Top 5 Pantheon: Rise of the Fallen Features We’re Really Excited About - The List at MMORPG.com

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  • AraduneAradune Sigil Games CEO Carlsbad, CAMember RarePosts: 286

    bng28 said:



    lotharic said:


    Eh...Ideas are easy. Let's see some solid execution.






    watch the twitch stream with cohh





    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • Joseph_KerrJoseph_Kerr Member UncommonPosts: 1,104
    Any word on a diplomacy system?
  • AraduneAradune Sigil Games CEO Carlsbad, CAMember RarePosts: 286


    Any word on a diplomacy system?



    If we did one, it would most likely be post-launch.

    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • AraduneAradune Sigil Games CEO Carlsbad, CAMember RarePosts: 286
    To check out all of the Pantheon new features:

    https://www.pantheonmmo.com/game/pantheon_difference/

    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • SamhaelSamhael Huntsville, ALMember UncommonPosts: 963
    These are indeed 5 features that look interesting. However, I'd love to know more about the combat. What I've seen in the videos thus far looks amazingly boring. I'm not a FPS gamer these days but I don't think we need to go the full 180 to get away from that. If the launch version of combat isn't considerably more exciting, I doubt people will stay. Any combat where characters are regularly checking out to go sit down to recover mana (or whatever) just isn't going to be invigorating... it's more like the snoozefest those characters are "roleplaying."
  • PorshiaPorshia Lombard, ILMember UncommonPosts: 1
    I hope they stay true to their vision and don't dumb things down for the handful who continue to request it.
  • KyleranKyleran Paradise City, FLMember LegendaryPosts: 26,669
    Samhael said:
    These are indeed 5 features that look interesting. However, I'd love to know more about the combat. What I've seen in the videos thus far looks amazingly boring. I'm not a FPS gamer these days but I don't think we need to go the full 180 to get away from that. If the launch version of combat isn't considerably more exciting, I doubt people will stay. Any combat where characters are regularly checking out to go sit down to recover mana (or whatever) just isn't going to be invigorating... it's more like the snoozefest those characters are "roleplaying."
    Learning how to manage or mitigate downtime between fights is actually a core design of old school games and I'd be surprised if they decided to do away with it.

    Besides giving the player and group something to work on improving it allows for dependencies between classes.

    In DAOC my Mentalist is sought after for his mana regen to get the casters back into the fight more quickly. (also a secondary healer for when things go bad)

    Bards are sought for speed to the fight, endurance regen for the melee and sprinting. (they also do baseline buffs and healing)

    Wardens have a pulsing bladeturn which is a lifesaver for cloth wearers in both PVE and RVR. They can heal or even off tank.

    Melee classes taunt of course, some can put shield block or protect on healers or casters, preventing one shot deaths.

    All this interdependence which has to be recast or adjusted between fights keeps everyone very busy.

    Heck, sometimes we even have time to chat. :)

    Might not be your style of combat or gameplay, but some of us are looking forward to a new MMO which provides this experience again.

    "I need to finish" - Christian Wolff: The Accountant

    On hiatus from EVE Online since Dec 2016 - CCP continues to wander aimlessly

    In my day MMORPG's were so hard we fought our way through dungeons in the snow, uphill both ways.

    Don't just play games, inhabit virtual worlds™
    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon




  • TokkenTokken Portland, ORMember UncommonPosts: 1,566
    The game does have potential.  I hope those expectations come true.  I like what the top 5 offer.....
    Warriors are like steel, when you lose your temper you lose your worth.
  • KyleranKyleran Paradise City, FLMember LegendaryPosts: 26,669
    Iselin said:
    Kyleran said:
    Iselin said:
    Kyleran said:
    The underlying tie for all of these features is they encourage player reliance, interaction, and interdependence.

    This may just turn out to be the most social virtual world created in quite some time.

    This is the greatest draw for me to follow this title.
    May be. The most interesting part of the social experiment to me is if the community will behave in a way that supports that.

    I wish them a small dedicated community so they have a chance.
    While I have no illusions about the nobility of the modern gamer, I'm hoping "enlighted self-interest" will encourage a more social environment.




    Even that works best with like-minded small audiences. Haven't we all seen what mainstream success does to MMOs? Aren't you current experiencing a DAoC revival in a small community?

    My holy grail of MMO gaming is to play with just that type of dedicated niche gamers... ah the good 'ole days :) 
    Might surprise you to know my new "small" community had 4500 logged in one server.

    A truly amazing experience as back in the game's heyday the most populated live servers topped out at 2500.

    Imagine Darkness falls with like 700 in it...epic battles raged there and in the frontiers.

    "I need to finish" - Christian Wolff: The Accountant

    On hiatus from EVE Online since Dec 2016 - CCP continues to wander aimlessly

    In my day MMORPG's were so hard we fought our way through dungeons in the snow, uphill both ways.

    Don't just play games, inhabit virtual worlds™
    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon




  • AlbatroesAlbatroes Member EpicPosts: 3,606
    edited February 1

    "Situational Gear

    In Pantheon, there often won't simply be a weapon or piece of gear that is the absolute best item for your character’s class and level. Instead, many items will be more situational, and the player will need to ask himself, 'where am I?', 'what am I going to fight next?', and 'who in my group is what class, and what items do they have that may help defeat the next encounter?' Items that protect against climates/atmospheres (areas of extreme heat or cold, or disease, or absolute darkness) will often be important. So also will 'bane' items that are especially effective against certain types of mobs (for example, the Undead, or Dragonkind)."

    This turned me on! HORIZONTAL PROGRESSION BABY!!!
    Post edited by Albatroes on
  • IselinIselin Vancouver, BCMember LegendaryPosts: 10,207
    Kyleran said:
    Iselin said:
    Kyleran said:
    Iselin said:
    Kyleran said:
    The underlying tie for all of these features is they encourage player reliance, interaction, and interdependence.

    This may just turn out to be the most social virtual world created in quite some time.

    This is the greatest draw for me to follow this title.
    May be. The most interesting part of the social experiment to me is if the community will behave in a way that supports that.

    I wish them a small dedicated community so they have a chance.
    While I have no illusions about the nobility of the modern gamer, I'm hoping "enlighted self-interest" will encourage a more social environment.




    Even that works best with like-minded small audiences. Haven't we all seen what mainstream success does to MMOs? Aren't you current experiencing a DAoC revival in a small community?

    My holy grail of MMO gaming is to play with just that type of dedicated niche gamers... ah the good 'ole days :) 
    Might surprise you to know my new "small" community had 4500 logged in one server.

    A truly amazing experience as back in the game's heyday the most populated live servers topped out at 2500.

    Imagine Darkness falls with like 700 in it...epic battles raged there and in the frontiers.
    Tempted... :)
    You say you never compromise
    With the mystery tramp, but now you realize
    He's not selling any alibis
    As you stare into the vacuum of his eyes
    And say "Do you want to make a deal?"
  • GrakulenGrakulen Staff Writer St. Charles, MOMMORPG.COM Staff RarePosts: 849

    Sovrath said:

    I don't know what the rules are for kickstarter but I bet if they had another one they would actually get the funding they wanted now that they actually have something to show.



    The could go back if the wanted.
  • BuccaneerBuccaneer Under The BedMember UncommonPosts: 652
    @Aradune

    Just a suggestion regarding your crowdfunding/pledges.  I feel the $50 Watchers package would be more desirable and give people an incentive to pledge if it included beta access.  I would also suggest a single game pledge package in the middle of the $50 and $100 package; not everyone needs two copies of the game. 
  • GrakulenGrakulen Staff Writer St. Charles, MOMMORPG.COM Staff RarePosts: 849

    Iselin said:


    Kyleran said:


    Iselin said:


    Kyleran said:

    The underlying tie for all of these features is they encourage player reliance, interaction, and interdependence.



    This may just turn out to be the most social virtual world created in quite some time.



    This is the greatest draw for me to follow this title.


    May be. The most interesting part of the social experiment to me is if the community will behave in a way that supports that.

    I wish them a small dedicated community so they have a chance.


    While I have no illusions about the nobility of the modern gamer, I'm hoping "enlighted self-interest" will encourage a more social environment.






    Even that works best with like-minded small audiences. Haven't we all seen what mainstream success does to MMOs? Aren't you current experiencing a DAoC revival in a small community?

    My holy grail of MMO gaming is to play with just that type of dedicated niche gamers... ah the good 'ole days :) 



    DAoC still exists.
  • BlackOrcBlackOrc Member UncommonPosts: 2
    Number 3 - bringing back a reliance on other classes in the holy trinity (or quaternity in this case) without LFG system and thus promoting socialisation is really what I am looking forward to.

    High hopes and a long wait!
  • WhiskyjumperWhiskyjumper Springfield, MOMember UncommonPosts: 54
    edited February 1

    Zuldan1 said:


    Nanfoodle said:

    This MMO has more promise then any game in development IMO. I think their only downfall will be holding on to old game systems like heavy death penalty over taking time to think how they could make it have a modern twist while keeping the fear of death high. Keeping old systems just because thats how it was with EQ1 in its glory days, without asking how we could make it better IMO will just drive off customers, even the ones that think this is what they want. 


    Honestly in my experience and personal opinion (dating back to original EQ, WoW, vanguard etc), the fear of death/constant respect of your surroundings is what makes your heart beat faster/ adrenaline start pumping not only during fights but things deemed "trivial" in other MMOs such as traveling. The strength of the world and the constant caution/varying aggro ranges based on level, factions, race, night/day time, just makes the world come alive and gives things more consequence. Every other game dying is simply a task (I.e. Run in ghost form back to your corpse, which is literally just a repetitive time task that we end up hating). EQ style, it adds so much, from neceomancers having a market to do corpse runs, to simply really taking your time and getting that full risk vs reward factor and actual thrill of victory when you defeat something. Actually friending people becausw they're skilled, not just to fill out groups  because everyone is competent enough to press 1,2,3,4, cyclically etc. just my 2 cents 



    I couldn't agree more with @Zuldan1. This is exactly the way I feel about it. I honestly can't see what else they could possibly come up with that would truly keep that fear/respect of death, and the sense of adventure. As frustrating as it can be at times, it adds much more, to the atmosphere of the game, than it takes away, imho. I hope that they put it all in.
    Post edited by Whiskyjumper on
  • BurntvetBurntvet Member RarePosts: 3,465
    edited February 1
    I'll save any excitement for this game until after it: 1 releases (if it does, and in decent shape), and 2. is good. Underfunded, indie MMO efforts as of late have had a terrible record lately of either, the list of those is long. And there is NO WAY these people will go back for more "crowdfunding". They can't without opening up the giant can of works about what happened to the last $140k+ of crowdfunding cash the last time they did (and McQuaid pocketing at least $45k of it for personal expenses which he apologized for doing), and that is something they desperately do not want to do. They do not want to bring up the question of what they "owe" those "donors", either.
    Post edited by Burntvet on
  • LetsinodLetsinod Ramsey, MNMember UncommonPosts: 372
    My god. At 2 hours into that youtube video there are 4 people just standing there. Literally just standing there while the 2 melee keep hacking away. How can anyone say that sounds fun?
  • KyleranKyleran Paradise City, FLMember LegendaryPosts: 26,669
    Letsinod said:
    My god. At 2 hours into that youtube video there are 4 people just standing there. Literally just standing there while the 2 melee keep hacking away. How can anyone say that sounds fun?
    if you watched a 2 hr video of someone else playing a game, you should have no issue just standing there.  ;)

    "I need to finish" - Christian Wolff: The Accountant

    On hiatus from EVE Online since Dec 2016 - CCP continues to wander aimlessly

    In my day MMORPG's were so hard we fought our way through dungeons in the snow, uphill both ways.

    Don't just play games, inhabit virtual worlds™
    "This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon




  • kjempffkjempff Member RarePosts: 1,298
    edited February 1
    Ideas and visions are great but everything depends on execution, the details and hands on feeling. For me there are ideas I absolutely love about Pantheon (like no 4 on the list, perception system, and others) and then other mechanics that I feel should be improved on (quality of life, reducing time vasting that has no purpose), and some I just plain dislike (p1999 mentality, stubbornly holding on to specific mechanics that are obviously not fun).
    Can't have the perfect game, but these days any game with a little depth that isn't corrupted with f2p(lague) shop have a huge lead on just that alone. Also Pantheon is the only serious game in 10 years that is PvE focused and not story driven (afaik).
    Post edited by kjempff on
  • KonfessKonfess Dallas, TXMember RarePosts: 1,614
    The name Pantheon, made me think this was a Roman mythology game. After the last one I had no interest in that genre. I knew Brad and others were involved so I felt it would do well. But I didn't know the meat and potatoes of the game. After this list, I still don't. I'm not here to talk about what I learn from the P:RotF web site, only what I take from this article.

    5. Playing with Friends
    I take it this is not a solo friendly game. Clearly there are no single pulls, 3+ mob pulls seem to be the norm. Group balancing, in whatever form a game takes it, seems to be the way things are going for MMO and multiplayer. At some point in time friends or guilds will be at ±20 levels (ie. 7, 27, 47). There has to be a "Mentoring System" that brings everyone down or up to the same level.

    Personally I don't want to see 9 level 1 players, their first day in the game, teamed up with a Max level "Mentor" doing end game content. I rather see mentor time earned and banked by having the Higher level friend "Mentored" at the lower level. Each higher level player will earn a scaled fraction of their time to "Mentor" up a lower character. I also think the the up "Mentoring" would be locked to levels 10+, and a max up "Mentor" of +20 levels.

    I see some problems with this system, but I would still try it out and test it. Playing with friends and groups should be encouraged and supported in MMOs. The number of players that make it to end game content is typically less than 20%. IMO, if the number of end game players was closer to 90% or more, then the need for gold sells would diminish or end. Everyone would be playing at the "more cash then I know what to do with" levels of game play.

    4. Your Character Will Learn the Land
    Not sure what this means. Are you saying there are no maps in game? I assure you that eventually some site will be hosting a player made map, with POIs and Resources IDed. Once again Bartle tells us that there are four types of MMO players. Only one type is an Explorer, and only a few are Explorer hybrids. I'm an Achiever Hybrid with a fraction of Explorer. My father was a Professional Land Surveyor, and I have been collecting and using maps since the early 70's. But a large percentage of players will not be able to "Learn the Land."

    But Garrett use words like praying to learn information, sense types of mana, and exploring the world. These words lead me to believe that the player will be clearing a fog of war from a map. WIth the help of a well rounded group the will travel to many locations of added prayed and sensed information to their maps. This gives me a feel of "Magic: The Gathering."

    3. A Variety of Races and Classes That Complement Each Other
    This sounds self evident, but I could be wrong. All I will say is that i am a fan of a large and diverse class system.

    2. Abilities as Loot
    The thing that put a sour taste in my mouth, is the exclusive talk of magic user abilities being lootable items. Why not every class. So every class has three mid level skills. Each with a cap distribution of 5%. Meaning only 5% of a class will ever have this skill. Then the same with three high level skills.

    1. The Mana and Land System
    I just hope this is not a Magic user only thing. Share the "Joy" with the Melee and Ranged class along the way. Again I'm thinking "Magic: The Gathering."

    Pardon any spelling errors
    Konfess your cyns and some maybe forgiven
    Boy: Why can't I talk to Him?
    Mom: We don't talk to Priests.
    As if it could exist, without being payed for.
    F2P means you get what you paid for. Pay nothing, get nothing.
    Even telemarketers wouldn't think that.

  • AraduneAradune Sigil Games CEO Carlsbad, CAMember RarePosts: 286
    From the upcoming FAQ update regarding Mentoring:

    4.11 Can I play with my friend’s new character using my high-level character? What about alts?

    Yes, through the Mentor System. Mentoring temporarily de-levels your character and allows you to group with them. You will either scale down or assume the character you were at that lower level (TBD) and be a huge help. This will enable players to group together without one being overpowered and content trivialized.

    The Mentor System is voluntary although there will be incentives to mentor, giving your character certain advantages (points, recognition, and other rewards – the details are TBD). We want to encourage people to help new players. Additionally, there will be incentives to create alternate characters through the Progeny System (where when you reach a certain level you can create an alternate level one character who will have some advantages over a brand-new character).

    --

    --------------------------------------------------------------
    Brad McQuaid
    CCO, Visionary Realms, Inc.
    www.pantheonmmo.com
    --------------------------------------------------------------

  • DistopiaDistopia Baltimore, MDMember EpicPosts: 21,126
    edited February 1
    Aradune said:
    We want to encourage people to help new players. 
    This can be key to opening players up to true community play. There were a lot of players like this in SWG from the start. There were a number of them who used to hang around, seeking out newbs, giving them starter gear, credits, etc.. As well as offering tips on how to play. First impressions mean a lot after all. 

    I was greeted by a player like that myself in SWG; coming from DAOC it was a stark contrast to the type of community I'd left behind. 

    SWG and EQOA were the only games I've ever experienced that in. Both of which I was strongly into community play.
    Post edited by Distopia on

    For every minute you are angry , you lose 60 seconds of happiness."-Emerson


  • AlbatroesAlbatroes Member EpicPosts: 3,606
    Aradune said:
    From the upcoming FAQ update regarding Mentoring:

    4.11 Can I play with my friend’s new character using my high-level character? What about alts?

    Yes, through the Mentor System. Mentoring temporarily de-levels your character and allows you to group with them. You will either scale down or assume the character you were at that lower level (TBD) and be a huge help. This will enable players to group together without one being overpowered and content trivialized.

    The Mentor System is voluntary although there will be incentives to mentor, giving your character certain advantages (points, recognition, and other rewards – the details are TBD). We want to encourage people to help new players. Additionally, there will be incentives to create alternate characters through the Progeny System (where when you reach a certain level you can create an alternate level one character who will have some advantages over a brand-new character).
    My question about that is, will it be as extreme as FFXI/XIV when you scale down and grey out your higher level abilities or will it be like Rift/GW2 where you keep all your abilities but they are just scaled down in terms of damage?
  • SavageHorizonSavageHorizon ParisMember RarePosts: 3,286
    Nanfoodle said:
    This MMO has more promise then any game in development IMO. I think their only downfall will be holding on to old game systems like heavy death penalty over taking time to think how they could make it have a modern twist while keeping the fear of death high. Keeping old systems just because thats how it was with EQ1 in its glory days, without asking how we could make it better IMO will just drive off customers, even the ones that think this is what they want. 

    You had your chance with that mess that was EQ next. I remember you spouting on about the same thing and happy because they were leaving the old EQ concept behind. 

    Well these devs are not so you can go with it or go find another EQ next. Plenty of people will play this game with the thought of mmo's going back to there routes and will have no problem with the death penalty if it is similar to EQ. 

    Unlike your EQ next which didn't deserve the name title of 'EQ'  this game wont crash and burn. 




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