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Things in Vanguard and Pantheon, but not EQ

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  • AdamantineAdamantine Member RarePosts: 5,093
    Why, obviously the bugs are in the code.

    They are always in the code, so whats your point ?

    Yes of course lowlevel dungeons would still be solveable solo. You get quickly through early levels, so theres no guarantee you can get a group for such content, thus early stuff allows soloing and later small groups, while maxlevel dungeons rarely allow that.

    I've soloed a TON in Vanguard. Obviously. On the european server, I was ALONE. THE ONLY PERSON ONLINE. For MONTHS. Until they shut down the european server. So all I could do is solo. Not all classes would qualify for solo play, a warrior for example was very group dependent, as was a monk. But with many classes it was possible, more or less.

  • AdamantineAdamantine Member RarePosts: 5,093
    svann said:
    Okay, maybe theres more Vanguard in Pantheon than I was thinking.

    About Diplomacy, not a fan of that one anyway.

    Though the worst was when they introduced fishing, copied from WoW of all sources. Compared to that, even Diplomacy was fun.

    [...]  Fishing in VG was nothing like wow.  [...]
    Ok. Whatever. Not the point.

    The point was that I didnt stood a chance to archieve anything because:

    1. It was a twitch based game and I had a ping of 500ms and above at all times.
    2. Additionally you couldnt configure the keys you needed to press and it was impossible for me to press the keys they picked quickly.

    I was guaranteed to lose.

    Also even if all that wasnt the case it was still an absolutely dull game. Diplomacy became pretty dull pretty quickly, too, once you had the right deck. Only reason I could manage to harvest was because I could read the global chat or talk with the guild and stuff like that.

  • rounnerrounner Member UncommonPosts: 725
    When VG first released, I would duo with my IRL brother and our races clashed. Just meeting up was epic (no I don't mean an hour of running to each others areas, it was genuinely epic for an orc and dark elf to meet up). Just arriving at a new town together could be a problem with different reputations. We had to grind a lot or just move on to a new area if the requirements were insurmountable (and sometimes they were). Later on it became trivial to overcome this by killing a few things which in turn trivialised the entire point of it and diminished the entire philosophy behind the diplomacy system.



  • AdamantineAdamantine Member RarePosts: 5,093
    Wait, what ?

    Havent Orcs and Darkelves be allies from the very beginning of Vanguard ?!?

    And I dont know when it was really hard to overcome in VG ... maybe in beta ? I only joined after release, and all I ever had to do in VG was to kill those 200 mobs.

    Personally I'm not a huge fan of mechanics like that. Its really just annoying.

    I really favor wars between guilds over wars between races. Let players form groups of their own and let those compete, not some predefined "oh you like to play elves ? too bad, now dwarves all hate you".

  • kjempffkjempff Member RarePosts: 1,759
    - Offensive+Defensive target (vg+pantheon)
    - Move while casting (vg had, not sure about pantheon)
    - Perception system (pantheon)
    - Disposition, aka enemy reaction pattern or ai if you like (pantheon)
    - Environment effects, need gear to counter (pantheon)
    - Mentoring/scaling, although I don't count that as a positive (pantheon)

    Hmm thats the main stuff I can remember.  And probably also many nice things from eq that will not be in pantheon.


    [Deleted User]
  • Hawkaya399Hawkaya399 Member RarePosts: 620
    edited March 2019
    rounner said:
    When VG first released, I would duo with my IRL brother and our races clashed. Just meeting up was epic (no I don't mean an hour of running to each others areas, it was genuinely epic for an orc and dark elf to meet up). Just arriving at a new town together could be a problem with different reputations. We had to grind a lot or just move on to a new area if the requirements were insurmountable (and sometimes they were). Later on it became trivial to overcome this by killing a few things which in turn trivialised the entire point of it and diminished the entire philosophy behind the diplomacy system.

    Isn't that how it's in most MMORPGs. They start out hard in various ways, and enjoyable because of it, but because many players despise hard, and for other reasons, the designers make it easy over time. Over time it grows increasingly stale. And the only thing there's to enjoy is a near mindless zerg to maximum level.

    And maybe hard it's the right word to term it. Maybe non-trivial instead. And something being non-trivial shouldn't also have to be grindy. For example, it could be based on RL time more than in-game time. But no matter how it's done, there's no way around the non-trivila aspect.
  • craftseekercraftseeker Member RarePosts: 1,740
    Wait, what ?

    Havent Orcs and Darkelves be allies from the very beginning of Vanguard ?!?

    And I dont know when it was really hard to overcome in VG ... maybe in beta ? I only joined after release, and all I ever had to do in VG was to kill those 200 mobs.

    Personally I'm not a huge fan of mechanics like that. Its really just annoying.

    I really favor wars between guilds over wars between races. Let players form groups of their own and let those compete, not some predefined "oh you like to play elves ? too bad, now dwarves all hate you".

    Wait, what??
    It may have escaped your notice but I think Pantheon is primarily, if not solely, a PvE game. So your preference for 'guild war' over 'faction war' is moot.
  • AmatheAmathe Member LegendaryPosts: 7,630
    edited March 2019
    It may have escaped your notice but I think Pantheon is primarily, if not solely, a PvE game. So your preference for 'guild war' over 'faction war' is moot.
    Primarily PvE. Very primarily. See this quote:

    Pantheon is primarily a PvE (player vs. environment) game. In fact, when we say ‘environment’, we don’t just mean NPCs, but also contending with climates and atmospheres, the very world itself. That said, we understand that a portion of our target audience also enjoys player vs. player. Our experience is that separate PvE and PvP shards is the answer, however it is too early to predict how many PvP shards we would launch with. That being said, we will definitely launch with at least one player vs. player shard. It is also worth mentioning that when we do eventually focus on PvP we will do so such that tweaks and changes to classes and races in order to make PvP more fun will not affect the balance of Pantheon’s PvE experience. As the game grows there could be additional variations of PvP shards and more attention paid to the unique gameplay mechanics associated with PvP.
    Kiori001

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • AdamantineAdamantine Member RarePosts: 5,093
    edited March 2019
    So what.

    Vanguard was also primarily PvE.

    I fail to see the point if there was any.

    You still had to work on faction before you could enter other cities.
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