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  • No group finder

    Pantheon will have a robust social and group-finding system, but will not fast travel you to that group. No auto-pathing, mini map, exclamation points or sparkling quest objectives. It's up to you to explore and figure things out.
  • Was all ready to pledge after the stream, then I looked at the pledge page...

    There is no way $1k pledge is the most popular. That's called marketing, my friend.

    I see no reason why you feel obligated to pledge a grand based on something a tiny image is suggesting. If you like the game, pledge whatever you want. Go the $50 route and grab a copy of the game and a few perks. If you want to test, go a little higher. No reason to feel constrained.
  • Pre-Alpha Starts Today!

    If you're paying for top tier packages just to play the game, you're doing it wrong.
    KyleranRhoklawLeFantomePottedPlant22SiugKilsinjimmywolfd_20dcutbi001ConstantineMerusand 3 others.
  • Player's Choice Awards - Most Wanted MMO of 2017 a Awards at MMORPG.com

    ... aaand Moo legends jumps 3% in an hour. Autobots, roll out.

    Image result for robot cow

  • Pantheon will be at Twitch Con this weekend

    KumaponJustsomenoobGnogJamesGoblinAmatheGyva02Mawneedrivendawndcutbi001Rhoklawand 1 other.
  • Pantheon: THE MOST WANTED MMO OF 2017, did you or want to pledge now?

    It took me a while before I pledged to Pantheon. Even if they came with some good ideas, I wasn't sold on the kickstarter. Once they posted the first big update when they gave us important info during a roundtable, and showed great progress in the video department, I gained confidence in the game.

    The way I see it, Pantheon is probably the last chance at the type of MMORPG with emphasis on the virtual world, RPG and immersion side of the equation. If my pledge helps make that a reality, it's well worth the risk.
  • Lets get real regarding the graphics in Pantheon

    If we're going to have an honest conversation about graphics, comparing a pre-rendered environment with maximum effects to an alpha stream recording isn't really a fair comparison.

    Watching that Ashes video again for the second time, the big difference is a max quality cinematic recording, and a ton of ambient lighting, lighting effects, reflections, and high resolution textures (grass, flora, fauna, water). Add a little animation to show all the grass and leaves blowing in the wind and rippling of the water, and you truly have a thing of beauty. And also something that would run like complete shit on a 1080p live stream.

    They have plenty of time to add similar light, shadow, camera fx and higher quality object and npc animations. That has nothing to do with the engine, for anyone who has seen some of the more impressive Unity videos. They actually just began really putting resources into this aspect of the game, so we can expect things will only improve drastically between now and launch.
  • Another thing from EQ I don't want to see

    Torval said:
    Kyleran said:
    Torval said:
    Kyleran said:
    Torval neither wants to cooperatively play in a group nor play a MMO for more than 6 weeks at a time.

    Your arguments falls on deaf ears. ;)
    Wait what? You're speaking for me now? Oh, Is that your weak attempt to rattle me? I hope you have something better than that, like something of substance to add to the conversation.

    Harder to accomplish and challenge in combat aren't the same thing. It's not challenging for the solo player that PC mitigation and damage output doesn't compare to the mob.

    In a PvP battle a level 5 player isn't challenged by a level 50 player.

    Using damage numbers and health to define challenge means that the only thing needed is more people. In modern and old school raid mechanics using dps checks is the lowest common denominator as a challenge.

    Challenge is defined by the need for tactics and strategy in a possible scenario. If the scenario is impossible there is no challenge to it and the outcome is predictable.

    We weren't talking about numbers of mobs or environment before. We were talking about increasing the health and damage of a single mob.
    Actually I was making observations on your gaming preferences based on recent statements by you in these forums.

    He was trying to convince you about grouping and playing long term, neither of which you favor.

    As to the question of challenge from higher DPS of course one solution is to zerg it down, but on some games the diminishing return on rewards makes it undesireable.

    In DAOC my Mentalist can attack a low level green or blue mob and burn it down easily, but for very low reward. 

    Yellow con is more challeging, have to kite them for one cycle, but they normally go down unless the resist RNG demon comes into play.

    Orange cons are dicey, higher resist rates and HPs require several kite runs and every now and then go south, but they provide the maximum experience the cap will allow.

    Reds, well I won't do them solo, resist rates are too high, you end up burning too much mana which you have to sit off to regen and due to exp cap, usually not worth it.

    Every class is different in DAOC, Bards can't beat a blue solo at times, while pet classes such as chanters and necros can solo some low purples in the right scenario. (which they normally only do when powerleveling someone) But they don't kite, pets tank and they melee or blast mob down.

    So I see a lot of combat variance and possibility just from increasing the damage and DPS on a mob.

    As for randomness, if you had seen my guildmates and I struggle with a standard Bard lvl 50 Epic quest last night you'd understand how unpredictable the PVE from a 15 year old game could be.  We wiped hard for over 2 hours, they were still at it when I logged at midnight.

    Was descibed by some in ZAM back in 2003 as "too easy"  Guess we just suck.   ;)
    My gaming preferences, which depend on the game and who I am gaming with, and even more so your fairly rude condescending observations of them are completely irrelevant to the point. You can make underhanded personal jabs to try and strengthen your point but they don't actually matter to the argument.

    Class variance (relative strength/weakness regarding dps, mits, heals, cc, etc) really has nothing to do with scaling either. The post Distopia made about scaling sums it up. Scaling doesn't equate directly to challenge. It could be argued that there is an indirect correlation, but that really applies as it relates to simple dps/hps/mit timer/checks and those are about the crudest form of mechanics checks you can make in an encounter.

    Which goes back to the OPs point that simple mob encounters, single reward commodity based interactions with mobs, are something he would rather not see in Pantheon. Dullahan somehow correlated that with solo people should get bad rewards and groups should get good rewards because group mobs are harder.

    The entire argument revolves around the idea that merely adding health/damage to a mob doesn't make it harder if the group also scales in power the same way. Thus DMKano's point that groups are generally safer, easier, and faster at most everything. If that's true then why is easier play rewarded more if "risk vs reward" is the desired result? The answer I think is because the intended play is group based so you reward players for doing it how you want regardless of whether it's more challenging.
    Its an mmorpg. If you don't want to design the game to be harder by requiring more player, coordination and social interaction, developers should stick to making single player games. That and players have plenty of those games to choose from, we don't need another.

    It's also more than just scaling mobs health up. It can be tons of different mechanics that require group synergies and collaborative efforts, that otherwise cannot be overcome with less people or even multiple people of the same class in many cases.
  • Pantheon vs Wow Classic

    Darksworm said:

    If what you said was true, then Pantheon would have 0 reason to exist, because players could simply just play EQ right now.  The only reason why people are excited about this game, is because it's basically EverQuest with a graphics overhaul.  It really doesn't have any more than that to offer players, from what we've seen.  It's purely a nostalgia play.  The developers are pretty transparent about that.
    This is not the case. Nostalgia is a much abused and overused term, especially in the realm of video games. While it plays a part, it is not the primary purpose of the game nor the reason people will be playing it.

    The objective is to recreate the gameplay EQ offered, because it's more enjoyable to a lot of people. It has nothing to do with warm fuzzy feelings. It has everything to do with a more cooperative, rewarding, and immersive fantasy experience in what resembles a virtual world more than merely a video game. That is what the developers have communicated they are creating, while the word nostalgia doesn't even appear in their stated tenets or features.
  • My Pantheon Dream Come True...

    Wizardry said:
    I don't think i mentioned it so i will now.

    Pvp means classes have to be balanced and that is a bad thing for this genre.I want classes to have an identity and not be built for pvp,i want each class to be good/better at something and not streamlined so to not be op in pvp.

    There is actually no need for 1v1 class balance in a game that is multiplayer, especially one that's massively multiplayer. It's not Street Fighter. A player that is playing a squishy cloth wearing class that heals should have no expectation of defeating a melee dps class. You may argue that such a class be given enough survivability to mitigate damage and escape, but not that they pose a serious threat. The suggestion that rogues or wizards have the ability to heal themselves and others should be disregarded for the same reason.

    Some classes will specialize in killing, while others specialize in keeping others alive or bringing them back from the dead. Some may be a mix of both, but mmorpg PvP should never be about making every class capable of killing, because it will inevitably dilute class roles and harm class interdependence.

    It's understandable to require this in a game with cross-class arenas, but in general, it's completely unnecessary and a waste of time.