In original Everquest you chose your starting city, and you might then be far, far away from your real life buddies (who chose other races and cities). By the time you hooked up with them, you might be level 15-20.
I know Pantheon plans to avoid fast travel (except maybe player ports?).
So is this how it will be in Pantheon? With players needing to find a way to get to their friends, who could be on another continent?
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Question 19.0.
Personally I like it when decisions have consequences. Never had an issue with traveling in original EQ either so yeah, I think Pantheons system will be not too harsh for me.
In short Amathe...yes you will have to travel to group with your friends if they are on another continent.
I enjoyed the relative silos of starting areas that were created by the difficult travel in EQ. It made for smaller tight-knit communities. If you can easily jump between starting cities, nowhere will really feel like home. You won't see the same people around consistently because we'll all be travelling around so much.
I would actually prefer to see more options for starting areas per race than quick teleport systems in-game. Allow halflings and elves to start in each others towns, or allow all races to start in the human area, but don't provide instant teleports between all those cities that all players can take advantage of.
If you're going to provide a quick way in-game for new players to meet each other immediately upon starting, just unlock all the starting areas at creation instead.
I do plan to play Pantheon with some RL friends and family. But if we want to group together from day 1, I fully expect to either roll characters in the same starting area or overcome some serious obstacles to join them.
I agree. I touched on this subject in my incredibly long-winded thread about why EQ is better than virtually all other MMOs. I think it would be a huge mistake for Pantheon to allow instant travel (or nearly instant) between cities right from the start. It would put a serious dent in the feeling of immersion. If you want players to get a sense of how immense Terminus is, make them have to travel across it on foot in the early stages. Not only that, but having to travel from one city to another in the traditional manner gives you a feeling of the cultures of the various races as they are dispersed in different corners of the world.
Going back to EQ, I made a wood-elf ranger and my brother played a big ugly hairy troll (I think he had bad breath too). Which meant I started in Kelethin on Faydwer and his home city was Grobb on Antonica. I'll never forget my first time traveling to southern Antonica (on foot) to visit Grobb and the ogre city of Oggok. It was a real adventure, and actually, there was also a sense of culture shock as I walked through to streets of Grobb and saw troll butchers carving dwarven corpses on tables and hanging their entrails on hooks for consumption by uncouth barbarous trolls.
Many people in many threads have brought up the point that when you have a group and one has to leave the group generally does not have patience to wait 20 minutes for a replacement to find his way. Its not always about my time, its often about the group's time. Im not sure how you could not get that unless you are one of those people that just solo and never group?
Well...even I am in favor of speeding up travel eventually. After traversing the same landscape a couple dozen times, you should become sufficiently familiar with it that you can bypass it at higher levels. In addition, giving upper level wizards the ability to gate from one point in the world to another creates the perception that they are powerful casters who can bend space with their spells.
Now if you're talking about making porting expensive for lower levels characters but for affordable for higher ones who tend to be wealthier, that's an idea.
These days, of course, travel is a joke on all fronts, so the same game can be used to reinforce Dullahan's point. The sheer number of ways to travel . . . whistles, ground mounts, fast ground mounts, flying mounts, hearthstone, the other hearthstone, garrison hearthstone, summons, LFG, etc, etc, pretty much means that community built around regions within the game world doesn't exist.
All that said, I'm really looking forward to a game that can give me that "Oh Sh*t" feeling that I had in FFXI trying to get to a new area. The world was dangerous, unforgiving, and all kinds of fun as a result.
The way you can do it is simple. Portals to areas that are higher level or expansion content would require tokens that are more expensive than the general continental portals.
/Cheers,
Lahnmir
Kyleran on yours sincerely
'But there are many. You can play them entirely solo, and even offline. Also, you are wrong by default.'
Ikcin in response to yours sincerely debating whether or not single-player offline MMOs exist...
'This does not apply just to ED but SC or any other game. What they will get is Rebirth/X4, likely prettier but equally underwhelming and pointless.
It is incredibly difficult to design some meaningfull leg content that would fit a space ship game - simply because it is not a leg game.
It is just huge resource waste....'
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I believe it's not the total gaming time that matters but the length of time you have to focus and avoid interruption, i.e. the time it takes to run a dungeon or battleground.
These games are not about efficiency either. You don't have a schedule to tell what specific tasks you have to accomplish in certain time limit. In that sense your time is not precious at all. If it was you wouldn't waste it to games in the first place, would you.
The issue is how, if at all, to accommodate players in different starting cities who know one another to be able to group together early on (in a game oriented to grouping). Doesn't have to be at level 1. But when might one reasonably expect to be able to make the journey to hook up with one's friends?
Keep in mind that leveling is projected to be slow. Travel is expected to be slow. Naked corpse runs are a possibility. And there won't be a map (beyond whatever that very basic overview of the world thing is). So it could be quite a while before a player could succeed at such a meet up. If that's the goal, looks like mission accomplished. But it is kind of sad, to me at least, not to be able to share the new experience of a game with the people you want to play it with (unless you limit your race choices and play something or someone that isn't necessarily appealing to you).
As I'm typing, however, I do seem to recall players paying other players (with in game currency or goods) to serve as their guides and bodyguards while traveling. So that's one possibility. Except that when a game first starts out players tend to be poor and lack much to pay with.
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If friends want to group up at level 1 they could just start at the same city. Or if you really need to be a different race then go the extra mile and make that journey. Or have your friends do. Its not impossible.
Worry about which area is best would appeal mostly to the min max crowd, but if people believe that to be true Devs can put caps on them when necessary.
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The other possibility would be that good and neutral class/race combos will have one or two main cities, like Freeport and Qeynos, that allow for a handful of different race/class combo's to choose as their home city in the character creator. Maybe toss in one evil city that has a handful of options as well. That would not allow for all combinations of races and classes to find one another in the early game, but it would allow for more options for the people that were willing to make slight concessions on their race or class to play with a friend, but not have it be so punishing as to restrict them to a single race and a class within that framework.
Definitely. I almost put that in my first post on this thread, but I figured it was understood. Only powerful magic-users (and not even all of them) should have the ability to port across the world. Give it to everybody and it cheapens the spell. Of course, they should be able to port their entire party so they can all arrive at their destination at once.
Once again, I like the way they did it in EQ. Only wizards and druids could port. However, mages had a cool spell too whereby they could call members of their party to them within the same zone. It allowed replacement members to quickly reach the group in the event they were deep within a dungeon. That's what I hope they're working toward (and it sounds like they are) in Pantheon where each class has their own special talents that contributes to the team and sets them apart from other classes.
These are the kinds of things you have to take into consideration when making a character. The devs cannot and should not sacrifice immersion in any way in favor of convenience (in my humble opinion). So you have to weigh that against what you hope to accomplish early in the game. If your goal is to hook up with friends you already know right from the start, then that could well mean making characters in the same starting city. Or possibly finding two cities that are relatively close to each other so that you can make characters of different races and get together relatively early.
One thing I would definitely do if I were the devs (and they may be, I don't know) is build roads between cities on the same continent which offer safer travel than wandering through the wilderness (but not completely safe). That way if you want to make a character in a city different from a friend, then one of you will have to make the trek to the other's starting city and that way you'll be together from that point on.
I assume there will be bind points in the game that you can change depending on where you go.
join in then! Dadgum casuals hate em want something for nuthin - instant easy my little pony mmo. Friends should never even see each other for the first year. F'n A.
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