was extremely unfair. White is already an insanely difficult dungeon for new players, but with Shattered tacked on, it is unbearable. One death—you deal 20% less and take 20% more. You are more vulnerable than before, and enemies are already brutal. You are swarmed in an attempt to get your graveyard, and you are dead again. 40%. A third time? 60% and mining fatigue. You are in no spot to pay for anvils, so you have to toss your gear away. Shattered does nothing if you simply grab your grave the first time. Yet, if you die again, it becomes a world of pain, and the more you play, the more deaths and opportunities to get into situations where enemies make you enter Shattered 2. White also has lava which is an automatic Shattered 2 if you die to it—even if you retrieve your grave, you still have Shattered 1. This causes so much stress and hardship for the player, especially for how dangerous lava deaths already are (or rather, dying to lava is kind of easy?). Death comes with an immeasurable penalty if you, for some reason, can not get your grave/die to something that Shatters you multiple levels. Another issus is there is only so much gear in chests before you run out . . . Although this is less a loot problem and more a Shattered problem.

Word limit.

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In what might be a terrible argument, I will bring up Wynncraft. They also had a terrible death system (better than Shattered, I may argue). You had 10 soul points, gaining 1 every 15 levels up until 15 soul points. Each death dropped 2 that would rejuvenate 1 every 20 minutes. Except, the lower your soul points, the more of your inventory you dropped, until you lost everything. Essentially, you could die a few times, but then you were forced to quit and come back later. What was this, a mobile game? It could be solved by AFKing, or jumping worlds close to new days to get soul points quickly. Orrrr you could just swap classes for the time being. What exactly was the point of this system? It was a nuisance that never really added to anything. If you were ever in any danger, you could just do one of the methods above (unfortunately, new players cannot just ignore Shattered). Soul points were never really dangerous, just annoying. They made the decision a few years ago to remove them. Death still has penalty. Dungeons and raids kick you out—and walkback is a thing. This is true for Monumenta. Without Shattered, death will still have these penalties. Death will kick you out of world bosses and strikes. You will be forced to walk back in dungeons and the overworld. Additionally, you lose your experience points—crucial to getting marginally stronger with Infusions. Losing your experience points means delaying Infusions or needing to purchase experience—albeit more of a late game problem, when Shattered ends up becoming worthless, a point I will get to later. Death has other strong penalties.

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Dungeons can still be difficult as well, dying itself already feels bad. Dungeons can be the lower stakes content. Challenge delves may continue to be miserable without Shattered, because of the sheer difficulty of enemies (people may be more incentivized to rush, or death-clear. Although, Challenge dungeons have a spawner requirement. Would people rush spawners without care for their safety? People may do it, but also not, by virtue of being boring gameplay. People who rush will rush, and people who want to clear in the face of difficulty will. Shattered does not need to exist to punish rushers.) Does Shattered still need to exist? It only seems to exist to push away new players.

 Shattered means nothing later in the game. The Lime Tesseract lets you convert your levels into anvils on the spot, which can repair your Shattered. You are more likely to amass anvils than a new player without the Tesseract. They need to talk to an NPC in Sierhaven to do what you can anywhere. I have ~2100 anvils in my Lime Tesseract (u). I do not have to worry about Shattered again, if it ever happens to me. So, sometimes I will play with a random 80 levels, hoping to save for infusions . . . to die and lose them. That feels terrible. Shattered? It means nothing to me. Yet it is a bane of new players.
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When I started playing, I played through the entirety of region 1 in various states of Shattered. This was before a lot of the reminder text and status in tab I believe. I Shattered 3 in White's final room, and wondered why I had mining fatigue. I had already quit Monumenta once. I was about to again. Someone said the mining fatigue was because of Shattered. So . . . I took my shattered gear off and bridged up to the serpent's mouth, skipping that room (I was so fed up I also skipped all the boons (I didn't understand what the boons would give either or where they could be found, as well). After, I thought Shattered was just a warning, counting up until 3 where you got fatigue. I never guessed that 1 or 2 also debuffed you. (Yeah, Nyaalma, that random enchantment you get when you die does absolutely nothing until your third death/2nd lava/1st void whatever. It's fine. Ignore it.) I would quit again in Reverie. It wasn't until I came back and I think was somewhere into early region 2 when a friend told me shattered 1 and 2 also debunks you . . . Wut. Nevermind, he told me when I quit the first time in White. (Is Nyaalma stupid? Yes.) It is much better explained now. However, the reminder text does not fix Shattered's problems. Shattered? Swap gear. Out of gear? Do you wear the Shattered gear and suffer or do you take your armor off and suffer until you can get more? So you died. Unfortunately. You lost your levels and have to walk back . . . Why does Shattered exist? Anyway, these reminders were nice additions, but only explained the bad system—not remedy it.

dapper radish
novel parrot
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Shattered is a flawed system—Monumenta’s players do not need it. Shattered only pushes away new players, while being unnecessary, there are other death punishments. Remove Shattered!

Will this essay get Shattered deleted? No. Have all these points been brought up before? Probably. Will this influence anybody? No.

Screenshots are me quitting for the first time and then Mardeknius quitting and the debate around Shattered as a successful death system. She had positive things to say otherwise.

dapper radish
gray mortar
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This does happen

austere talon
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^ unless you die next to your respawn

gray mortar
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Sometimes mobs just do not despawn

dapper radish
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You aren’t supposed to trip spawners while doing a graverun

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And if mobs aren’t despawning when you die that is a bug unless its coop

delicate canyon
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to fix shattered we've decided to make it so that your gear drops on death and you have to pick it up within five minutes

dapper radish
austere talon
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i mean a "reasonable " fix is to just disable shatter on white for the first run which makes 0 sense but still is a fix

hasty lion
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I will say for xp loss from death being a punishment:
Later on it quickly doesn't become an issue imo, a bit later than shatter not being an issue but still.
a) You can get a lot of xp from just running r3 pois and other stuff
b) Crimson contract
c) Hekawt boss enchant.

gray mortar
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New players also do not know the exact layout of dungeons so they can get lost and trigger inactive spawners while shattered

austere talon
dapper radish
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I would personally like for limited lime tess to be added similar to apparition runes

austere talon
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not a new player issue

dapper radish
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They moved experiencator to white to attempt to combat having to go back to sell loot so often but u still have to do it anyway for anvils, even if less often than previously

molten girder
dapper radish
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And yeah half of the problem here is actually white

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Lotta lava so your first real brush with shatter is getting spammed w shatter 2, at a point where u do not have the ability to stockpile anvils effectively

molten girder
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anyway i think the other time this was brought up my solution was to make tiered items never shatter

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the difficulty curve is already tough enough as it is

gray mortar
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Tiered and uncommon

molten girder
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i think uncommons can shatter

gray mortar
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Ig it doesnt matter that much

molten girder
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it's a low stakes way of teaching you "yeah you could get rid of this but it's good to try to keep it in working order"

gray mortar
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Only uncommons new players gonna use is labs stuff

austere talon
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they need to learn that dying is a penalty

dapper radish
molten girder
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yeah, labs uncommons are better than the tiereds you get there but not so much better that you're going to try to sink all your anvils into it

gray mortar
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Except dying is actually not a penalty in r2 already

dapper radish
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The central room has a distinct lack of landmarks to pathfind with and ur constantly going in and out of it

molten girder
# molten girder stone brick syndrome

white is kinda the epitome of "everything is made out of stone brick" builds that are incredibly common in minecraft and i think it's not the greatest thing for a new player to be seeing right off the bat

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but that's a separate issue

gray mortar
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R1 dungeons are just dated

real marten
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I'm fine with shatter going away just because it's meaningless to end game players and devastating to new ones. Bring it back once it disproportionately targets people doing hard content in good gear

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R1 dungeons are more than fine though

austere talon
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the question becomes: what to do with anvils?

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especially with empowered

molten girder
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i will also say while redoing mainline with a non monumenta player friend, she did fine with just keeping good spare gear on her to swap out in case of double shatter, but if you're not used to the CTM genre etc. then you're probably not going to do that (and i basically warned her to keep a ton of extra gear on her)

austere talon
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what if the issue was we never told the new players to save extra gear on them

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*the game never told

dapper radish
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Another issue is tendency for newbies to beat their head against the wall when theyre stuck instead of trying to actually fix the situation

real marten
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It isn't apparent how bad shatter x3 is... better off with no armor on

dapper radish
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Treating equipment as a resource to go acquire more of is a thought process that a lot of ppl fail to grasp for example

real marten
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They'll death run with the shatter 3 gear and wonder how anyone likes being annihilated by spam mobs

austere talon
dapper radish
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The intent for labs being repeatable was to help with this, unfortunately

  1. ppl dont like labs
  2. ppl dont think of this
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It also doesnt help that figuring this out isnt helpful in the long run either, since post tiered u stop doing this

real marten
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Labs revamp has probably been talked about since I did labs in 2020

dapper radish
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Feels like being punished for not solving a puzzle u didnt even know existed and with no reward either

vestal field
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I feel like new players get punished not only by dying, but also by making bad decisions to spend anvils. Some players don’t think about how to use their anvils and just use them incorrectly and it’s not necessarily their fault because it’s not immediately obvious that is how you should use them.

There are so many things where it’s only really an option for the beginner and not everyone else
And the beginner themselves don’t even think of that

  • they need to keep extra gear in case they shatter
  • they can run labs or pois for extra levels to repair their armor/get new gear
  • they will have to choose to use experiencinator or selling station
  • they need to be careful about durability

Endgame? Lootrun baby
Unironically I like early game as the real monumenta more
But well what can I do

real marten
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Yeah same about real mm

craggy cobalt
vestal field
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I don’t know enough about lr to say anything
I just mean being reckless and not care about dying ig

craggy cobalt
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its same for any content where dying doesnt kick you out

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lootrun is more of a penalty because you actually lose time (the reason u lootrun is to save time)

austere talon
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also you get less loot

vestal field
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Ok I don’t understand lol
It’s fine that’s a little far

austere talon
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i think days is trying to say that since lootrunning dungeons is not worth due to the fact that you end up getting less loot than if you wre to play with a teammate

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since mats are like 24-32 ar (12-20 cxp)

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compared to the 5har throughout the whole dungeon

real marten
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Are you lootrunning in spite of that or because you don't have the occasion to duo

austere talon
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me? no i solo clear all dungeons

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arguably the worst money to time ratio mnethod of clearing dungeons

real marten
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I think she miswrote it honestly because it claims x and not x at the same time to me

thick totem
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"In lootrunning dying is more of a penalty compared to normal playstyles, since losing time goes against the whole purpose of it" is how I understand it (nonsense)

real marten
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Oh that makes sense, its connected to death penalty

austere talon
craggy cobalt
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that is not what i am trying to say

craggy cobalt
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lootrunning or not theres no penalty for dying

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and at least if ur lootrunning ur at least a bit more slower

naive inlet
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except exploiters managed to create dupes with that shit

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so they made it so the graves do not drop items and introduced the shattered system instead

upbeat mural
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(that's the joke)

naive inlet
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i think the old grave system was more forgiving for new players

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as long as they are advised not to unshatter their tiered gear

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(which costed alot more than anvils)

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say i had a full set of epic/artifact gear and a shit ton of other utility epics in my inventory

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that would amount to 128+ HCS in unshatter cost

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it was brutal but it forced players to be careful and allow their teammates to tap their grave to save the items from shatter

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they could even use the cyan tess to send their graves over

vestal field
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What if r1 tiered gears and uncommon gears takes durability damage instead of shattering. the higher the tier, the more damage it takes.
You’ll use anvils on the rarer stuff and not as much on the tiered stuff, lowering the early game anvil cost and have the cost increase through progression

bronze edge
gray mortar
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For your current at the time stage of progression yes white is hardest

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However as base i can only give you that orange is harder

clear hill
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yeah man, i think this is more of a white dungeon issue rather than a shattered mechanic, I seriously couldn't understand why does white have to be so difficult-it's the 1st dungeon bruh

vestal field
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I always considered yellow much harder
But I also have a slightly weird way of experiencing early game the first time

delicate canyon
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what if white gave an invisible damage reduction buff to everyone

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for all types of damage

bronze edge
delicate canyon
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something something some souls are trying to help you

delicate canyon
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indeed

bronze edge
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The dungeon should be reworked to be easier rather than just slapping a dr

gray mortar
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Make lava magma instead

bronze edge
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Is that the wool kicking coyote typing

gaunt crag
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We have been working on improving the early game which includes many things, one of which is to see if we can modify or rework the death system.

bronze edge
gray mortar
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Too much environment danger for first dungeon

vestal field
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But yeah for this I think my opinion is always just

  1. Add traps to other dungeons if they have too less of them
  2. White needs to trim out some of the rooms that feels like just lengthening the dungeon
    e.g. the small statue room and the lava rings downward room
clear hill
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i think they should give white less trap and spread spawner out a bit more, the amount of trap in white is stupid

vestal field
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White traps has been reduced in fatality by a lot now I think

gaunt crag
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I personally think it would be unwise to completely mitigate the penalty of death but the current system that punishes newer players and does nothing to endgame player is subpar to say the least

bronze edge
vestal field
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I’m a big fan of endgame should also suffer like new players
Death just feels yeah whatever I died

gaunt crag
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Yeah, the goal is to make it less of a punishment for newer players and more of a punishment for endgame players

vestal field
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And as someone who plays no gear challenge
If you know how to avoid shattering
You can make death has no consequences as well
With 0 anvils

gaunt crag
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Yeah, it is way to easy to circumvent the death system completely

clear hill
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can anyone give me an example of a good death mechanic?

gray mortar
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You lose exp on death!

hoary knoll
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Make infusions and masterwork beyond base (only count the player paid) increase anvil cost to repair shatter/dura pepega

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well im not sure bout mw

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but infusions increasing repair costs is withering imo

gaunt crag
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I think RC4 also did it well

hoary knoll
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souls games? (never played them)

thick totem
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rc4 had absolutely no punishment for dying (walk of shame doesn't count)

clear hill
clear hill
upbeat mural
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That doesn't sound balance-able at all really

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Is pers 1 going to double the anvil price

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The difference in increment is too large for that to work I think

thick totem
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how about region locked anvils, with higher costs in r2 & r3?

upbeat mural
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Also just nerfs infusions and I don't see why we'd do that

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I think there's simply something flawed about using anvils entirely

hoary knoll
upbeat mural
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Anvils are the root cause of the difference in impact between new players and endgame players

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If we continue using anvils I think that won't change

hoary knoll
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lime tesseract is a big component too

vestal field
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Ok gonna post it here
I sometimes uh
Procrastinate doing things and type long posts that I will never post pepega

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Anyways suggestions

  1. Make it so endgame players suffer the same
    basically limits how many anvils one can have at a time. if you're an endgame player and you died, better wish you have a lot of levels in your contract.
  • Players can now only have at most 15 anvils at a time (locks any obtaining methods)
  • Lime tess (u) is reworked:
    • (u): swap to apply anvils to all your shattered gear. If there are no shattered gear, repair all of them. (QoL)
  • Existing anvils are now legacy and can be exchanged for legacy trophies depending on the amount of anvils you own
  • exp stashes and solidified exp is nerfed.
  1. Make the early game better fit the late game
    The initial cost starts too high for new players. These changes aims to reduce early game costs of anvils, but still let the demand increase as you progress.
  • r1 tiered gears and uncommon gears takes durability damage instead of shattering. the higher the tier, the more damage it takes.
  • r1 Tier 1-3 gears will disappear when out of durability. Tier 4 only shatter 1 instead of shatter 3 when running out of durability. Tier 5 only shatter 2.
  • r1 unique gear with their corresponding quest labeled as easy or medium is considered tier 3, tier 5 respectively.
gaunt crag
hoary knoll
gray mortar
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This will affect me and my 400 levels in contract

hoary knoll
tacit knot
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respawn timers :,)

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wait 30s as punishment for dying like a dumbass

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dunno I think shattering as a mechanic is odd and most of the solutions kinda feel contrived

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especially as we get more and more shatterless content

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die to a flower guy in hexfall? get shattered lol. die to the FINAL BOSS of hexfall? nah dw G, you're good

finite lark
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I have literally NO idea why tiered gear can shatter 3

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What’s the point of it?

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In every other shatter feedback thread it’s been said that capping tiered gear at shatter 1 would fix a lot of these problems

vestal field
gray mortar
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I meant i could just swap and quick repair if i got shattered

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Then swap back

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So it wont actually affect me i can always just frush a17

quiet jay
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shattering on death should just be removed having to walk back to ur death spot and losing all ur xp is enough of a penalty

finite lark
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Not really

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You don’t even lose all of your XP if you phylactery

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And you don’t care about XP if you have the infusions you want

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And if you want another infusion just run Zenith where you don’t lose XP

dapper radish
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Or manage contract properly

finite lark
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So then the penalty is walking back?

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That means I’ll just, not care about survival

dapper radish
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Cyan tess moment

finite lark
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Max glassy

desert maple
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shatter penalty update every Dungeon cp removed cyan tess rework

finite lark
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Put psycho mask on or smth

oblique kestrel
dapper radish
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Variance?

tacit knot
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having random gear get shattered/not

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stori's system is crazy convoluted

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just get rid of shattered

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gordion knot

delicate perch
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can’t believe i really miss graves

dapper radish
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stori?

finite lark
tacit knot
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lol what

quiet jay
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not dying

tacit knot
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not dying

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how frequently do you shatter w/o retrieving your grave

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its effectively not a system rn because you can just use movement skills to charge through mobs anyways

quiet jay
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its not like shatter adds anything of value

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earlygame its annoying af endgame its basically not even there unless u forget to unshatter

tacit knot
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i probably use 95% of my anvils for repairing durability

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genuinely haven't used anvils to unshatter gear in months

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removing shatter isn't going to suddenly make me reconsider my builds

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losing 100/60% of my XP is already incentive enough to not die. also just not having to walk my ass back and slow down my clear speed

gaunt crag
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I think it is worth noting that when we say that shatter should go it doesn’t necessarily mean there won’t be a substitute mechanic

dapper radish
oblique kestrel
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Shatter does currently play into dissuading death-running though

tacit knot
tacit knot
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oh no i'll have to pay an insignificant fee

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the horror

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15ar..... sadmouse

dapper radish
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I dont get it

tacit knot
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death-running is discouraged by the simple fact that dying and backtracking is just intrinsically boring and frustrating

dapper radish
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That seems like an overly personal view idk

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I dont do lfg challenges anymore, personally, because a fairly common situation was ppl in fact did just start death running because they found it less frustrating than trying to do it properly

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So a bunch of other ppl seem to disagree with you on that take i guess

vestal field
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It’s like
Playing normally and died
Oh man I died that sucks
Well not really
Becomes not as locked in
Died again
Died again

delicate perch
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death running isn’t a profitable activity in 2025 monumenta. there are inexpensive sets for every region that trivialize simply loot running, which is more time efficient and less annoying to do

tacit knot
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👍

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slap on EHP

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play a class that has decent mobility

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you will never die and you can lootrun to your hearts content

finite lark
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Just place a bed.

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or cyan tess

tacit knot
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more of a cyan tess issue at that point

delicate perch
dapper radish
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or well, an issue on the other end of the spectrum

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Being tanky enough you can ignore the enemies vs using death to despawn enemies as a clear method

ripe surge
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Every view on death is personal and very hard to fine tune which is what makes it so hard to come to conclusions on death system changes. I'd always dreamed of a Monumenta with immensely more punishing death system to players in the late-game, but the balance of everything else doesn't lend itself to that. I've seen a number of death systems used in CTM maps and I don't think I've seen anything that I would call perfect. A lot of the more modern CTM systems for death I think do things pretty ok though.

Disclaimer: all of my opinions on this subject come from my time as a player/playing CTMs and not a dev and have no bearing on any development ongoings (i am inactive).

oblique kestrel
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A big thing we run into in a designing a new death system and part of the reason why we made the current death system) is that dropping items on death in R3 and running back to your grave naked would be particularly difficult/annoying

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And we've not really had a non-band-aid solution to that

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Though some of us do like systems that have items dropped on death

dapper radish
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I feel like it’d help if at least some of the issues separate from the death system were tackled so its easier to tell how much of the problem is actually the death system idk

finite lark
vestal field
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Well that’s the point of dying
You lose stuff which make you scared of dying
You gotta have extra gear to get them back
Or you gotta pay up for your loss

delicate perch
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what was wrong with the old grave system?

bronze edge
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apply fragility to every delve

finite lark
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The problem for "paying up" for your loss is the payment is upwards of 700 har

dapper radish
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Also that yeah

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Discouraging ppl from upgrading their gear if theyre poor

finite lark
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If i lost my inventory right now my wallet would probably cover it. If i lost it again, I'd probably be unable to afford it. I am pretty rich.

bronze edge
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I remember shatter 3ing my entire inventory including a borrowed kings set from comex and only god knows how I paid for that

tacit knot
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modhelp my corpse loot clipped through the floor

gray mortar
vestal field
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That’s just ctm
gg you lost it get a new one
Maybe I’m just embracing too much idk

bronze edge
finite lark
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No normal CTM has items that take more than a month to get solo

gray mortar
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Not cuz i cant afford to replace it but its just too much of a waste of time

tacit knot
bronze edge
dapper radish
gray mortar
vestal field
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It’s fair I’ll take that it’s a bit extreme

dapper radish
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And furthermore its increasingly more common that ctms add death systems of their own because wiping your entire inventory is fairly extreme, so ctm devs apparently dont all agree with your take either

gray mortar
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R3 is not ctm at all id say

hoary knoll
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it doesn't even have a monument

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yet

finite lark
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monumenta has always been a CTM in story and an MMO in gameplay IMO.

gray mortar
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Do we need a punishing system actually

oblique kestrel
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Also by dropping items we def recognize that long-grinded for, valuable items shouldn't be straight up destroyed

finite lark
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Since the R3 story is realtively young it doesnt feel that way

gray mortar
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What would it accomplish

dapper radish
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We dont

finite lark
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which makes balancing hell

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again, "not dying" is not convincing to not build maximum glass.

dapper radish
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Its more that ppl are having difficulty with alternative methods to discourage certain things being kept in check by current death mechanics

gray mortar
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Still some diversity is present

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If you really want ppl to feel bad for dying just put a 30s forced wait before respawn or smth

hoary knoll
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thats just annoying more than punishing

tacit knot
dapper radish
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Annoying is a form of punishment

gray mortar
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Will you want to die and sit in a death screen for 30s

dapper radish
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Idk about it being a good one but it is one

vestal field
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I think it’s just what I like about ctm and to a certain extent monumenta
Actual challenge
Actual risk be reward
Actual resource management
Instead of farming for certain item and then another

gray mortar
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Its not a good one certainly

finite lark
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Maybe we just need to punish repeated deaths harshly

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First death does nothing

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Second death is really bad.

hoary knoll
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erm

gray mortar
tacit knot
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why would you even consider an item-drop system if literally everything in my inventory is the exception

hoary knoll
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Several people are typing...

gray mortar
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It is still true for new players ig

bronze edge
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Honestly for a quick temporary solution I think the effects of shatter should be nerfed in labs/white like everyone said in one way or another

gray mortar
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Ctm has resource management because it is a map that will end and all your resources will be irrelevant after that

finite lark
#

players dont magically fix their gear by orange

bronze edge
delicate perch
#

if the dupes weren't a thing would graves have ever been removed to begin with

finite lark
#

(its me, im players)

hoary knoll
#

cover final white room lava with 1 layer of magma blocks so ghasts can play spleef with u

oblique kestrel
bronze edge
#

I meant not having shatter be a huge problem early game one way or antoehr

dapper radish
#

I liked the earlier suggestion to replace a bunch of the lava with magma in white

bronze edge
#

Maybe some of the lava but not all?

hoary knoll
#

prob

gray mortar
#

50/50 split

bronze edge
#

Like small islands of magma perhaps

gray mortar
#

Magma lava

dapper radish
#

Some of the lava pools being made 1-2 blocks deep instead of deep pits would help too

#

So u can actually escape

#

Notably the end room

finite lark
#

1 block deep lava gives fall damage

#

i think

vestal field
#

Yeah
Any gives fall damage actually
But you have to hit the ground

finite lark
#

deep enough lava slows you down fast enough where you cant take fall damage

dapper radish
#

Someone else also made a suggestion earlier about delves modifying the death system i liked

#

Would result in partial implementation of death mechanics scaling with progression

lapis mountain
# delicate perch what was wrong with the old grave system?

As someone who enjoyed it, primarily because of how it encouraged teamwork/sticking together:

  • I think the difference between solo and team play was a bit extreme, in both directions. Cyan tesseract the majority of the time made deaths too quick and easy to recover from while in a group, while solo faced higher risk situations a lot more often.
  • Fairly high complexity within the limbo system, even if it is somewhat of an extension of vanilla mechanics (not as bad as Shatter though)
  • No clean solution for R2 delves/all of R3 having high enough damage that you'd be one shot when running back
  • Sometimes crippling when you fullshattered (the easiest out of all the problems to fix)

and I think in general a lot of people are averse to the idea of temporarily dropping items

(For all its issues, I do think present shatter has a lot more design flaws, they're just often more ignorable)

#

an idea I was fond of a while ago but less sure of now was essentially having the RC4 system for non-delves and a newer version of the limbo system in delve content

#

as well as introducing something like the soulcatcher which fills a similar role as the old cyan tesseract but more balanced between solo and group play
edit: I just remembered this also had a totem like RC4 in capital cities where you can pay a price to retrieve your grave from anywhere

odd estuary
# delicate perch if the dupes weren't a thing would graves have ever been removed to begin with

It might have been eluded to earlier, but the issue with graves other than dupes is that a freshly dead player stays the same across regions, but the enemies don't. So while dying in R1 you can pretty safely get your grave, in R3 literally everything will just 1 tap you. The baseline of a player doesn't scale, only their gear so when you take that away (especially for most classes requiring an item to cast abilities with) it's a bit cooked, hence why we started keeping gear on death, but it's a bit nerfed (and also the dupe bugs lul)

dapper radish
#

Rather than applying debuffs, what do u think of shatter progressively disabling an item’s stats ala mainhand offregion penalty style

dapper radish
#

It is not

#

Wearing shattered gear is worse than being naked

#

disabling item stats at worst case scenario puts u at the same as being naked w full shatter 3

dapper radish
finite lark
vestal field
#

Disabling 6 agility is like
27% more damage
Just by -6 agility
As a reference point

odd estuary
dapper radish
#

Would having shatter repair costs scale with the amount of xp invested into infusions on an item be bad

#

Something like x% of infusion xp cost rounded up or down in anvils i guess

finite lark
#

then players will like just not infuse to level 4 so it doesnt cost as much

dapper radish
#

If u want to do that, go for it honestly

delicate perch
#

what if naked (or recently deceased) players had a certain level of resistance in r2/3 until their items were retrieved. could give them mining fatigue as well or otherwise prevent clearing/looting until the gear was collected

lapis mountain
#

that is the obvious fix but its not very elegant

tacit knot
#

mining fatigue to prevent clearing.... so you can softlock yourself!

#

eureka!!!

delicate perch
#

the simple solutions will come with too many issues and the convoluted ones will be inelegant. idk that there is a perfect answer

lapis mountain
#

there is an answer with too many issues that is convoluted though

gray mortar
#

The simple solution is leave late game shatter as is and remove/cap shatter on tiered and uncommon stuff

tacit knot
#

shatter of theseus

vestal field
#

I mean
would probably just use my other gear at base and kill the nearby mobs first
and then retrieve

tacit knot
#

imo if you're going to cap shatter on tiered/uncommon gear you might as well just cap it everywhere

delicate perch
#

why do shatter 2 and 3 even need to exist? its pretty inconvenient fighting anything with shatter 1 and you certainly wouldn't be incentivized to clear with it

tacit knot
#

and incongruent with how monumenta plays

gray mortar
#

Ngl with some of systems offered here i would just stop clearing normally and lr all pois and dungeons

dapper radish
#

Lava is a nonissue for pretty much anyone who can afford soulthreads so this punishes mostly newbies

tacit knot
#

i'd much rather use inexpensive anvils to cheese shatter than entire secondary/tertiary/quaternary gear sets

lapis mountain
#

I have never been fond of backup gear either though some people do associate it strongly with old graves

finite lark
dapper radish
#

I also feel like shatter would benefit with more granuity

tacit knot
#

i speak in no uncertain terms that regressing back to item-drop graves will kill off my interest to play Monumenta

delicate perch
#

i never found using backup gear to be efficient but i do remember it being a common practice (or maybe im just thinking of ari)

dapper radish
#

Eg having it to be out of 100 instead of 3 and split the penalties accordingly so that shatter 100 would work the same as current shatter 3 so there’s more room for complexity

#

Or something

#

Would at least open up more options imo

tacit knot
#

shatter 100 🔥

lapis mountain
#

and repeat deaths give mining fatigue as a bandaid fix after someone saw a player rush through magenta or something with no care for dying in the slightest
(no one should take that as an invitation to say that its still possible to lootrun or any other variation of that same sentiment)

odd estuary
#

Yeah beforehand you had hope to save gear from lava/void. Dying normally was normal, dying in lava burnt most of your gear but kept some stuff and void was the same but with worse punishments - that was attempted to be kept across the changes

tacit knot
#

you died in nadir void, goodbye 180 pdia

lapis mountain
#

ian are you aware that your gear items never actually fully disappeared/deleted under previous graves

dapper radish
#

Whatever the death changes end up being, imo it’d probably be good if it was a system that allowed more room for customization

#

3 tiers of shattered doesnt exactly allow for much room for change

odd estuary
#

Hope is also another problem with current system - it's turned into being primarily for skins now lol whereas it was the best enchant ever to prevent death punishments before and it came free of charge on all epics

naive inlet
#

it doesnt seem right that this lava penalty is introduced so early actually

#

it just seems unfair to early game players

lapis mountain
#

the entire context

tacit knot
#

That’s just ctm
gg you lost it get a new one
Maybe I’m just embracing too much idk

odd estuary
#

That was pre-graves

lapis mountain
#

It was not 1-to-1 vanilla that was like 2017 monumenta

delicate perch
# lapis mountain and repeat deaths give mining fatigue as a bandaid fix after someone saw a playe...

i understand the reaction to that but i don't think it really bandaids the real problem either-that the shatter system is entirely unintuitive to a newer player and without strong arming them into learning it with those pentalties they don't care enough to read what's happening to them. maybe that's their problem to bear, but i feel like its one of the mechs that cause people to part with the server

odd estuary
#

Graves would collect your gear inside of it if it got destroyed by lava/void/explosions etc and then apply shatter to them

lapis mountain
#

Yeah I mean I agree the current one is bad in a lot of ways

#

I saw someone stream monumenta and literally just play with mining fatigue

tacit knot
naive inlet
#

Topic: The Great Filter

How do we narrow the gap in difficulty between labs and white?

naive inlet
#

that's too easy a fix isnt it?

#

plus it doesnt seem right in terms of progression

#

you'd put labs at 2 stars at that point and white would be 3 stars instead of four

finite lark
#

i mean labs mobs are weaker than vanilla mobs

#

they move slower deal less damage and some have less hp

delicate perch
#

pre grave era was actually my favourite time on the server, but after they added infusions and quintupled the number of epics in the game it was clear that they couldn't continue that way

naive inlet
#

i think newbies should be given the directive to explore the overworld first before tackling white

#

that way the difficulty jump isnt too steep

tacit knot
#

the tutorialization in Monumenta is generally pretty bad, having multiple sets of "tutorial content" that doesn't really explain much and then completely disappears once you leave labs

naive inlet
#

and newbies can pick and choose which pois they want to conquer first too

tacit knot
#

the nexus is not a tutorial

lapis mountain
#

wouldn't it be so cool to rework the tutorial...

tacit knot
#

😁

dapper radish
naive inlet
dapper radish
#

Apparently ppl have issue with labs, even

naive inlet
#

i feel like that progression seems reasonable

naive inlet
tacit knot
#

the dungeons themselves aren't even really the problems so much as the earlygame quest routing kinda slightshots players towards white in t2 gear when doing something as simple as grabbing the watcher's sword is a masssive advantage

dapper radish
#

So its not doing a very good job of introducing monumenta concepts apparently

dapper radish
vestal field
#

but then you have orange
clearly the problem is white not the build up or anything

dapper radish
#

The quit rate for labs says otherwise

tacit knot
#

labs is just a pretty boring dungeon i'm not going to lie

dapper radish
#

U need to remember ctms are a novel concept to most ppl

naive inlet
#

which steepens the difficulty

dapper radish
#

A lot of mechanics are in fact not intuitive to ppl in monumenta

vestal field
#

and it's downhill from there
the hill is white and we want a slope

thick totem
#

labs is undeniably easy, it's simply too boring and the layout is awful with all the dead ends/backtracking

naive inlet
#

id like to think the traditions in ctms shouldn't translate to monumenta in full, but rather in spirit

lapis mountain
#

I wrote this rough explanation of the previous system specifically for you half a year ago @tacit knot

if it was unclear clicking a grave also restores the items in limbo
and "team experience" is more like an optional extra set of points if you have Friends

tacit knot
#

thanks nicknon

delicate perch
#

independent of the death/shatter system, i don't think monumenta has ever been new player friendly. even when i joined it felt like you really had to want to learn about the server to appreciate it properly, and i don't think that has changed even if the mechs have

naive inlet
tacit knot
lapis mountain
#

as well as not costing pennies

vestal field
#

yeah repairing shatter used to cost an arm and an leg
maybe even more

naive inlet
tacit knot
#

the cost is kinda superficial it just sets the bar for irrelevancy higher

lapis mountain
#

can you lose 50 hcs right now ian and not worry about it

tacit knot
#

liquid or in items

lapis mountain
#

liquid

#

you probably can tbf a few times but its not superficial

naive inlet
#

first timers in white have two skills, the shatter system isnt friendly to new players so why not give players the opportunity to gather more resources before embarking on white

tacit knot
#

i dunno, i think there's ways to make death punishing in ways beyond

#

pay a toll of arbitrary value

delicate perch
dapper radish
#

Technically, explaining things is a nerf in difficulty

#

One I am all for

delicate perch
#

which is why things should be more intuitive, not requiring excessive explanation. this of course is easier said than done

naive inlet
#

real question is where the fuck is that early "roguelike" content Michael288p was working on ywars ago?

tacit knot
naive inlet
dapper radish
#

Delete an endchest whenever u die

naive inlet
#

could you imagine being bombarded with walls of text just to understand how the server works

#

i wanna play the game not read a fucking manual

#

employ the socratic method in the early game

lapis mountain
naive inlet
tacit knot
tacit knot
dapper radish
naive inlet
tacit knot
#

that is what i just said

naive inlet
#

the grave system at the moment isnt perfect but changing it isnt the correct approach to ensuring newbies dont ragequit

#

the real problem at hand is the gap between labs and white

dapper radish
#

Multiple problems can exist simultaneously

gray mortar
#

In my opinion experience should have been much more applicable from the start and also be lost in strikes/cz/gallery and everywhere

#

And crimson contract would not exist

naive inlet
dapper radish
#

Dont u lose xp in strikes

thick totem
#

a problem with delaying white is that most people view dungeons as the "real content", while quests and overworld is filler and bad. Especially those with CTM background

naive inlet
#

which pois do players run into before white

gray mortar
#

Dont think so but you certainly do not lose it in cz

dapper radish
#

Pretty sure its just endless content that is xp safe, no?

#

cz is an exception

#

It is the only nonendless content that doesnt

tacit knot
naive inlet
tacit knot
#

maybe recency bias but the only reason people disregard r1 overworld is that it's 2016 SMP quality builds, at least it used to be.

vestal field
#

we used to have filler fetch quests
they are massively reworked from the ground up and is now more concise

delicate perch
naive inlet
gray mortar
#

You are most likely correct

tacit knot
naive inlet
gray mortar
#

But the point is not really about that its more about just losing exp should feel worse because it is used in more things

thick totem
gray mortar
#

And endless content should not lose or gain exp

#

That is my idea for punishing system

oblique kestrel
#
  • it feels good to get started on the path to completing the game
thick totem
#

and then they hit the absolute beginner unfriendliness

naive inlet
twin sedge
#

I didn’t read everything but was not making tiered items shatter said

gray mortar
#

It is probably not feasible now that people have thousands of levels lying around

naive inlet
#

there's a difficulty on the key no?

delicate perch
#

don't most people seeking help in global chat get directed to do the white quest by like everyone too

tacit knot
#

There are actually a lot of good R1 uncommons that you can find if you know which PoIs to look in. But there's no way you'd be able to discern that without prior knowledge

twin sedge
#

And was it denied

gray mortar
#

Kinda

twin sedge
#

Why

naive inlet
tacit knot
#

Correct

oblique kestrel
twin sedge
#

What was the proposed solution even then

tacit knot
#

There are a lot of quest uncommons and good PoI gear that could be routed through
at the very least you could have a subsection of the mainline quest GUI that says "recommended upgrades :)"

gray mortar
naive inlet
#

anyone think its stupid that players get warned not to go into the Narsen Sea? why isnt there a warning at Grove?

twin sedge
#

The game used to drop all your items on the ground, like yikes

gray mortar
#

Original was just delete shatter

twin sedge
#

Shattering is far better than that system

vestal field
#

death system is just hard to make everyone agree at once

gray mortar
#

Yes

twin sedge
#

I’m ngl, the game is difficult, but how can you remove the only thing that makes it bad to die suffer

naive inlet
#

the current death system was only ever implemented cuz dupers kept exploiting the previous one

gray mortar
#

It doesnt make it bad to die tho

#

Its like whatever let me use 5 anvils from my 375 stacks

twin sedge
#

That’s end game though

#

Isn’t that fair that you can bypass it at some point

gray mortar
#

That is all game since market unlock

naive inlet
#

the old system made it so even endgame players would get their wallets broken in half if they shattered

vestal field
#

it started to feel that way really fast
like maybe mid r2 if you're good

twin sedge
#

I guess, I still collect my grave OhTheMisery

vestal field
#

and majority here I believe are endgame

twin sedge
#

Fennec

gray mortar
naive inlet
twin sedge
#

Fix the game

gray mortar
#

???

twin sedge
#

@gray mortar ^

#

That’s your job

vestal field
#

I haven't either I'm too irl busy and allergic to infusion lul

gray mortar
#

Im not a dev

twin sedge
#

Ok sadmouse

gray mortar
#

Actually read the convo aswell

twin sedge
#

I mean what’s the goal of shatter

naive inlet
naive inlet
gray mortar
twin sedge
#

Lootrunners don’t die like ever

naive inlet
deep geode
dapper radish
naive inlet
deep geode
#

That's what I think is the reason at least.

#

That is true but that is if someone wants to do that

gray mortar
#

If you implement a punishing death system people are actually gonna be more likely to lootrun

naive inlet
gray mortar
#

Because you simply do not die

gray mortar
twin sedge
#

Previous system was just vanilla…

#

Was it not

naive inlet
gray mortar
#

Vanilla but with items stored in grave

twin sedge
#

Didn’t you drop your inventory where you died in a grave

#

Tag

#

Yeah*

gray mortar
#

Thats not vanilla...

twin sedge
#

So vanilla without it running out of time

naive inlet
#

that system was much more cooler imo

#

group dungeons were fun

twin sedge
#

So complicated

naive inlet
#

teamwork fucking mattered in that one

gray mortar
#

Its not complicated

twin sedge
#

Complicated for my pea brain

gray mortar
#

Its just grave loot with shatter

naive inlet
naive inlet
gray mortar
naive inlet
#

grave loot isnt shattered yet until the player died again

twin sedge
#

Hey, I haven’t loot ran since I came back yikes

#

Oh wait nvm I did in willows

naive inlet
#

so much of the time waiting for your items to get saved was when someone in your dungeon picked up your shit and tapped your grave to save them from limbo

#

then they'd send your grave over with cyan tess

#

fuck i miss that system sm

twin sedge
#

Is that not more punishing than shatter

gray mortar
#

It is

#

Some people here want more punishing system

twin sedge
#

So then… does it really solve the issue. Also is this even an issue

naive inlet
#

if you died with your shit in limbo you'd spend upwards of 128+ HCS to unshatter your entire inventory

#

price depending on how many epics, shulkers, artis you have in your inventory that got shattered

#

i invested in a second inventory cuz of that shit lol

vestal field
#

it's a little complex yeah
so
when you die you drop items (besides everything with Persistence)
if you get it in time nothing happens
if the item were to be destroyed (lava, despawn, etc) they will be in limbo
if you die again they shatter
and shatter is 100 bucks

naive inlet
#

that way i didnt have to spend that much ASAP and i could still continue playing

naive inlet
#

the golden age of monumenta died when the grave system got changed

#

group delves practically became just a bunch of solo players that didnt need to coordinate well

#

if you had a boatload of anvils then you wouldnt fucking need to worry about shatter anymore

#

game just becomes too easy

#

current grave system ushered in brainrot

#

since the game got too easy, players raked in mats super fucking quickly

naive inlet
#

mats being less than 32ccs per is still weird to me

#

back then seeing a mat in a chest was like striking diamonds in survival

#

like fuck yea a mat

gray mortar
#

I fail to see how that system would actually stop lootrunning

naive inlet
#

nowadays it's pretty much, "cool, a mat"

gray mortar
#

If any it would encourage it

naive inlet
gray mortar
#

Wasnt it actually less risky and more effective

#

Since mats cost more and you get them much faster and risk less stuff

naive inlet
vestal field
#

well no cuz all the mobs you don't kill will guard your stuff

#

and you have nothing on you

naive inlet
#

yea it was less efficient

gray mortar
vestal field
#

so if you ever die its gg

gray mortar
#

You dont even need half of it

naive inlet
vestal field
#

you drop everything on death
besides compass and sliver

gray mortar
#

This is not wrong but it would also apply to full normal cleaf in that system just aswell

gray mortar
#

Esp solo

vestal field
#

in normal clear you kill mobs so it's way easier to get to your grave

gray mortar
#

Didnt they despawn

naive inlet
vestal field
#

you also mine spawners

gray mortar
#

If they did not then you could still get there in second lr set

#

Also in r3 at least to actually die in full lr set you need to actively try

naive inlet
gray mortar
#

Right now

#

Maybe

naive inlet
#

that shit dont go to your shulkers in the end chest no, they went to your inventory and flooded it

#

so even if you had a 2nd lootrun set you'd still be halted

gray mortar
#

I cant say for certain are you correct or no because i started actually playing around cz release

naive inlet
#

back when graves never existed and yellow was scary cuz you'd permalose your shit

gray mortar
#

I can agree that prev system was better for coop

#

For actual teamwork

vestal field
#

boy I tunneled a lot of dungeons
pink lg yellow

naive inlet
#

dungeon coop is dead in monumenta

gray mortar
#

Mm ig so

#

Never experienced actual coop

#

In dungeons, in cz rush there is coop

#

In gallery lmao

naive inlet
gray mortar
#

I do like gallery

#

But it is a buggy mess and undercooked

naive inlet
#

calling it dinosaur content is harsh but its more fun than whatever the fuck ec or rod is

gray mortar
#

They both suck, ec and rod

naive inlet
#

i have no idea how TM could implement a grave system that worked as well as the previous one but still do right with the benefits of the current one

#

it just doesnt seem feasible

gray mortar
#

My suggestion was making exp more valuable so you actually lose money from dying

naive inlet
#

i doubt there was any thorough consideration for the implications of implementing the current grave system

oblique kestrel
#

Oh there was

#

Some foreseen and disregarded, some not foreseen

vestal field
#

when I saw the grave rework I was shocked
cuz it's so much more free and there's no way it's that cheap
and it is

naive inlet
#

killing dungeon coop along with the old grave system didnt seem like it was ever thought of in its full gravity

naive inlet
upbeat mural
#

I have no idea how you're making that connection

naive inlet
proud urchin
#

It was always easy?

naive inlet
#

and that just continued over time

proud urchin
#

Its not as skill based as you make it out to be

thick totem
naive inlet
gray mortar
#

I doubt average player skill went down

thick totem
#

lava and void are the same, delve or not

naive inlet
gray mortar
#

They dont matter yea

naive inlet
#

back when dungeon coop with randoms incentivized being communicative
"ill get your grave sit still"

#

now its "lmfao how did u die to that"

gray mortar
#

Idk from one side i can see where you coming from but if i want to get destroyed in a high pts i shouldnt be forced into 1000 hcs debt i think

naive inlet
gray mortar
#

Exactly why i can do that right now with no consequences

#

There is less coop and communication now but there is also more freedom

naive inlet
gray mortar
#

Yea im not arguing against that

#

It really is not

naive inlet
#

then there's the fact that newbies cant fucking deal with dying so much in early game

#

the scales are tipped

gray mortar
#

White is badly designed difficulty spike

naive inlet
#

almost all the fucking time a content creator suggests this server they say "bring your friends" why? because the fucking early game sucks when you're doing it alone

gray mortar
#

If we actually had content creators...

naive inlet
gray mortar
#

They also both kinda left

gray mortar
#

However two uploads in 10 months

naive inlet
gray mortar
#

Ngl i wanted a real challenge from skr

naive inlet
#

infusing your shit feels like a reward after not dying like a bellend so much

gray mortar
#

Not a pushover

proud urchin
#

Too easy when people shat brix at hexfall

#

We live in a society OhTheMisery

gray mortar
#

Only challenge rn is a18 ig

naive inlet
gray mortar
proud urchin
vestal field
#

doesn't looni said that he want to see early game fixed before he can suggest it

gray mortar
#

Rather it is difficult only for first clear

naive inlet
#

and where are we rn in this discussion

gray mortar
#

Around that topic yes

naive inlet
#

early game still being unbalanced as shit

proud urchin
#

What exactly is shatter supposed to accomplish besides being a penalty for dying

naive inlet
thick totem
#

it doesn't need to be anything else

naive inlet
#

they nerfed anvil costs as well

gray mortar
#

It is penalty for dying that is what it accomplished

naive inlet
#

from 30 to 25

proud urchin
#

Yet it gives debuffs for being shattered and level 3 gives nasty debuffs

gray mortar
#

Well its not in endgame yea

naive inlet
vestal field
#

yeah it's just penalty for dying
so that you fear death
and is encouraged to play better and not die

gray mortar
#

Or play slower

naive inlet
proud urchin
#

Pretending anvils doesnt exist (because atp they are also at fault here), it just discourage dying because of the mean debuffs

vestal field
#

yeah so this system does not do a good job at it

naive inlet
naive inlet
#

if i suggested this itd be down voted because society would rather see the poor suffer than suffer with them

#

the fat line their pockets even more

proud urchin
#

Wtf 😟

#

Its a video game i think theyre supposed to be fun

#

And if losing isnt fun then ermmm wtf !

thick totem
#

🍵

real marten
finite lark
#

wither white

real marten
#

The actual way to make death meaningful is to make harder content kick you out if you die too many times (or vanish the rest of the loot chests so you can still complete it and grab anything you left in it

#

Because you can't reset terrain in instanced content to a previous save state

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And it would be insane to rework all instanced content to have resetable encounters

proud urchin
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If you mean content like dungeons then I just sadmouse 'd

real marten
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It'd be like 15 deaths at 25pt and 5 deaths at chall

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You can still play it for the thrill you just don't count to loot scaling anymore

cinder gyro
rare bronze
craggy cobalt
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its a bonus

proud urchin
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I totally f w/ the idea that theres limited lives in challenge delves, rather than losing loot you lose the trophy

craggy cobalt
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especially stuff like chall forum

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where stuff literally one shots you randomly

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dying in delves isnt just a skill issue it just happens sometimes no matter how good you are and thats just delves with arcanic vengeful carapace mobs

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and you wouldnt want to make challenges 2x longer than it currently is

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if you "just be careful"

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which is kinda impossible with how they are currently

dapper radish
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this is the wrong feedback thread oops

real marten
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especially with 4 ppl

austere talon
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It's the opposite, dying is a skill issue with solo

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4 people suck ass if some idiot rushed ahead, ignores mobs and just loot runs and dies

real marten
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thats the idiot's skill issue

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yes I run lfg challs because I want more challenge, so I appreciate people being bad at clearing

austere talon
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Not according to your logic

real marten
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what logic

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I dont use logic

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I use feelings and vibes

austere talon
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You said "it's a skill iss-you no matter what kind of death, even if the idiot leaves behind all the mobs"

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And left you to handle 4 twisted clerics

real marten
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yeah its a skill issue, it just isnt yours

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someone played bad and now the team gets punished

austere talon
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hmmmm

real marten
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exactly how hard content is like

austere talon
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well then playing 4 players is bad cuz there's people like that (unless everyone plays lr build)

real marten
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I guess you should solo HF too

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oh wait

austere talon
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We're talking about soloable dungeons

real marten
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there's such a thing as having a good team

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if you can't handle 3 people running off and triggering spawners and dying, you can attempt the chall with said good team

austere talon
real marten
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have you ever heard of vetting

austere talon
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You can't claim all loot for yourself becuase the other 3 was being bad

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No I'm not an animal I don't go to the vet

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*own an animal

real marten
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I think you just want to be a contrarian and not even about something fun like "actually challs should fullwipe you"

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Ill come back once it's fun

austere talon
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No I just hate teammates

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*human

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*humanity

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*don't trust in

shy bay
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Someone may have already said this, but if anything I think the mining fatigue could be removed

  • There is no reason for it to exist
  • punishes people trying to get back to their grave in the first place
  • doesn't do anything to endgame players that have hundreds of anvils that will just repair their gear instead of dealing with the fatigue
  • puts a bitter taste in early game players' mouths after dying multiple times to get back to their grave to no avail

I really don't see why the mining fatigue is a thing in the first place, 60% less dmg and 60% more dmg taken is enough of a "punishment" for dying when progressing through the game

craggy cobalt
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so true

delicate canyon
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I think capping shatter at level 1 until they complete orange (where it goes to 2, and then maybe lb -> 3) could also help

craggy cobalt
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tiered shatter 0 uncommon shatter 1 rare 2 arti+ 3

delicate canyon
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I think that's also good

odd estuary
rare bronze
naive inlet
oblique kestrel
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No I meant the whole shatter level system would be replaced

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Death should still feel meaningful/punishing

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Whether you're new or endgame

dapper radish
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#1346011206418432031 message

cobalt mica
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It’s over 700

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Any tl;dr

gaunt crag
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this part

cobalt mica
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Isn’t correct shatter system design for easier lootrun progression catch and no spawn kill

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Oh shatter mechanism is punishment? Not just lose a few levels and anvils hmm

oblique kestrel
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One of its goals was to be easier on new players, but because of anvils and its design complexity it kinda failed to do that

quasi ravine
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the actual problem is no player is going to leave the dungeon when they hit level 25 and acquire 1 (one) anvil

oblique kestrel
cobalt mica
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Ikr the works and effort put in so what I said is half joking

I do not have good idea to “solve” it either

oblique kestrel
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Oh lol I get you now

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Yep

cobalt mica
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Tho one of change I forgor when added , move experimenter into white is one of good move

oblique kestrel
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That was super recently, maybe a month ago

cobalt mica
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Only thing I have negative experience of current shatter despawn mech buggy on golem type enemies sadmouse

cobalt mica
quasi ravine
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honestly a great idea

cobalt mica
vestal field
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That’s probably a good idea
Unless tm started working on a new death system already

cobalt mica
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Ye not need rework whole system but good QoL and not broken change for new players

vestal field
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Problem with these qol changes is that who is to tell said beginner
And how many qol features do they have to memorize

oblique kestrel
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I'm surprised we haven't done it before, there may be a reason

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But I don't recall it atm

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Might be putting a little too many features on 1 NPC

cobalt mica
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ye just a minor thoughts ,

rare bronze
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the multitool npc

molten tinsel
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I remember playing R1 when the more comfy version of Graves System existed, and honestly? I really miss early game R1 back in the day. I didn't use Rares until Light Blue Dungeon, and used mostly T4 gear after Orange. Something I really liked in early game R1 with Graves V2 was how cautious it felt using higher end gear. So I stuck to having back up gear and keeping the sets that are really powerful but had Curse of Binding for harder dungeons was neat. It felt like everything had weight and decision making to play it safe and that pushes players to find ways to find and discover ways to get stocked up for harder content like Dungeons. I remember farming Ziggurant POI to get tons of back up T2 sets, potions, and food using White Dungeon overworld teleport. I remember going to the NPC in Sierhaven to fuse T1 and T2 gear into powerful T3 and T4 gear for early game. I remember setting up a Cow Farm in my Plots and using Searing Sword to get a Steak supply. I remember doing Weekly Alchemy Labs for more resources and the free Anvil. I remember loving ow T2 or lower gear isn't dropped on death. In Early game, it was never worth repairing Tiered gear so better to just sell and have backups, and Anvils were a luxury as 30 levels was a lot for a single piece, and having to travel all the way to the Repair Station made having backups a lot better. Shattering was also way more costly, costing 1 HXP to repair per Rare. But, that what I liked about R1. It felt like everything had impact and when it pushed you to find ways with either Survival Minecraft knowledge or neat tricks you can do Early Game to push forwards.

craggy cobalt
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me when i either lose my 500 har full infused set or pay 150 har

molten tinsel
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Every hit, every stat difference, every decision you did had weight and matter in gameplay. You were rewarded for thinking and the inherited risk vs reward of using higher end gear but it being devasting when you die with it. And, when you did have to use Repair good items, there's always a part of the player that makes them think, "If I squeeze a bit more durability out of my gear, I can save myself the trip to the Repair Station. I remember having to buy Anvils and it takings a chunk out of my wallet in Reverie and Early R2, and that pushed me to play a different class and optimize my class's toolsets. Nowadays, tons of QoL changes and Lime Tesseract makes the risk and reward of choosing to use Tiered gear over Rares nonexistent, which makes me enjoy classic CTMs that don't have the current Grave system. However, I understand the current system is made to be more welcoming to new players. All ofnthe things that I said tho, like backup gear, fusion trading, cow farming. Is still all possible before White Dungeon, and if anyone is struggling before White, best advice to give them, is to guide them to think outside the box. That's the magic of Monumenta, it's very Survival Minecraft rooted and encourages players to explore it's systems :>

craggy cobalt
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obviously it doesnt work right now

molten tinsel
real marten
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that was so fire

quasi ravine
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i remember my first experience with monumenta was dying, seeing like 9 billion hxp cost to repair

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quite literally going:

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and logged off

molten tinsel
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Oh, another thing I forgot to mention, something also magical about R1. It really sells the CTM magic of "always practice caution." White's traps like the glass floor with chest, to be ambushed by a bunch of mobs, and greedily trying to mine that spawner above Lava that spawns Blazes teaches players to think a lot during combat and encourages players to either adapt or overcome, pushing further the feeling of "your decisions matter a lot in gameplay and thinking is rewarded" that I loved a lot of R1 <3

molten tinsel
vestal field
delicate canyon
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Go fight your shade in the gulag otherwise your gear gets a shatter level

twin sedge
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But that will bring the same issues as the current shatter system so

vestal field
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Yeah new players just gonna suffer even more

cosmic wedge
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do a skr combat room to get ur gear back

molten scaffold
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some new player thoughts about what I like about current systems
context: I just finished blue, haven't done brown yet, mostly play solo or with one other friend. I am bad at minecraft combat but think I generally make decent decisions on a strategic level and a big part of why I like MM is that I feel like this matters

  1. white is very memorable. would not like it to get significant nerfs (other than help dealing with shatter). I had a very good experience even as a fairly bad player. maybe it feels generic now to people who have done a lot of monumenta content but it is what sold me on the game. this post is basically how I feel <#1346011206418432031 message>
  2. at the point I'm at shatter has mostly started not mattering to me - but I do like it a lot as a "scoring system", if that makes sense. I do actually try to avoid it, I specifically care about not dying on the way back to my grave/not dying in lava/void. and I feel like that's sort of a fun play pattern, sometimes you need to play carefully and sometimes it's not a big deal if you die
  3. less about shatter and more about xp but saving up xp for infusions is a form of death penalty that specifically matters more for skilled players/easier content? when I'm in a dungeon I do not even consider trying to get a lot of xp to store in contract or get infusions, I am generally just making anvils as appropriate. but when I'm in a poi it is often a question of "will I die once or not" that makes "try to stack up xp for an infusion" an appealing goal
twin sedge
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Before that, when you’re still unlocking basic epics and doing the content, infusions are irrelevant and so is XP, you should be converting all your xp to anvils until you feel ready to start infusions. Once you reach that point, XP pretty much all goes into infusing.

molten scaffold
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(at the moment I am still unlocking stuff but like to get the first 40 level infusion on anything I intend to use for a bit)

coral rain
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we should go back to dropping everything

naive inlet
pine laurel
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imo just keep the grave and shattered but add a new single use item that are given to the new players for free, which after consuming the item it will deduct 1 shatter from ur whole armor set

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u could decide to sell this item to get the currency to buy better gears. Since old players don't really need this, it shouldn't impact the game that much

vestal field
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said single use item is called 5 anvils

  • one time use to repair your armor
  • can be sold for money at stonkco
  • given to new players for free in mainline quests
pine laurel
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maybe giving more anvil is also a choice, so ur right

coral rain
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we still drop a grave like now

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but everything on you goes into it

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you must click it to get it back

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as compensation nothing gets shattered

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ever

gaunt crag
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I think the extra threat of hard shatter from those hazards is a pretty important part of monumenta, even though it probably is less existent than wanted currently due to anvils being dirt cheap

vestal field
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I think the point is that you have to get to your grave
if you die in lava or void you also don't have the greatest way to get to your grave without dying again

finite lark
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realistically most lava deaths would be very similar to a regular death

vestal field
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yeah since fire res is so accessible

dapper radish
coral rain
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its never gone

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you just need to get them

dapper radish
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With what

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Experiencator is post white encouraging newbies to sell their items frequently instead of stashing it at spawn, shulkers encourage you to carry your backup gear on you, your quiver was probably on you, your utility items and loom/firm were probably on you

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You better have known to carry a backup supply of armor, weapons, tools, blocks, arrows in your echest

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And there better be an echest available nearby to access it

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If u cyan tess or slept in a bed you’d better have remembered to plop an echest down too

last bloom
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make death real in endgame fr

vestal field
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I mean that is just old death system without the shatter part
Honestly 🤔
People who full shatter all went through a terrible process of retrieving, followed by a terrible process of paying that debt
We can dip the last part and keep the former part
It solves issue 1 of having to pay tremendous amount to unshatter
But the other issue of r2/3 mobs one shotting you is still there

twin sedge
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IMO the system doesn’t work well with R2 and R3 because everything is buffed up

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Not only the one shots, but content is longer, more punishing, and overall just more difficult. By removing all gear on death you risk either locking people out of content or making the retrieval process extremely taxing. I think it will push more people away rather than solve the core issues with the shatter system that were highlighted in this post.

molten girder
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yeah i think a lot of solutions here are only addressed towards "death isn't punishing enough for endgame players, make it worse" and not "death is too punishing for beginner players, make it better"

hexed ether
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Punishing endgame should be ability wise than gear wise

naive inlet