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Rewards in Pantheon Rise of the Fallen become something more than just loot, more than just a drop, they become a piece of knowledge, confidence, comradery, experience, and meaningful accomplishments. Chart your destiny with your party! I can not wait for this game!!
Comments
"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
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
I actually think presenting an MMO with a challenge like that will be the thing this genre needs. My 13 year old son wants to play this with me. He tires, as do I, of the loot treadmill that is WoW.
You know, if you seriously wanted games with more challenge than WOW they already exist, but as is so often is the case for players claiming to desire this, you aren't playing them..for "reasons."
"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
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
I can't fathom the desire to add mechanics simply for the sake of making it take longer to progress, just "because."
No in game maps, why not? Especially as long as they are designed free of markers that turn them into satellite trackers.
Loss of experience on death....why? Its not more meaninful, have lost a single one of my near 500M skill points on my 6 accounts and yet I've countless "meaningful" encounters with both player and NPC alike. (Nothing like watch 3 weeks of mining vanish in an instant just as you are about to dock up at the marketplace.)
I have no issues with putting solid loss mechanics in games, but see no reason to go "backwards"
Sure, I lose a ship of ore in EVE it can hurt plenty, but no reason to roll me back so I can't even fly my ship or mine ore as well as I used to.
I'm not proposing fast leveling, heck I prefer infinite and continuous progression actually, but I just can't support things like arduous and time wasting corpse runs.
Would rather the npcs just kill me, loot or destroy my gear and be done with it.
Don't waste my time struggling to get back to my stuff. (Though I do appeciate menchanics EQ had giving players special skills to help pull this off, thats a good socialization mechanic)
"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
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
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
....
That is all.
I get your point. Personally, the world being dangerous AF is reason enough. If I'm spending 1/3 of my time fleeing or dying because my character isn't a super awesome badass incredible amazeballs superstar combatant compared the game's mobs, it will be enough to bring out my inner bro for the folks around me.
I will say I have no problem with something like XP debt ala CoH. It doesn't reverse my progress, but it throttles it. It was enough to make dying something I very much wanted to avoid, because the consequences lasted beyond merely some extra time spent returning to chip away at the content one more again.
I'll wait...
- I'm OK with "corpse runs"
Add them together, I'm not so sure !
1) I don't want to spend 25% of my time paying THAT penalty.
2) Pantheon will be a community game, everyone in a group has to pay YOUR penalty, waiting for you !!!!
That is part of the risk/reward. This "fear" and desire to avoid such time loss is what made certain classes, items, skills coveted. When you remove the serious threat or "annoyance" from the game, the benefit of having means to limit it become less worthy.
Just think, in two basic concepts, we have layers of class skills, abilities, and item possibilities along with player skill honing that becomes apparent.
No maps? Well, the person who pays attention to landmarks, or has maybe abilities that help them find their bearings (sense heading, sense corpse, sense undead, living, etc...) will be very useful.
Run speed spells, invisibility, sneak, etc... become very important in that it helps you safely traverse environments that you have really no idea about. If something attacks you, where do you run? Where do you go? These abilities/spells/items that assist in it become very important.
Exploration becomes dangerous and exciting. Paying attention to where you are becomes even more important so that you can have an idea of how to get back to where you might be dying. Running through dangerous areas becomes risky.
I think people forget how important even the smallest game play element can have on an entire system. How something as simple as those two things can provide opportunities for numerous layers of game play features and function.
It took decades of playing these games for me to realize how much was lost over the years when you removed even the smallest inconvenience. I think back to the worst times I had in EQ and I look back at them now as my most fond memories as it was the hardship, the annoyance, etc... that made the successes in the game rewarding.