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Strategy must be hard to make

delete5230delete5230 Member EpicPosts: 7,081
edited September 2019 in Pantheon: Rise of the Fallen

I'm sitting here thinking on the difficulty in design of strategy.  A sweet spot between broken, boring and fun has to be met between each encounter. Everything has to be well thought out.

-Better class balance.

-Players health and mana

-Mob movement and counter attacks

-The ratio between "mob type" balance against player balance, then add complex makeups of groups.

-Aggro radius.   

 

Perfect balance has to be perfect….. Infact the level of perfection needed has been abandoned by modern developers, they basically gave up and made games mind numbing easy.  After all who notices strength between classes if everything dies and health bars never move ?....... I'm willing to bet too hard for modern development.  At the very least they don't want to spend the time between each encounter.

 


Let them work !!!! 

Here's a good video showing Pantheons development time frame and where their at. This video was made in August and the announcement was made a few weeks before. 

He also mentions about Visionary Realms going dark.... "It's about time"   Pre-alpha footage makes development look bad.  Now that we have the basic idea... we don't need to see the dirty laundry.


Post edited by delete5230 on
Kyleran
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