Best Awesome Content

  • All you MMO newbs were warned about F2P. Yet you supported it.

    viddiot said:
    Practice restraint, and avoid games that want to rape your wallet. That is key. 
    The women is the true raper of a man's wallet. 
    It would be grammatically correct to way 'woman' not 'women'. This indicates to me English may not be your first language.

    I ask you to use Google Translate before posting in the future, but I don't think they have a Cro-Magnon to English option yet.
  • Haunted House Tour 2017 - SotA Community Project - Shroud of the Avatar Video Podcast

    The_Vooch said:

    > His entire post history is in the WTB section of the forums

    This is a lie. I've also posted about events, commented on the economy, and posted about charity. When was the last time you ever did anything for a charity?

    > None of that is crafted

    Another lie. The vast majority of items at the place are crafted or taken from NPC towns (ie. free).

    > He paid thousands for a POT and furnished it with his bank account.

    Another lie. I've never owned a POT.

    Get your facts straight, man!

    - Vooch
    So how much did it cost to put that all together?
  • So what is old school MMO really?

    I started EQ in 99 in Freeport. After days, I finally ventured out and ended up in N Karana. A guard killed me because I was a Shadowknight Human. I started naked back in Freeport. I went to E Commons tunnels and 10 players gladly escorted me there to get my corpse. We formed a guild that lasted for 8 years. I'm still friends irl with all of them. Orc groups were super easy to get at low levels. Then there was Oasis where you would be medding on the docks and die because someone trained sand giants or spectres. Every zone in that game had a story for me.  Guild parties jumping off the Eastern Wastes bridge. 48 hour ToV raids. That time to me was like magic, and I really, really hope Pantheon brings back that spirit. 
  • Starting Cities

    What I think would be fun is if there were actual world features by which someone could learn to guide themselves.

    For example, in our world, if you draw a line that connects the horns of a crescent moon and then extend this line down to the horizon, in northern latitudes this will give an approximate indication of south. 

    Also, moss grows either on the north or south side of trees (depending on what hemisphere you are in).

    What if there were things like this in Pantheon, where you could orient yourself based on the actual game world, rather than just sense headings or the ilk. 
  • All you MMO newbs were warned about F2P. Yet you supported it.

    viddiot said:
    Practice restraint, and avoid games that want to rape your wallet. That is key. 
    The women is the true raper of a man's wallet. 
    Stop going to all those strip clubs and bordellos then.

  • Pantheon will be at Twitch Con this weekend

    SlyLoK said:
    Am I reading the website right... $1000 for pre alpha tier? $300 for alpha? That is steep. At least it will be easier to handle a smaller player base with focused testing.
    $1000 is a mere pittance for such a privilege...
  • The Clockwork City... love it!

    Great atmosphere and terrain. It's beautiful.

    I'm just scratching the surface but everything about it seems first rate.

    Some of the atmospheric touches are great too. I was just in the pub of the main city and there's a robot construct thingie in there trying to play Red Diamond on the flutte and botching it badly lol,
  • 'AAA Games at EA Are Dead for the Time-Being' & Microtransactions Are Why

    He's right on the money with regards to the mainstream industry moving away from high budget limited yield single player titles. The rightness or wrongness of his other comments don't contradict that. His motives may be hostile to EA, but that one assessment isn't wrong regardless.

    If there is a void in the market someone will come along and want to fill that. The only dire news here is if big publishers are the only thing you play, and if that were the case then this might not be dire news at all. They're serving their customers what they want.
  • 'AAA Games at EA Are Dead for the Time-Being' & Microtransactions Are Why

    SEANMCAD said:
    SEANMCAD said:

    Yeah it sucks we have people like him who cant keep their ignorance out of video games.  They claim all "white men" are racist but they are given a free pass on their nonstop blatant racism.  .. .
    and why is that a problem? I mean for starters why is racism considered a bad thing by default all the time?
    Well according to the media, education system, lawmakers and some pretty ignorant people racism isnt a bad thing when its directed at white males like Maneer does.  
    why are you letting what the media says control what is or is not ethical? I think its sad that some people feel like they have to hide how they really feel and then pretend like the very thing they believe in is outrageous and wrong. You know? its like the gay man who pretends he is not and also bashes on other gays.

    nothing wrong with being gay or a racist for that matter.

    I dont let the media control anything.  I am just telling you how the real world works.  You can't be racist in the real world (unless its against white males) or you will face major blowback.  Lose your job, be labeled a racist, hunted down, death threats you name it the SJW will find you and destroy your life.  
  • Thoughts on item systems: how would you create your items in your MMO.

    Here are some of the notes I took on how I would do crafting in an MMO:

    Eldurian said:

    As mentioned in other topics, a superior crafting system will be one of the major selling points of this game to people who enjoy that kind of content. This crafting system is combining elements from all my favorite crafting systems.


    Like regular skills, crafting skills will present both upsides and downsides. There is no limit to how many skills you can use in the creation of an item but some skills will be incompatible with each-other. When you select an item type you first select the racial variant you want.

    Every character begins with the skill to make their own racial variants of items but may study under a master of another rate to eventually learn all the racial variants. Each racial variant has it's own flavor. For instance dwarven items weigh more and are more expensive to make but these heavier items yield advantages such as higher damage output, lower chance of breaking, or more protection.

    Orcish items tend to be heavy as well but made from cheaper materials making it easy to mass produce them but giving them a far larger chance of breaking.

    Once the racial variant is selected you can select specific skills. For instance "Fine craftsmanship" might make the weapon more accurate with a faster rate of attack or reduces penalties for armor but causes the weapon to lose quality faster.

    Once you have selected all the skills you want to use in the creation of the item, you select the materials.


    Materials used in items are the most major form of progression in the game, but with all items degrading substantially through usage, having a chance to break in combat, and being dropped upon death this is a very temporary progression.

    Materials tend to be better or worse than each-other however there are some variants of similar quality with slightly different properties. There are also some creative mixtures. For instance while dwarven and elven items require very pure items, orcish items tend to mix in cheap materials such as iron or orcish steel with high grade materials such as adamantine to give an item with many of the qualities of adamantine item that's slightly worse but significantly cheaper to make.


    Creation is a fairly hands on mini-game like process. You pump the bellows to get them hot. Heat up your metal, then hammer it into shape. It doesn't take much skill but it does put you more into the shoes of your character. All crafting processes take place in a fashion such as this. No selecting recipes and watching timers. Crafting is a process aimed at full immersion. Creating an item could take from about 20 seconds to 3 minutes depending on the item.


    Once your item is created you can begin sharpening it. Adding small quantities higher quality materials to it, polishing it etc. This is also a hands on process but does require you to time actions well. All actions will succeed but the amount of quality gained goes up faster if you are good at timing the actions, making skilled crafters able to create items faster and with less materials and wear to their tools. Improving an item is a step you could potentially skip but your items would be of such poor quality even newbs would think twice about buying from you. You could potentially spend up to ten hours improving an item making it an incredibly valuable version of the item but quality gains slow down the longer you work on an item so most crafters will generally find somewhere in between no-improvement and max improvement to maximize the quality desired of their customers vs. the time they are willing to commit to it.

    Through the improvement system, crafters can truly be crafters. An item you've spent some time improving should be substantially more valuable than the base materials used to make it. So being a blacksmith isn't about gathering materials and executing timer based recipes. Doing nothing but working your craft all day and buying raw materials to create the items you want is a very viable and profitable playstyle.
    That would be your primary source for most gear players would use. There would be mob dropped gear but it would be trash tier gear. A lot of it would just be scrapped for materials to use in crafted gear.

    Resource extraction would be done through two methods. Players would be able to build certain facilities such as lumber camps that would automatically gather resources 24/7 if staffed with NPC workers.

    Extraction camps may not be the the best method of extracting every resource though. Especially in highly dangerous areas players might find it more cost effective to just go gather the resources themselves, or do it with a small team of hirelings who will work until their carts are full. Basically this is because an extraction camp put in a highly dangerous zone is likely to be burn to a crisp by the time you log in again, so you want resource extraction methods that you actively participate in / guard in more dangerous areas.

    Dungeons would still exist in the game and may actually drop some cool items needed for high end gear, but all gear in my game would degrade to nothing over time unless expensive repairs are made to it. Dungeoning tier gear (And by that I mean crafted gear made with components unique to dungeons) just wouldn't have the same draw to it found in other games. Instead, dungeons would contain high amounts of gold and resources. For instance when you kill a dragon, you actually get to loot a dragon hoard. You might find yourself dragging physical chests worth of gold out of a dungeon and needing a cart to get it all home.

    RNG would be way less of a factor too. Instead of "You might get a useless rare item you already have a better version of, or you might get a heroic drop that is a serious upgrade." you could expect a dungeon of a certain difficulty to offer 30-50k in gold/resource value. Every time, provided you clear it.