there is no hype at all, it's just some guys from MMORPG forum 40+ thinking this game is gonna be actually good, wrong! it's going to be bad, you can thank me later... if it ever comes out you'll see I'm right
My bet is you thought WoW Classic would be an instant flop too, right? There is a demand, albeit niche, for old school MMORPG mechanics. You don't like that? Move the hell on.
This is a high fantasy game with heavy emphasis of PvE that will take people knowing their classes and how to synergize with the large variety of classes, to be able to overcome the environment. This game is bringing back rolls to classes that matter. Over the homogenized class system that's is common in MMOs today. This class system is about an unbalanced class system so that each class can shine in their roll. Picking a class will mean more then different particle effects.
For the first time in a long time exploration will be a real thing. No in game map. Want to get somewhere, explore. Or seek out friends who have found hidden dungeons and hunting grounds. Strike out in a direction and be the first to find new monsters that drop iconic loot. People will be asking, where did you find that green bracer that poisons your foes? When people see you, by your gear, they will know where you have gone and what you have vanquished.
This is what has been missing from MMOs since WoW launched. Most MMOers today have never felt the thrill of true risk vs reward that games like EQ1, DAoC Linage 1 and the like gave us. Most MMOs today are watered down copies of a copy of a copy. Time to get back to real gaming.
It's the same selling point as WoW classic and even games like Project Gorgon, LoA which is a game that is for the most part a free moving turn based strategy game rather than "action mmo". A game where you can customize your character to be unique to your play style and the devs give you the tools to allow you to do so. You may even have to THINK once in while rather than faceroll with a meta build you found online that someone else discovered.
The "nostalgia" people in this thread back once again fail to understand that even though the games we play have the same labels they are not all the same. If you look at the popularity of turn based mobile games with their deep customizing they are more similar to classic mmorpg's with how they make you actually think about character development and give you freedom to play how you want.
When you compare all the kickstarter mmo's side by side the only ones that somewhat resemble classic mmorpg's is pantheon and CU if they are released how they were promoted. Crowfall is a action mmo moba survival game. Ashes is now battle royale and the rest are vaporware.
my point is, it seems people are projecting their desires on this game rather than there being actual selling points.
Bear in mind, I play games. I don't sell them. It's Brad and company's job to market their game, and they have a detailed website with tons of information on it that is far beyond any posts made here.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
I dont mind xp loss or even level loss. But leaving your gear on the corpse is not pretty. Even EQ doesnt do that anymore.
Leaving gear on a corpse didn't hold a candle to the grief the original '/consent <char>' generated. Both are gone (and not really missed) for good reason.
Logic, my dear, merely enables one to be wrong with great authority.
Let's say you get killed by a dragon. Your body is at the foot of that dragon. You would need help retrieving your corpse. Various classes have abilities for that. Otherwise, you are stuck until someone kills the dragon.
That exact thing happen to me in early EQ. My corpse was dead right under the foot of a dragon.
Since EQ was a social game, I had friends that I could trust. As I had to get up early the next day for work, I gave a friend permission to drag my corpse and logged in the next morning before leaving for work to find him at the zone entrance and got all my stuff back.
Only time I almost lost my corpse was due to a game bug which the GMs refused to help with. So if pantheon has decent in game support (GM or such) unlike EQ then corpse recovery is fine with me. If they have a piss poor system like EQ did then no its not.
Let's say you get killed by a dragon. Your body is at the foot of that dragon. You would need help retrieving your corpse. Various classes have abilities for that. Otherwise, you are stuck until someone kills the dragon.
That exact thing happen to me in early EQ. My corpse was dead right under the foot of a dragon.
Since EQ was a social game, I had friends that I could trust. As I had to get up early the next day for work, I gave a friend permission to drag my corpse and logged in the next morning before leaving for work to find him at the zone entrance and got all my stuff back.
Only time I almost lost my corpse was due to a game bug which the GMs refused to help with. So if pantheon has decent in game support (GM or such) unlike EQ then corpse recovery is fine with me. If they have a piss poor system like EQ did then no its not.
An MMORPG with decent in-game support? Isn't that a bit betting on the long odds there?
Let's say you get killed by a dragon. Your body is at the foot of that dragon. You would need help retrieving your corpse. Various classes have abilities for that. Otherwise, you are stuck until someone kills the dragon.
That exact thing happen to me in early EQ. My corpse was dead right under the foot of a dragon.
Since EQ was a social game, I had friends that I could trust. As I had to get up early the next day for work, I gave a friend permission to drag my corpse and logged in the next morning before leaving for work to find him at the zone entrance and got all my stuff back.
Only time I almost lost my corpse was due to a game bug which the GMs refused to help with. So if pantheon has decent in game support (GM or such) unlike EQ then corpse recovery is fine with me. If they have a piss poor system like EQ did then no its not.
An MMORPG with decent in-game support? Isn't that a bit betting on the long odds there?
Yeah but its one way that Pantheon could be different. Although I will admit that I have never had any issues with the LOTRO in game support.
If the guild leader of DMKano's old EQ guild had not gone into the bugged dungeon and then called in 5 or so groups from his guild in an effort to recover their corpses, I might not have gotten my stuff back. I still not sure if they had enough people to clear the zone or if the zone crashed and reset from all those people trying to zone in at once.
Honestly a big selling point for me is the "Old School Style" and NO I do NOT mean nostalgia. I mean a game that has a world and my character means something and my interactions mean something. A game where my character's riches and success aren't determined by my RL riches and success (cash shop). And honestly as of late, it's nice to see a open world MMORPG instead of BR games so just an actual open world MMORPG is a big selling point. On top of that is an MMORPG that actually is making tangible progress where you can atleast watch people play it and not just see video of another mount you can buy in the game that has no gameplay footage because they turned it into a BR game.
But I digress. Ultimately the biggest selling point for me is 'Brad McQuaid'. I know some people will laugh or mock and everyone loves to hate on Vanguard SOH. But for me and many others, I LOVED EQ before it got utterly ruined, and I LOVED Vanguard because I had a comp that could play it's optimization mess. And to build on this point, another selling point is that plenty of people will disagree. Because this isn't a game for EVERYONE that will whore itself out to the shallow main stream gamer. This is a Brad McQuaid game, plenty of people will desperately love it and plenty of people will squat and take a load on it.
If I want a world in which people can purchase success and power with cash, I'll play Real Life. Keep Virtual Worlds Virtual!
Running through Kithicor Forest at night back in '99 when you were level 15 and had just donated 2pp for a SoW. Hug the wall and pray no zombie commanders or ghouls catch your scent. No other game has ever come close to creating the feeling of being in danger. Even games that deliberately try to do that like horror genre. Nope.
If Pantheon can recreate 10% of the magic of original EQ it'll be a win for me.
Let's say you get killed by a dragon. Your body is at the foot of that dragon. You would need help retrieving your corpse. Various classes have abilities for that. Otherwise, you are stuck until someone kills the dragon.
That exact thing happen to me in early EQ. My corpse was dead right under the foot of a dragon.
Since EQ was a social game, I had friends that I could trust. As I had to get up early the next day for work, I gave a friend permission to drag my corpse and logged in the next morning before leaving for work to find him at the zone entrance and got all my stuff back.
Only time I almost lost my corpse was due to a game bug which the GMs refused to help with. So if pantheon has decent in game support (GM or such) unlike EQ then corpse recovery is fine with me. If they have a piss poor system like EQ did then no its not.
An MMORPG with decent in-game support? Isn't that a bit betting on the long odds there?
Yeah but its one way that Pantheon could be different. Although I will admit that I have never had any issues with the LOTRO in game support.
If the guild leader of DMKano's old EQ guild had not gone into the bugged dungeon and then called in 5 or so groups from his guild in an effort to recover their corpses, I might not have gotten my stuff back. I still not sure if they had enough people to clear the zone or if the zone crashed and reset from all those people trying to zone in at once.
In-game support can get expensive and often a waste of company money. It's possible that LOTRO is paying enough people to cover all hours of the day and it's possible you are lucky to play during prime time or a time when someone is available.
Not saying anything other than it should be expected that live in-game support may not be a thing due to that very factor.
Honestly a big selling point for me is the "Old School Style" and NO I do NOT mean nostalgia. I mean a game that has a world and my character means something and my interactions mean something. A game where my character's riches and success aren't determined by my RL riches and success (cash shop). And honestly as of late, it's nice to see a open world MMORPG instead of BR games so just an actual open world MMORPG is a big selling point. On top of that is an MMORPG that actually is making tangible progress where you can atleast watch people play it and not just see video of another mount you can buy in the game that has no gameplay footage because they turned it into a BR game.
But I digress. Ultimately the biggest selling point for me is 'Brad McQuaid'. I know some people will laugh or mock and everyone loves to hate on Vanguard SOH. But for me and many others, I LOVED EQ before it got utterly ruined, and I LOVED Vanguard because I had a comp that could play it's optimization mess. And to build on this point, another selling point is that plenty of people will disagree. Because this isn't a game for EVERYONE that will whore itself out to the shallow main stream gamer. This is a Brad McQuaid game, plenty of people will desperately love it and plenty of people will squat and take a load on it.
do you need a populated world for all of that? So what if the population of the game dont live up, will you still enjoy the game if the world you on is under populated?
Corpse recovery is when you die you have to go back to the point of death and touch your corpse.
It used to also incur a complete drop of gear but both ideas proved to be poorly implemented,i do not suggest a return to bad ideas.
Here is the thing,we DO NOT die in these games,so why is the term even used?We are KO'd and then injured and in a weakened state would MAKE SENSE.
So if were me,Xp is SUPPOSE to be an indication of your skills,so if you are dying your xp should lower the same way it rises when your successful.There should also be a short 5 minute penalty on your stats bot hhp's and individual stats.
Selling point,well i would hope that MOST people expect a really good game and that would be the selling point.I do not expect the design to be where i would rate it AAA but if it is close maybe that is good enough.
Never forget 3 mile Island and never trust a government official or company spokesman.
Honestly a big selling point for me is the "Old School Style" and NO I do NOT mean nostalgia. I mean a game that has a world and my character means something and my interactions mean something. A game where my character's riches and success aren't determined by my RL riches and success (cash shop). And honestly as of late, it's nice to see a open world MMORPG instead of BR games so just an actual open world MMORPG is a big selling point. On top of that is an MMORPG that actually is making tangible progress where you can atleast watch people play it and not just see video of another mount you can buy in the game that has no gameplay footage because they turned it into a BR game.
But I digress. Ultimately the biggest selling point for me is 'Brad McQuaid'. I know some people will laugh or mock and everyone loves to hate on Vanguard SOH. But for me and many others, I LOVED EQ before it got utterly ruined, and I LOVED Vanguard because I had a comp that could play it's optimization mess. And to build on this point, another selling point is that plenty of people will disagree. Because this isn't a game for EVERYONE that will whore itself out to the shallow main stream gamer. This is a Brad McQuaid game, plenty of people will desperately love it and plenty of people will squat and take a load on it.
do you need a populated world for all of that? So what if the population of the game dont live up, will you still enjoy the game if the world you on is under populated?
In a group centric MMORPG not being able to easily find other players to clear content can negatively impact the overall experience.
More players normally means more possibilities of interacting with others, for better or worse, but I feel this is a great strength MMOs can offer over other genres, though it hasn't been well utilized by more modern games nearly as well as the first gen titles did.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
Oh yes, quite often in fact, but the difference is rarely did I fly anything I wasn't willing to lose, (OK, that's not true, I hate losing anything) where as in a game like EQ you are expected to wear your best putting at risk items you may have worked months to obtain.
It never happened to me. You will never lose anything except time. You will always find a way to recover your corpse.
1) Ask a Guild friend to help you. 2) Shout in Zone for someone to rezz you (50% times)
3) Ask someone in Zone to drag your corpse to a safe spot.
4) Run back and recover the corpse yourself (Not very often)
Generally you'd always find someone in zone that would either rezz or drag your corpse. Failing that you'd ask an high level guild friend to help you out. Worst case scenario you do the corpse run, which is feasible if you know the zone and understand aggro range.
So basically 3 solutions out of 4 involve other people, hence why this type of games are more social.
Yes, in EQ, death was another reason for socializing, like everything else in EQ.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
Comments
My bet is you thought WoW Classic would be an instant flop too, right? There is a demand, albeit niche, for old school MMORPG mechanics. You don't like that? Move the hell on.
거북이는 목을 내밀 때 안 움직입니다
For the first time in a long time exploration will be a real thing. No in game map. Want to get somewhere, explore. Or seek out friends who have found hidden dungeons and hunting grounds. Strike out in a direction and be the first to find new monsters that drop iconic loot. People will be asking, where did you find that green bracer that poisons your foes? When people see you, by your gear, they will know where you have gone and what you have vanquished.
This is what has been missing from MMOs since WoW launched. Most MMOers today have never felt the thrill of true risk vs reward that games like EQ1, DAoC Linage 1 and the like gave us. Most MMOs today are watered down copies of a copy of a copy. Time to get back to real gaming.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Logic, my dear, merely enables one to be wrong with great authority.
But I digress. Ultimately the biggest selling point for me is 'Brad McQuaid'. I know some people will laugh or mock and everyone loves to hate on Vanguard SOH. But for me and many others, I LOVED EQ before it got utterly ruined, and I LOVED Vanguard because I had a comp that could play it's optimization mess. And to build on this point, another selling point is that plenty of people will disagree. Because this isn't a game for EVERYONE that will whore itself out to the shallow main stream gamer. This is a Brad McQuaid game, plenty of people will desperately love it and plenty of people will squat and take a load on it.
If I want a world in which people can purchase success and power with cash, I'll play Real Life. Keep Virtual Worlds Virtual!
Not saying anything other than it should be expected that live in-game support may not be a thing due to that very factor.
Philosophy of MMO Game Design
It used to also incur a complete drop of gear but both ideas proved to be poorly implemented,i do not suggest a return to bad ideas.
Here is the thing,we DO NOT die in these games,so why is the term even used?We are KO'd and then injured and in a weakened state would MAKE SENSE.
So if were me,Xp is SUPPOSE to be an indication of your skills,so if you are dying your xp should lower the same way it rises when your successful.There should also be a short 5 minute penalty on your stats bot hhp's and individual stats.
Selling point,well i would hope that MOST people expect a really good game and that would be the selling point.I do not expect the design to be where i would rate it AAA but if it is close maybe that is good enough.
Never forget 3 mile Island and never trust a government official or company spokesman.
More players normally means more possibilities of interacting with others, for better or worse, but I feel this is a great strength MMOs can offer over other genres, though it hasn't been well utilized by more modern games nearly as well as the first gen titles did.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
You will never lose anything except time.
You will always find a way to recover your corpse.
1) Ask a Guild friend to help you.
2) Shout in Zone for someone to rezz you (50% times)
Generally you'd always find someone in zone that would either rezz or drag your corpse.
Failing that you'd ask an high level guild friend to help you out.
Worst case scenario you do the corpse run, which is feasible if you know the zone and understand aggro range.
So basically 3 solutions out of 4 involve other people, hence why this type of games are more social.
Yes, in EQ, death was another reason for socializing, like everything else in EQ.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
These days a new indie MMO is announced and I have to wonder if I'll still be alive if and when it finally launches 10 years from now.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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