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"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
I would choose to be on a server without any sort of fast travel.A means for a offline character to travel would be better game play but a bigger coding headache, I expect.Fast travel is just a bad idea for immersion in a grand size world. The cost to this is not worth the convenience of keeping groups together.
Logic, my dear, merely enables one to be wrong with great authority.
Never forget 3 mile Island and never trust a government official or company spokesman.
I grouped in EQ because: (a) it was usually needed, as soloing was dangerous, (b) because the game gave a group xp bonus, (c) it made possible fighting mobs that dropped better stuff, (d) for fun with old friends or new ones; and (e) because I could never find my way and needed to follow someone who could.That's why most people grouped.Every one of those reasons are easily replicated.So I'm not sure why the new systems are needed?Don't get me wrong. I have an open mind. But I don't think this is necessary to incentivize grouping.
Innovative .. hmm .. maybe .. whatever, I feel quite indifferent about that matchmaking concept.I should be in the demographic for Pantheon (at least it is the closest of whatever mmos to pick from) - But when it comes to their thinking about groups as an ongoing long term thing and logging in to meet your friends at specific times and all that, it completely misses how I have always played mmos (Everquest in particular), and also how most people play mmos. They log in and form groups with whoever is available ... obviously asking friends/guildies first, but 4 of 5 times the timing just doesn't make it so that is possible - Not to mention meeting new people is fun, it is only how mmo design have evolved that has made meeting other people a chore.Sure you can say that you are targeting the table-top crowd, which in my opinion is not really the mmorpg crowd. It is completely possible to hit both demographic, but Pantheons most promoted features are dominantly table-top and less mmorpg like (just my opinion).
For the most part,i feel Brad has the right idea for a MMO,he mentions co op 6 man group and raid.Raid is just a super bad idea though,it alienates some if not a large portion of the player base.I have stated it MANY times, a RAID does NOT do a single thing for combat that a 6 man group cannot do even better.The reason 6 man is better is because there is likely no saving grace if your group messes up,no back up tanks,multiple healers,multiple rezzers to SPAM your way to victory.FFXi got it right to the point a 2 man co op could do what a full group could do and often even better.Not going to explain why because it would take too long.So my gut feeling is that Brad will coem close,he will deliver a grouping game design but still take a backseat to FFXI's design which is why i don't have confidence in Pantheon being my next mmorpg stop along the way.I feel Pantheon will simply be EQ3.
"See normal people, I'm not one of them" | G-Easy & Big Sean
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing POE at the moment.
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
Didn't have time to listen to the entire video right now, but it almost sounds like Pantheon has an in-game version of Facebook, lol. Sorry, just poking fun.
He starts by basically describing the sad design that is Wow,auto warping to a dungeon with people you don't know then finish then leave.There is a REASON this is just bad but even Brad doesn't get it.The reason is because you are only going there for LOOT,it is what i call a loot run,nothing related to the game world or LORE or why you are even going there.Even if such a game supports reasoning,YOU the player are still only going to do it if there is loot....
None of this is new. He did the Caravan system in Vanguard, and both Vanguard and Everquest had a match making system. It didn't teleport you together, it was just a LFG tool which let you find people around the same level and then you all meet at the dungeon. The staying together thing doesn't seem like much of an issue. In EQ you go to a dungeon because you need the exp. and any maybe items too, but exp was everything. People would play in a dungeon together for 8 hours straight or more. Vanguard didn't succeed with this because quests were the bulk of the exp, so once you have completed your few objectives in a dungeon, people would leave so they can move somewhere else. The main issue with people not talking to each other in other games, is that there is zero downtime. That wasn't a problem in EQ because you had to plan what you were doing and where you would go, sometimes you would meet at a dungeon and find it was too tough so people would say lets go to another place instead. Also with downtime you get people chatting while they rest.