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  • Having time to play

    I personally don't like that they set expectations that players will be able to play for X hours and achieve Y - whatever Y may be. That kind of thing is far too subjective. In a virtual world, the only thing you should be able to expect is the unexpected. I've played games for 2 hours and gained levels, equipment, and other visible progress, but still felt pretty 'meh' about the experience.

    Then again, I played EQ for an hour, traveled across some dangerous territory, made plans with some friends, got my character set up in a spot I wanted to camp on the weekend when I had more time, and logged out satisfied knowing that I made progress to something greater. Sometimes gratification must be deferred to make your achievement feel worthwhile.

    To me, if a player needs some sort of tangible (virtually tangible) reward in a two hour period of time, they probably should seek a different form of entertainment; because if we can really expect to make serious gains in that timeframe in an mmorpg, progression is going to feel rather trite.

    At least to me.
  • The many facets of Everquest

    Some changes can be made on a game like EQ to prevent the monopolization of content such as having regular world repops (like originally existed on patch/maintenance days), spawn variance, and by placing highly contested mobs in a place players cannot plant a character on to check or sneak down to. When you can't know definitively when a mob will or has spawned, it creates opportunities for people other than the most hardcore.

    That said, I played in smaller guilds mostly in early EQ and was able to progress. I was fully equipped in planar with random pick up groups and would still find the occasional boss up that we could down with only a few groups. Unlike the environment on p99 where hundreds of people are tracking every spawn in the game, the normal playerbase of any given server had only a handful of that type of player. When they become concentrated on a server like p99 or the official progression servers, it becomes a shitshow.

    That said, competition is good. The lure of shiny pixels provides the opportunity for players to make a choice that doesn't exist in other games: players can do good and have a positive impact or choose to do evil and reveal themselves, or at least the character they play, as such. In such a game there really are heroes and villains, which makes the experience interesting as long as there are mechanics in place to prevent villains from gaining a stranglehold on the competition.
  • Doesn't it bother you?

    cheyane said:
    Is that how you start off in Pantheon? I had no idea I thought you might start off as a generic adventurer.
    You start off as a generic adventurer among a society from a foreign world, displaced on Terminus. Apparently something occurred during this process that stripped these societies of their former glory and power. Hence the name rise of the fallen.
  • What is your most hated feature or paradigm in an MMO?

    Instancing. I want a world where I find people everywhere and I am not afforded my own little pocket of reality separate from everyone else. I like the need for interaction, whether it leads to competition or even compromise. That is how the world works, and how I want my virtual world to work.

    Solo content. Not that it should ever be impossible for a player to achieve anything on their own, but it should always be a struggle and generally mean doing easier content that yields far less experience and less beneficial items.

    Weak death penalties. The death penalty is probably the single most powerful element that can determine everything from sense of accomplishment, immersion, mystery that compel players to continue playing, exploring and progressing. Weak death penalties lead to games which are consumed and disposed, ultimately preventing players from bonding with the game, its world, and it's inhabitants (other players).
  • Pre-Alpha Starts Today!

    mcrippins said:
    I'm just tired of all of this 'pre-alpha' stuff. What exactly is pre-alpha? Alpha is supposed to be the first phase of playable game development.
    It's a state before alpha testing, especially when only a smaller portion of the game is actually ready to test. It will probably also allow them to iron out the wrinkles that would prevent people from actually testing the game. Things like login issues, patcher issues, character creation and a lot of the other basics that a crowdfunded studio cannot afford to pay people to test.

    Once those things are fixed and enough content exists to test, they will probably begin a more traditional alpha testing phase.