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Will non Seam-less Zones Hurt Pantheon

Curt2013Curt2013 Member UncommonPosts: 66

After listening to the hour long very informative round table do you think the zoned world will hinder this game at all come release? I would think the zones will be quite large if  Vanguard was any indication at all of the size type of a gaming world Brad likes to use. That was really the only thing I was a little bummed about. 

 

Did any one thing really get you excited that was talked about feature wise in Pantheon.  For me it was the possible different sets of gear needed to adapt to the environment. Whether your in the desert or some tundra.  And how you could sacrafice your old gear at a temple for some buff or decide to pass it down to an alt. 

 

 

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Comments

  • PhaenPhaen Member UncommonPosts: 55
    I too would prefer a seamless world like Vanguard, as I think its more immersive, but if the zones are large enough and you can see into the next zone then it may not lose that feel too much. if it is channeled zones with cliff boundaries and invisible walls then it will feel zoned, but I don't get the impression that's the way the headed. The videos so far have also given a good vibe feeling open and large, although I have not seen zoned in any video yet.
  • DullahanDullahan Member EpicPosts: 4,536

    Ya, I'm not quite sure why they are going back to a zoned world.  You would think after 15 years seamless would have become fairly easy.  Its probably my only real disappointment with Pantheon other than perhaps their reluctance to have pvp servers at launch.

    In the end its not game breaking, just a little annoying.


  • SavageHorizonSavageHorizon Member EpicPosts: 3,480
    They are using an updated chunking system like you had in Vanguard. Vanguard was made up of different zones but you didn't actually zone into each area. I could see other players across each zone line, you didn't actually dissappear. Mobs chased you across zone/chunk lines. So even though you had zones/chunks it still gave the effect of a vast open world. How fast you crossed a chunk line depended on your pc system, mine was instant near enough.




  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by SavageHorizon
    They are using an updated chunking system like you had in Vanguard. Vanguard was made up of different zones but you didn't actually zone into each area. I could see other players across each zone line, you didn't actually dissappear. Mobs chased you across zone/chunk lines. So even though you had zones/chunks it still gave the effect of a vast open world. How fast you crossed a chunk line depended on your pc system, mine was instant near enough.

    It would be better if there was a system similar to Vanguard, but it was more clunky than chunky.  Mobs didn't actually chase you over, they sort of went into a state of limbo.  They might attack you on the edge but it was buggy.  It definitely was still an improvement over the old zone system.

    I just don't want to see load screens.  I don't mind if mobs can't chase me between areas, but connecting every zone by little cuts in a zone wall would be weak.  I'm not sure why you can move from one area to another in WoW seamlessly when WoW is 10 year old tech.  Granted I'm sure the zones in Pantheon will be more taxing, one would hope there would be a way to pull this off.


  • CurmyCurmy Member UncommonPosts: 18

    I preferred the Everquest zone system to the 'chunk' system used in Vanguard.

    I remember in Vanguard zoning into a new chunk but being turned around so when I moved forward I zoned back to where I had started.

     

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Curmy

    I preferred the Everquest zone system to the 'chunk' system used in Vanguard.

    I remember in Vanguard zoning into a new chunk but being turned around so when I moved forward I zoned back to where I had started.

     

    rofl ya.  I'm assuming if they went with a chunk system they'd want to fix that.  I guess we should be happy we don't have the horrible final fantasy world map travel system that Shroud of the Avatar has adopted for some strange reason.


  • GeezerGamerGeezerGamer Member EpicPosts: 8,857
    Probably not as much as a lack of funding.
  • ArtificeVenatusArtificeVenatus Member UncommonPosts: 1,236
     
  • ArtificeVenatusArtificeVenatus Member UncommonPosts: 1,236
     
  • KajidourdenKajidourden Member EpicPosts: 3,030
    Nobody cares.  Just ask FFXIV
  • WellspringWellspring Member EpicPosts: 1,464

    As long as the individual zones are big like EQ1, I don't see it being a problem.

    I don't ever recall playing EQ1 and thinking, "Man, if this game were seam-less, it would be so much better". Zones made sense in that game.

    --------------------------------------------
  • GhavriggGhavrigg Member RarePosts: 1,308

    I've never understood why seamless vs. non-seamless was ever an issue. If the atmosphere is great during those non-seamless zones, who cares if you have to load a bit here and there between others?

    It's simply nitpicking. Get over it.

  • Curt2013Curt2013 Member UncommonPosts: 66
    Originally posted by Enbysra
    Originally posted by Curt2013

    After listening to the hour long very informative round table do you think the zoned world will hinder this game at all come release? I would think the zones will be quite large if  Vanguard was any indication at all of the size type of a gaming world Brad likes to use. That was really the only thing I was a little bummed about. 

     

    Did any one thing really get you excited that was talked about feature wise in Pantheon.  For me it was the possible different sets of gear needed to adapt to the environment. Whether your in the desert or some tundra.  And how you could sacrafice your old gear at a temple for some buff or decide to pass it down to an alt. 

    I would prefer a seamless-open non-instanced world such as Vanguard had. However, Everquest was great as a zoned non-instanced world. I would expect a better use and overall designs in Pantheon, when comparing this world type to Everquest having the same world type, but it is not a game breaker just because it is not seamless and open like Vanguard was. And yeah, I was also a little "meh" about it, but we really will not notice it as much as you might think (saying the gameplay itself is immersive enough, which I have no doubts). This particular point will actually be "indifferent," whereas a world such as Vanguard had, would have played as bonus points for bringing in more playerbase still then Pantheon will already. 

     

    Another personal preference would have been all my 40-80+ skills available on my skill bars, but Pantheon will be using a more Everquest-esque system there as well. I am actually more indifferent on this point than the open vs zoned point, and I happen to recognize this as a good business decision. In this particular case, this will actually be a plus for today's potential MMORPG players. These players do not want a bunch of skills all over the place to memorize, like some elemental table in a science class. They want a few important and distinguished skills available, that is it. The plus side to this though, is we will still have all my 40-80+ skills available, but just need to be selective which ones we want to have memorized by the character (same as it was in EQ1). I think it used to take 15 seconds to as long as 2 minutes possibly (I forget), to memorize a different skill you didn't have on your spell bar in EQ1. Doing so in combat was generally not your first option. 

     

    Brad McQuaid making an MMORPG... Nay...  Brad McQuaid making an MMORPG in today's MOBA&FPSinMMORPGclothing landscape. That is all I needed to hear to be onboard the Pantheon bandwagon. My only issue with this is the whole, "they are likely to sell it to whoever buys it," rather than actually continue to be the team standing behind their product moving forward thing. This is especially after Vanguard's birth to death scenario. It is also a recognizable major issue in the MMORPG industry itself, that developer and publisher are not the same company. Eventually, someone will make an MMORPG and also be the company that runs it's course, and thus maintain that IP's vision and integrity. I have no illusions of Pantheon being that game. I can only hope that their choice of whom to sell to is a good choice this time.

     

     

     

    I must have missed the limited abilities, so it sounds like there wont be ability /cast macros then like Vanguard or is that still up in the air i wonder. some older players like me imo tend to like having options to macro your skills.

     

  • djcincydjcincy Member UncommonPosts: 146

    As far as limited skills this goes all the way back to everquest 1 where you had to selectively choose your abilities based on the situation.  The only time using macro's is useful is if your linking skills to each other, but really do you need that in a game?  

     

    As far as the topic at hand with zones.  I look at having zones as being a feature.  Most MMO's have zones including but not limited to eq1, eq2, and to an extend world of warcraft.  The style of zones this game will have enhance the game by allowing zone wide agro which leads to all kinds of fun.  The zones are gonna be extremely large and you won't run into issues like having 3 zones splitting up a small city like kaladim which can be extremely annoying.

  • Raidan_EQRaidan_EQ Member UncommonPosts: 247

    Maybe it was just me, but I never really considered VG seamless, but more of a marketing strategy to make it unique in the world of zoned MMOs. 

     

    They simply replaced a loading screen with the terrain that is in front of you.  You still ran through the zone line, mobs didn't chase you, and there was typically lag as you crossed it.  You may have ultimately "zoned" a bit quicker than Everquest without seeing a Loading... Please wait screen, but in reality, the only thing that was different was the backdrop of the landscape.

     

    If Pantheon can deliver on all the tenets, this topic is not even a blip on the radar.

  • MontreseurMontreseur Member UncommonPosts: 10
    I understand a lot of people would like to see a seamless game world. I do think that our zone size will mitigate the effect of the game being zone based, you shouldn't feel boxed in, nor should the world feel crammed because of it. Thinking back to the old EverQuest days, zoning took quite some time on a lot of machines, but a lot of time has passed now. Given our standard more powerful hardware, and faster internet speeds; zoning should not take very long at all.
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  • goboygogoboygo Member RarePosts: 2,141
    Originally posted by Dullahan

    Ya, I'm not quite sure why they are going back to a zoned world.  You would think after 15 years seamless would have become fairly easy.  Its probably my only real disappointment with Pantheon other than perhaps their reluctance to have pvp servers at launch.

    In the end its not game breaking, just a little annoying.

    One word "Unity" it doesn't support it natively so they would have to do allot of work to include it.

  • waynejr2waynejr2 Member EpicPosts: 7,771
    Originally posted by Dullahan
    Originally posted by SavageHorizon
    They are using an updated chunking system like you had in Vanguard. Vanguard was made up of different zones but you didn't actually zone into each area. I could see other players across each zone line, you didn't actually dissappear. Mobs chased you across zone/chunk lines. So even though you had zones/chunks it still gave the effect of a vast open world. How fast you crossed a chunk line depended on your pc system, mine was instant near enough.

    It would be better if there was a system similar to Vanguard, but it was more clunky than chunky.  Mobs didn't actually chase you over, they sort of went into a state of limbo.  They might attack you on the edge but it was buggy.  It definitely was still an improvement over the old zone system.

    I just don't want to see load screens.  I don't mind if mobs can't chase me between areas, but connecting every zone by little cuts in a zone wall would be weak.  I'm not sure why you can move from one area to another in WoW seamlessly when WoW is 10 year old tech.  Granted I'm sure the zones in Pantheon will be more taxing, one would hope there would be a way to pull this off.

    Are you kidding, Vangaurd chunked a lot at release.  Heck you could see the lines.

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  • GestankfaustGestankfaust Member UncommonPosts: 1,989
    People that are still seriously judging MMO by some seamless zoning crap need to stop playing games. Get over it PLEASE! Such a small part of a game to worry about.

    "This may hurt a little, but it's something you'll get used to. Relax....."

  • goboygogoboygo Member RarePosts: 2,141
    Originally posted by Gestankfaust
    People that are still seriously judging MMO by some seamless zoning crap need to stop playing games. Get over it PLEASE! Such a small part of a game to worry about.

    You couldn't be more wrong about this. For allot of gamers it is the definitive element of a living breathing world. Its  a huge undertaking which is why so few developers even attempt it.  But it's really a game changer from an immersion perspective but I wouldn't expect everyone to understand.   Especially those raised on console and arcade games. You wouldn't happen to  fall into that category by chance would you?

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Gestankfaust
    People that are still seriously judging MMO by some seamless zoning crap need to stop playing games. Get over it PLEASE! Such a small part of a game to worry about.

    Not sure what would even make you say this, but speak for yourself.  In a high fantasy game world with a serious focus on the immersion and rpg elements, seamless worlds are very important. 

    Don't get me wrong, its not going to make or break a game by any means, but a seamless world is pretty much unanimously preferred by mmo players of all kinds.


  • Curt2013Curt2013 Member UncommonPosts: 66
    Originally posted by Dullahan
    Originally posted by Gestankfaust
    People that are still seriously judging MMO by some seamless zoning crap need to stop playing games. Get over it PLEASE! Such a small part of a game to worry about.

    Not sure what would even make you say this, but speak for yourself.  In a high fantasy game world with a serious focus on the immersion and rpg elements, seamless worlds are very important. 

    Don't get me wrong, its not going to make or break a game by any means, but a seamless world is pretty much unanimously preferred by mmo players of all kinds.

    Totally agree with Dullahan, infact most of his comments seem better worded comments of what i think for the most part. It's not a game braking design at all if the zones are large enough, but immersion to one person is most definitely not the same as another. for example if you ever played the old eqoa ps2 which was a seemlass world was totally bad ass, just throwing this out as example.

     

    I never played eq but did play VG and loved it minus the bugs and lack of peeps due mostly to bugs. That game is still legendary to many folks and I would be so hooked with something like that i might consider leaving my wife since she bitches so much when i am hooked on a good mmo, but thats another story.

     

    Anyways just make the dam game as fast as possible with minimal bugs,  just think of this while your working from "field of dreams movie"

    " If You Make It They Will Cum "

    or somthing like that

    btw i love all you guys for supporting this game idc if i know you or not, were all human minus the internet shield. and im immune to flame (:

     

  • BuccaneerBuccaneer Member UncommonPosts: 654
    Originally posted by Montreseur
    I understand a lot of people would like to see a seamless game world. I do think that our zone size will mitigate the effect of the game being zone based, you shouldn't feel boxed in, nor should the world feel crammed because of it. Thinking back to the old EverQuest days, zoning took quite some time on a lot of machines, but a lot of time has passed now. Given our standard more powerful hardware, and faster internet speeds; zoning should not take very long at all.

    Nice to hear back from one of the devs.  Thanks for posting.

    I don't mind zones as long they are nice and big and you have loads to explore.   I have fond memories of zones; racing for the zone line with a big train on my tail.  The only problem with zone lines is when PvP is implemented, for example in EQ 2 the zone lines was used as an escape mechanic which gave rise to zone huggers.  Thankfully your game is PvE but wanted to mention it due to reading on your site PvP will hopefully be implemented in the future.

    So far I like what I am hearing and further down the road in development you will most likely get my support.  I'll be happy as long has you stay away from the the follow the yellow brick road mechanic of modern themeparks.

  • ThebeastttThebeasttt Member RarePosts: 1,130

    You guys are seriously delusional if you think Vanguard was seamless. Chunking was anything but, in some cases I could load an entire EQ zone faster then VG would chunk in some areas.

     

    And, of course, whenever you chunked the game would bug out in a number of different ways; such as: losing a monster you just pulled, warping above or below the world, doing a 360 so you walked right back into the chunk, crash to desktop, map bugging out, ping spiking in the thousands and a dozen other reasons I'm forgetting.

     

    Now if Pantheon was seamless like vanilla WoW where you didn't even notice and load screens were few and far between then sure I'm all for it.

  • Loke666Loke666 Member EpicPosts: 21,441
    Originally posted by Thebeasttt

    You guys are seriously delusional if you think Vanguard was seamless. Chunking was anything but, in some cases I could load an entire EQ zone faster then VG would chunk in some areas.

    And, of course, whenever you chunked the game would bug out in a number of different ways; such as: losing a monster you just pulled, warping above or below the world, doing a 360 so you walked right back into the chunk, crash to desktop, map bugging out, ping spiking in the thousands and a dozen other reasons I'm forgetting.

    Now if Pantheon was seamless like vanilla WoW where you didn't even notice and load screens were few and far between then sure I'm all for it.

    When I finally got my SSD it actually worked but they might also made some patching by then.

    Anyways, a seamless world is a nice feature but there are a price you must pay for it. It really works with or without zones unless those zones are really small like in AoC.

    Now, I am not sure if this game even will be after the fail kickstarter and every thing but there are way worse things to worry about than if the game uses zooning or not.

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