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  • Pantheon's October Newsletter

    So far, models in game have been basically identical to the concept art.

  • 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.
  • Starting Cities

    DMKano said:
    Dullahan said:
    Amathe said:
    I'm not sure what WoW has to do with my original post, other than for one guy just to insult people (while ironically calling them immature). 

    The issue is how, if at all, to accommodate players in different starting cities who know one another to be able to group together early on (in a game oriented to grouping). Doesn't have to be at level 1. But when might one reasonably expect to be able to make the journey to hook up with one's friends?

    Keep in mind that leveling is projected to be slow. Travel is expected to be slow. Naked corpse runs are a possibility. And there won't be a map (beyond whatever that very basic overview of the world thing is).  So it could be quite a while before a player could succeed at such a meet up. If that's the goal, looks like mission accomplished. But it is kind of sad, to me at least, not to be able to share the  new experience of a game with the people you want to play it with (unless you limit your race choices and play something or someone that isn't necessarily appealing to you). 

    As I'm typing, however, I do seem to recall players paying other players (with in game currency or goods) to serve as their guides and bodyguards while traveling. So that's one possibility. Except that when a game first starts out players tend to be poor and lack much to pay with. 
    One of the greatest memories for many people in EQ, was being able to get from one city to another, particular in the early levels. It was that very danger and inconvenience that made it seem more like a world than a game.

    This is true - but it was mostly dangerous due to players not knowing how to play. For many players EQ1 was their first online persistent world game and they were just in awe and mostly clueless on underlying systems.

    1. Failure to prep properly (no SoW buff)
    2. Failure to know danger spots (mob spawns, knowing safer routes etc...)
    3. Failure to zone layouts 

    If you had SoW, knew zone layouts, knew mob spawns and routes  - the above wouldn't be a problem - a level 1 could go anywhere in great safety

    Players who will play Pantheon likely have 15+ years of MMORPG experience - so even if it were like EQ1 - the mechancis, knowing how to prep right - learning the game world and mob spawns - mechanics - all of this will be known before the game even launches as all the maps/guides etc.. will already be out

    So those days of awe of simple things (due to a first experience and not knowing anything) are long gone

    The reason why games today feel like GAMES and not worlds - is because players are painfully aware of the underlying mechanics and will use them to "game the system" to their advantage starting from day1.

    The players have changed, and nothing can turn back the time on that.
    Not entirely true. Even knowing zone layouts doesn't prepare you for random roamers. Most players never know where exactly all mobs path. It also doesn't kill all the orcs and gnolls on the path to high keep that you basically cannot get past without invisibility. If there aren't players there killing those things, you can only hope your sow hasn't worn off and you know the exact path from one side to the other (I've run it hundreds, maybe thousands of times, and still take wrong turns).

    Point remains, it's that kind of unapologetic danger, along with being sent back to your city upon failure, that made EQ exciting. It was the one and only PvE mmo that could increase my heart rate.
  • Graphics

    Mendel said:
    I wish they would provide hardware specs of the machines they are creating these streams on. What may be smooth on their system might be a CPU or GPU killer on other machines.

    Fortune stepped on me yesterday.  My nVidia GFX 650 TI went to the land of incomprehensible video problems, and I had to come off my wallet for a replacement, an nVidia GFX 1050 TI.  I'm at least less likely than I was at the start of the week to be technically unable to try any of the new games.

    If the new card lasts long enough for one of the games on the horizon to actually release, that is.
    They've talked about the specs of the machines they're running streams on before. Don't recall, but they weren't bleeding edge tech. They said they were achieving good frames on mainstream systems like i5 with a single nvidia 960.
  • How will Pantheon be for the solo players?

    svann said:
    Again - they already said that there WILL be plenty of solo content, even if it isnt a solo focussed game.

    Girls, you are both pretty.
    Actually, in a recent stream they said they don't create "solo content". The game is designed for groups from the ground up, but they won't artificially prevent players from soloing when it's possible.