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Pantheon stream 12/9/16
Graphics
Much updating done to character models, Landscapes look amazing.
Cities LOOK HUGE!
Draw Distance is incredible. Can see players at dungeon start looking from hundreds of feet in the air.
UI Mods CONFIRMED - *nothing involving scripting*.
Races
Gnomes: look incredible – Very steampunk/scifi with ethereal bodies – Obsession with arcane and arcane knowledge. “Delved too deeply into arcane knowledge, Found relic that was so powerful that killed half the gnomes. Life Energy is contained inside technology. Body Glows on the ground.
“Isolated enigmatic, very peaceful.” – they made Gnomes badass.
Ogre: looks BIG AND BRUTISH AND UGLY.
Archai: very BROKEN living feel to them - look awesome.
Races/Classes will be locked to certain ones.
Races will have specific abilities for their race.
Coldark Dwarves have frost resist.
Servers
Will have a PVP server at launch.
Will have a “Free” Server where you can play to level 5-10 for free.
Grouping
Group Size of 6 – confirmed.
Raid sized not confirmed.
Crafting
Initial plan is that you can craft and level without fighting.
Player driven crafting Adventurers/Crafters Support each other.
Customization will be limited, no “Purple Mithril Armor”.
Fishing will be in.
Mounts
Mounts at higher levels ONLY.
Seafearing vessels planned for later on in development.
Perception System
Embrace or Disregard Mechanic for Quest Givers
Perception Pings – Two Types
Passive: Insight
Active: Investigate
NPC’s will talk to you, the environment engages YOU!
Quests/Dungeons
Keepers Tome: Writes down all quest dialogue .
You can pick up quests at different times, like middle of the series.
Class Specific epic quests.
Certain Area’s only accessible by quest lines. Key is given and you put it straight in your inventory.
*Amber Fate – underground ice area. One of the most gorgeous looking areas of any MMO I’ve seen. Slippery floors. You feel cold just looking at the area. High-Tier Frigid environment. Sprawling area’s with bridges and lots of chasms. IS HUGE!
Acclimation – weather for different areas.
Atmospheres: Need “Ring of Anchors” to make it through hostile atmosphere.
Climbing Skill is in! Vertical Dungeons benefit from higher Climbing Skill.
*Hit jump and then press forward.*
Combat
Tank, Heal, DPS, CC (Crowd Control) are the core of combat.
“Encounter Control” or Climate Control – Druid for example change the climate to Scorching Hot to render cold shield inoperable.
Possible AOE’s that can damage players but VERY Powerful!
First and Third Person, each to switch.
Root Animation is in and looks good.
Ranged combat isn’t it yet but will be fore sure at launch.
12 classes at launch.
Limited to 10 (most likely) abilities on action bar.
Training comes through scrolls, you can take with you and add to your spell book.
You do have to /sit to regain mana/health.
*Low numbers in combat a big personal plus for me*
Onboarding Programs
Volunteer Guide
Guild Out-reach program
GM’s available to Help.
Mentoring (temporary de-leveing)
Voluntary system put down preference’s and playtypes.
PC/Console
PC for sure and Mac is likely
Localization being considered through different publishers
1st and 2nd quarter of the year next year for outside people to play and get in.
Misc
Coh’s stream was not Sponsered, he asked to stream the game and jumped at the opportunity.
THERE WILL BE DRAGONS! Lots of forms of them. Exotic Dragons as well for High Level Play.
EQ-like sound effects!!
Comments
Wow this is exactly like a trip down to Everquest it's eerie how alike the game is. Even the equipment window is reminiscent.
I still have some fears that the game will be too much like EQ1,a game design i no longer like.
I couldn't get enough out of the stream,they are bad at relaying information during a stream,example i did not want to hear player introductions for 5 minutes.
I have no doubt what so ever,the main premise purpose of the game will be solid,my fear are smaller things that i feel strongly about.
ALTS alts alts,i can't stand that design idea that SOE went with.Another is i did not see the players missing ever,i only saw a few misses by the mob.Another idea i felt SOE did not do well enough is the various TYPES of damage,that aspect always seemed like a shallow idea that was never done well enough.
It kind of bothers me that games continue to put those colored rings around the target,that ruins immersion for me,why is there a ring,it is not realistic looking.I would definitely prefer to see the red circle ring taken out.
I also got no indication of TEAMWORK,SOE always made group play feel like a bunch of single players under a group banner.One example is the Rogue,he does his special things but always alone,backstab alone with no other player alignment,stealth again to backstab alone.I am sure there is likely a cover mechanic for the tank but maybe not?I want to see group play enforced,player alignments,actions that work together.
As to pet classes,i also want to see that done way better than in previous EQ games.Example 3 types of pets for each level,dps,tank and various.
They talk about day n Night,i would also like to see weather effects and perhaps mobs that only come out at night/day and mobs that have varied abilities during day n night.
I feel it is a HUGE mistake to go for pvp,i am sure that helped make Wow a bigger game but imo it takes staff resources to work on pvp and balance and i HATE balance in a TEAMWORK mmorpg.There is no reason to ever have balance but pvp MUST have balance ,so it is a contradictory design.
None the less it is looking good,i hope the game turns out to be better than EQ1 weak points ,i don't want another EQ1.
Never forget 3 mile Island and never trust a government official or company spokesman.
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I'd say there are people out there that will play this game for the exact reason others won't but if they are happy with a devoted but smaller player base, then I will buy this when it comes out.
This game will do very well in its own right.
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거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
거북이는 목을 내밀 때 안 움직입니다
1. PVP is being done as a separate server - it is in no associated with the core game, but they understand people do have an interest in this type of gameplay and will have an option to chose a PVP server at launch.
2. Physics are def in the game right now, even in a pre-alpha capacity - and most certainty have mechanics in place relating to different elements. They have necromancers that can knock back enemies or force them to go off route (disrupt walking), frozen caverns where players can slip across the floor as they run causing them to go off balance. (Ill talk a bit more about this in point 4)
3. While I cant speak to what the future holds for Dynamic AI - I was personally impressed by the perception system and the world reacting to you rather than the other way around. It was nice to see a player walking idley by an NPC and having them initiate the dialogue and not the other way around (at the players consent of course). There is definitely some groundwork here to go beyond just simply talking to NPC to grab a quest and that's it.
4. Going off of point 2 - They already have in place certain areas where they have for example a "Frigid" Acclimation. This means if you go into a snow mountain, you will want to bring spells to counter the constant cold of the area. Coldark Dwarves get an automatic bonus resist against cold, so they can survive easier in these climates but others will need a form of heat distriubtion through spells or what have you, armor, to get through with business as usual.
My favorite example of this was actually found in the final area they travelled to in the stream known as Amber Fate - Where the players stumbled upon a giant forge buried in the top of the vertical dungeon.
The Forge is used by an NPC Master Smith, and there is a physical (You can see the acclimation's in the form of an aura around the area) area around the forge where it is so Hot that if anyone was to go down and try and use the forge without proper protection they will quickly die from the environment.
So then they put forth the idea that if you got special armor to block the heat, and began doing quests and talking with this smith, you could eventually develop a relationship with him and be allowed access to his forge, which can be used to make special materials.
That right there is what makes Pantheon so great in my eyes, is the forethought of "Emergent Gameplay", thats a Feature (yes a feature) that I have absolutely missed in MMO's for some time, and its one the major reasons im so excited for Pantheon.
Anyways, I respect your opinion either way, and if this game isnt for you I completely understand, I just wanted to explain that some features your looking for or interested in, are in the game right now in a Raw Pre-alpha state.
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Glad to see more solid discussion coming out of this community in general.
There are plenty of new things that Pantheon has or will offer. What we see in these streams combat wise (and really everything else) is very pre-alpha. We're talking about low level classes without all of their abilities. We're also looking at very basic mobs without the NPC dispositions or "AI".
These are the things that will make combat much more interesting and engaging. In these streams so far, classes have had very limited ability pools and only really needed basic CC, healing and damage abilities. Once mobs become harder and players are given more offensive and defensive decisions to make, that will seriously change the way things work and the feel of combat.
The game is (or will be) quite unique. The comparisons you made were pretty off in most cases. You should really watch the latest stream all the way through, because it sounds like you might have missed it.
Looking nice and can't wait to play.