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"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
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
Sooo...out by 2021?
Where are you getting the number for how many zones they are planning to release with? Do we know if the zones are going to be the same size as EQ zones, perhaps they will be larger which will theoretically require less zones?
They've had 6 years to produce 10 playable zones they're willing to show.
They've had over 1 year and 8 months to build Project Faerthale. In june, it will be 2 years. It's still not done. The goals for the project? Unmet. The zone(s) included? Incomplete.
Eq zones were trash like most games of old,super ugly textures,basic land/textures that were identical in every game.
Properties would have been very minimal,did the game even use shaders back then?I know lighting in general would have most likely been a lot of global lighting except maybe in a dungeon but then i couldn't care less about anyone's dungeon zone.
I have no problem at all with few zones and better quality.
I would rather see ALL of the effort go into making a deep game with lot's of variable systems for each idea.
The LAST thing i want to see or play is another click marker over npc head 5 million times and get rewarded with xp for some unknown reason.
I will straight up say that i actually enjoyed a lot of the zone work done in EQ2.Sure there was often a cluster mess,but in the outdoor open they did a good job.In the dungeons ,hell no,skinny lanes forced to fight every last npc that exists within the dungeon,surrounding named by 50 million trash mobs,all of that ..a BIG no thanks.
Point being,i hope this team can improve and by a LOT,on the zone designs from the EQ days,especially dungeon zones.
Never forget 3 mile Island and never trust a government official or company spokesman.
If they had 30 Robert Wey who could make 6-8 quality maps a year and i don't even know how much time he spent,if was in his spare time ,he wasn't employed to make his maps.They would have 150 zone maps and easily,so the other 70 employees could go on coffee runs and pat Smedley on the back.
Point being,the EQ didn't do anything amazing back then,it was just that it was the first real solid,decent looking mmorpg for it's time.However overall,there were a lot of real good quality people that could build the parts for games,it took the engine and the money to put it together.
Never forget 3 mile Island and never trust a government official or company spokesman.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
"Absence of evidence is not evidence of absence" is not speculation, it's fact. The belief that they have stuff hidden that they haven't spoke about could be speculation, however they have stated that they're not going to talk about everything, that they'll be keeping some things secret which in and of itself could be construed as evidence that there is more than what we can currently see. That is if you take their word for it, which if you can or can't is entirely up to the individual and there's nothing anyone can do about that until the game is launched and proof is in front of everyone.
If Pantheon were a direct EQ clone it would be really easy to pump out 3 zones a month. Hell it would be easy to pump out 10 zones a month with a few people considering the early zones in EQ were extremely simple. The zones in Pantheon are clearly more complex and thought out than the early zones in EQ. EQ only had a few quests, relative to other MMOS, and for all I know many of them could have been added post launch. Pantheon, while it may not have a lot of quests, has a much more involved "quest-like" system that appears to be much more intertwined with the world, which directly affects how quickly the development of the world itself can be done.
And no, Unity does not have a "ready made" networking system that would work with an MMO. It still requires knowledge and development time.
I will also point out that the networking for EQ and any early online game was extremely rudimentary. If anything of that caliber were used today even the most script-kiddy of kids could hack it and ruin everyones day.