It looks like you're new here. If you want to get involved, click one of these buttons!
PvP will be completely separate, we can make class/world changes on a PvP server without affecting the PvE classes/servers so it won;t be a problem.Nightbringe1 said:
Would prefer not to see any support for PvP.
Far too often, PvE content is altered/nerfed due to PvP complaints.
Nice job @BillMurphy thanks for looking into it, my friendBillMurphy said:Just an FYI, we will be scrubbing the data manually at the end of the poll to make sure no cheating occurred. If it did, and that cheater was the winner, the next-in-line who did not cheat will win the award. @Meddle will be doing the scrubbing himself.
It is just a great way to connect with people from the early days to show them how far we have come since the KS failed, many people give up and move on after KS projects fail thinking that the company and game have stopped working and disbanded, which is not the case for us, so we wanted to alert people to that and share our progress.Mendel said:I had almost softened a bit on Pantheon, then they go about dragging up the Kickstarter again. So, is this a case where they are actively soliciting 'donations', or is the a prelude for another round of Kickstarter and crowd-funding pledges?
"I / we / our company failed in the past. But, I'm / we're / the company's here again to allow you to donate more money to me / us / our company. If you donate enough, I / we / the company can't possibly fail again!"
I guess the money trail ends only when someone sits on @Nanfoodle. That, or his wife gets involved.
Not only can fans and newcomers alike meet some of the team behind the game and watch live gameplay but in addition to the developer meet and greet a 30 minute stage presentation of Pantheon will take place on the Indie Stage at 2:30 pm PDT Saturday, October 21 when a special announcement will be made!
Be sure to check us out by watching this link on Saturday, Oct 21 at 2:30 pm PDT: https://www.twitch.tv/twitchconindieworkshop
Here are some pics of the team and our booth!
Exactly and that is what we are focusing on as I said above. Brad has also said publically that we want to make the "grouping and finding each other part" as fun and user-friendly as possible" from there, it will be up to the players.Torval said:The important part of it being "easy" is the getting together and forming something viable.Kilsin said:This is something we are working hard on, that balance definitely needs to be there. We want easy and friendly grouping without teleporting people to dungeon entrances etc.Torval said:What I'd like to see is your team make grouping up with one or two others easy, viable, and still practically rewarding. In my opinion a lot of solo time comes because people don't want to waste their time trying to find all the right people to fill the slots and then all that entails. Some people do enjoy tackling a lot of "daily adventuring" with a smaller group.Kilsin said:It will be similar to EQ and VG soloing, definitely possible in a lot of areas but dungeons, bosses/named will all require at the minimum a small group. Class will also play a part, some classes are naturally better equipped to solo than others so if you roll a squishy class and pick the wrong area/mobs then you're going to have a bad day but half the fun if figuring that out
The issue isn't so simple and binary as "always grouped" and "always solo". One of the most frustrating things in mmos is the logistics it takes to group up and engage in content. Fix that and this issue won't be the mountain it appears to be.
The lack of teleporting around isn't part of grouping issue in my opinion. While teleporting is a fine solution for some games, that isn't what makes grouping in those games easy. It's the system in place that quickly groups people together. Teleporting to dungeons is more a result of the hurried nature of modern online play where "faster is better". None of that needs to be a part of your game.
Obviously one good major piece of the puzzle is building positive personal connections with other players. It's how players fill in missing pieces to assemble the group that tend to eat up a lot of time, test patience, and detract from gameplay.
Once a viable group is formed then they can take on the game however they want. It's getting to that point that is the speedbump.