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

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  • KefoKefo London, ONMember EpicPosts: 3,011
    Konfess said:
    Buccaneer said:
    Kefo 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.







    Bring on the assclowns lol. In EQ on the Karana server we had a rogue guild form so they could try to break the long standing system we had in place for making sure all guilds got a shot at certain raid targets and that it wasn't just farmed out by the top guilds.

    The server banded together and made sure the rogue guild was denied almost every raid possible and their guildmembers were blacklisted from the community. Was fun seeing everyone come together for a common goal and you knew you had a great community when guild feuds were put aside to deal with a server problem.
    When I read what you described; the rogue guild come across as heroes by trying to break the monopoly of the top raiding guilds, whilst the reaction of the server community or top guilds come across as assclowns because someone had the nerve to try and take their toys away. 

    I'm sorry if I read this wrong; it's just your description puts (IMO) the server in a bad light, not the rogue guild.
    @Buccaneer when I first read the post I felt the same, but on second reading I saw it differently.   I think what they implemented was either a schedule or voluntary cool down / lockout of raids.  With rules that prevented camping a boss spawn.

    I think the server was saying that no one "owns" a spawn.  Everyone must wait their turn and allow others their turn at the spawn.  At least I hope that is what @Kefo was saying.

    I My Opinion (IMO) just another example of why instanced content is prefered over open / contested / fought over content.

    Speaking of instanced content vs open.  If there was a queue to join instanced content, or if a layer wanting to join could list active instances and message group leaders asking for an invite.  Wouldn't that negate the need for open content over instanced.  "Open Contentors" often speak of joining raids already in progress as a need.
    That's the jist of it. But this was only for some raids to give smaller guilds a chance to take their time with it. The big raids were always free for all so the bigger guilds had something to fight over lol
  • grimfallgrimfall Missouri City, TXMember UncommonPosts: 1,153

    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."



    Couldn't agree less. Action based combat gets very draining physically after a while, and to me, it becomes a repetitive bore. I want to role play a dextrous rogue, not try to simulate one.

    The lack of downtime between fights in MMOs is a large part of why their social structure disintegrated over the years.

    There are plenty of action RPGs out there to play, yet you're talking about this one. Think about it.
  • NanfoodleNanfoodle Member EpicPosts: 7,600
    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. 


    LOL You never read my posts very well. I said many times I wish they had gone with a trinity game like EQ1. Go back under your bridge lol



  • Pyde-PyperPyde-Pyper Member UncommonPosts: 28

    Distopia said:


    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.



    People helping people. That is something that is lost in most modern MMO's. I am so looking forward to this game.

    P.S. Thank you Brad McQuaid and VR for not giving up on the MMORPG genre.
  • AdamantineAdamantine NowhereMember UncommonPosts: 3,977
    Albatroes said:
    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?
    I wish they would do the later.

    In Vanguard I had big trouble with the mentoring system. I love to help newbies, but everytime I mentored, I had to reconfigure my scripts endlessly.

    I wished in Pantheon the scripts could just stay the same and some abilities would either be grayed out (not function) or automatically get scaled down.



  • DesolousDesolous San Diego, CAMember UncommonPosts: 14

    Zuljan said:

    This game looks sooo good. I'm glad it's finally getting the recognition/attention it deserves, but I was shocked the article didn't include the perception system - among other major features in Pantheon - that will really set this game apart from others. Just having a challenging MMO that doesn't hold your hand is exciting enough...hope to see more updates from their team though..seems like testing should've started by now. My only fear is this turns into another EQNext ( i.e. doesn't get finished)



    Number 4 kinda talks about the perception system, and I agree 100% about Pantheon setting it self apart from other MMOs while at the same time bring back the community, and difficulty we are missing in today's MMOs. Being an old school MMO player from the late 90s, I really do need a game like Pantheon. Just hope Pantheon gets the support and development it deserves. I don't want a repeat of Vanguard. It was an amazing game, but didn't get the support it deserved and was rushed out the door. This time I want the Brad Mcquaid team to take the time that is needed and give us what is promised. If I have to wait I'll wait, been waiting for over 15years for a game like Pantheon anyways, so take your time guys. Make it as perfect as one can make a MMO for launch, and then give the game the support and development it deserves after the launch as well. If this turns out like I hope, and I think it will. We will finally have a great MMO that reminds us why we play MMOs today.

    image

  • WizardryWizardry Ontario, CanadaMember EpicPosts: 12,959

    Distopia said:


    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.



    People helping people. That is something that is lost in most modern MMO's. I am so looking forward to this game.

    P.S. Thank you Brad McQuaid and VR for not giving up on the MMORPG genre.
    IDK about LOST because the ONLY game i can remember that allowed it was FFXI.

    Every other game locked combat and locked outside players out.
    YES we should be able to help each other,that is the RPG environment and plausible realism i look for.If someone wants to just b a nice person and heal a party with no benefits to himself,then so be it,what's the problem?I can tell you through experience,it works and it plenty ok,no problems at all.


    Well there is one problem lol.An outside high level healer for example could heal such high numbers as to steal a Boss's hate away from a low level group.Still no worries if the developer is on top of it,it still works..

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • DesolousDesolous San Diego, CAMember UncommonPosts: 14

    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."



    If your looking for action style MMO then this will not be for you. the combat might seem "boring" to you but as an old school rpg player and old 90s MMO player I'm in love with what has been shown. Believe me learning how to manage resources imo is the fun part of combat that alot of MMOs are missing today. Pantheon is targeting a specific audience and the zerg combat player is not it. They are bringing back the think before every pull, the need for CC, debuffs and so on. IMO this kind of combat is way more interesting and a lot more fun, but then again I am the target audience of Pantheon and I hope they keep it that way. Please do not dumb things down just to make the combat less so called "boring" to some people.

    image

  • GdemamiGdemami Member EpicPosts: 10,768
    Kyleran said:
    This may just turn out to be the most social virtual world created in quite some time.
    ....empty probably too.  :p
  • WizardryWizardry Ontario, CanadaMember EpicPosts: 12,959
    5 Well we will see if it is a game to play with others or not.

    4 Interesting idea,not sure what to think here at all,i hope it works out.

    3 total conjecture,nobody knows how this will play out yet until we play the finished product.

    2 I hope it is more than this because this just sounds like any typical Wow clone,everything needs to kill that BOSS.I want discovery and ANY npc or other to be a possible discovery,i don\t want to know that every advancement is through a boss fight as that would really turn me off.

    1 Yep this is an idea i want and expect in a game.However ,i would be happier with NO hand holding,meaning i want players to learn their character and not be looking for colors.It then becomes less about the spell or ability and just a system of looking for green versus brown or red versus blue.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Ontario, CanadaMember EpicPosts: 12,959
    I wonder if the heaven's above will be nice to me and send me this game in a decent playable state so i can have fun again in a mmorpg.I need to remind people at how much BDO turned me off,i almost gave up on the genre figuring nobody was going to ever again make a good game that "makes sense".I have turned to other genres for some quick pickup fun but nothing offers a long term commitment of fun,exploration,discovery and strategy.

    Please no pink elephants flying in the air or hover boards or mage's spamming 50 fireballs in 20 secs.Please no yellow ? or !,i know how to play a mmorpg,i know how to click npc's with no markers on them,i can spot an auction house or an enemy and i know not to fall off the side of a high cliff :P
    I'll tell you though ,i do have a megaton more hope in Brad's common sense than most every other lead developer in the genre.

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • WizardryWizardry Ontario, CanadaMember EpicPosts: 12,959
    I should mention a couple things on the wonders of financials lol.
    Obviously i am not inside Brad's head but i can make a pretty good assumption that it is in the best interest of ANY business to not fully spill the beans.

    The reason is that if something fails or goes amiss you are chastised for not following through with that plan A.

    So let's say the game needs more money than they figured or it gets released with content cut or some ideas half assed.This team could have some good morals and be against asking simple people for money to fund a game but sometimes life does not go as planned and you need to ask for help.

    Long story short,i do not think it is fair to force out questions on the financial stability or future plans for investments,better to stick to game discussions than business ones.Now if was questions based on cash shops,then i might go to the supermarket and grab a bushel of rotten apples to start tossing lmao.

    I have and likely always will only like a subscription based game.I have seen what free does and i don't like that crowd.Personally i save my thoughts for forums but i have seen in every game ,people that just sit in chat and spam how much they hate the game or Chuck Norris jokes or just looking to argue with anyone and everyone.People that PAY a sub imo are more likely to just play the game and if they don't like the game,they just leave to gripe on forums lmao.


    Never forget 3 mile Island and never trust a government official or company spokesman.

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