I remember being scared to death of my first orc encounter in Faydark, I remember what EQ really was, I have high hopes and expectations. I wish you well in this endeavor, good luck folks and looking forward to more.
Tegweien Ironwood/IIadwen Draconisvenator
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"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
I want to be scared again, it's been so many years. I want very hard tactical battles, Dark Souls style !
You can't dev an open world game, and want the player to be 'immersed' in a sandbox, and have "arenas" as your only point of conflict......I want those hard engaging big targets too, but I will never go back to not having another human added into the equation that is competition, and I don't mean ninja looters \m/
Lets see your Battle Stations /r/battlestations
Battle Station
Also considering there are many homeless pve players who are sick of the on-rails story driven mmos and just sitting in wait for a decent pve mmo, even if Pantheon doesn't fit right into everyone's expectations, it might still just be he best alternative for those players.
I believe the lessen over the last decade is to do one thing well instead of trying to please everyone's taste.
"I am my connectome" https://m.youtube.com/watch?v=HA7GwKXfJB0
I dont think you will see much solo play, things like CC and mobs fleeing will make that hard to do.
Which to be honest, Im fine with I think group play is so much better than solo play.
Lets see your Battle Stations /r/battlestations
Battle Station
I suppose monks could solo as well but I found the class boring.
If the PvE works, other than tweaking damage formulas, PvP will work fine. This idea that you have to go to extremes to make PvP work is a fallacy born out of the desire to balance classes against each other. The game should have group based combat, and that means some classes will fare better solo than others.
Devs are limited in actuality with providing immersion because of the way the community(s) mindsets are, or have developed into..... if you are not following.......in PirateLords in VG, for example, we valued everyone we had playing and it was a diverse group which fundamentally came from diff genres of gaming, we had hardcore PvPers, and carebears, /GASP coexisting and thriving, and it was because we supported each other, and focused on the strengths and helped with the weaknesses, to improve our new found friends gaming experiences moving forward....... you don't find a lot of that these days, you wanna be in a top tier guild, best bring above your A game, and welcome to your 2nd job! So for years it has been amusing and painful AF to watch the path to where we are at now..................... Until a studio is truly able to provide a title that appeals to ALL player types, you aren't going to reclaim "that loving feeling" OR the communities could stop being so GD clique centric and wanting THEIR needs pandered too, only
In most games like a Wow and it's clones,that means blindfolded crappy mobs,no idea why you even need a group for that.Even still if the combat is tweaked so well,it can still offer a great deal of challenge.
I do not believe in superficial challenge like having what SOE was famous for which was 3/4/5/6/7/8/9 mobs all attacking you at once and often appearing to all be one a rope tied together.
Yeah people don't like when i keep mentioning FFXI,but guess what,it does it BETTER and makes sense rather than something that looks fake/unrealistic.
Timers:this is another area that brings combat into the forefront and MOST devs have no clue ,all i ever see is 1-2 sec timers.
This whole discussion on combat and grouping,it is a topic that would take pages to describe on how to do it properly no matter what type of design you are aiming for.IO have seen and played them all,so it takes me like 10 seconds upon my first encounter to know if a game has crappy system designers,or they know how to create a solid in depth system.
i will mention one area where SOE/Brad/Smedley and whomever else was working on systems "failed badly".
FOOD:OOC<<< lmao,now how on earth did ANYONE decide that the food would ONLY work OOC and that would appear realistic?Ideas like that make zero sense and it bothers me when i see it in system designs.You know why in SOME games we had to REST or kneel down to recover,because it MAKES SENSE lol.Now i could go one step further,sure you could slowly recover standing and even less if running but it should be a lot faster if actually resting.
Never forget 3 mile Island and never trust a government official or company spokesman.
I remember the same thing! Being a wizard pre snare, and a root that would randomly break any mob would scare the hell out of me. The scared feeling I believe was due to two reasons:
1, It was probably your first MMO experience, and 2 you did not want to die! I hope Pantheon at least brings the I don't want to die feeling back, and that alone would promote better play out of people.
Brad's games have never been about PVP, even though you could play on a PVP ruleset server, the games were never designed, nor will ever be, around PVP.
This is a good thing, as there is a large segment that does not want PVP at all. Brad needs to focus on what he and his team does well, which is not PVP.
After all, they greatly outnumber the rest of us.
"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
Social engagments, while doing something that requires cooperation, on a persistent server with thousands of players is what defines an MMO. Sandbox means doing the above without directions on how to accomplish it.
While PVP fits into that definition, it's definition is not encompassed by it. Thus having a sandbox MMO, where the inhabitants work together to overcome the obstacles of the AI, all the while establishing social bonds needed to have a thriving community.
PVP geared sandboxes do exist, and work well for the audience they target. However, my point was sandboxes do exist that are not PVP based, and they also work well for their audiences.
I stand by my point that Sandbox does not equal PVP.
As a side thought, I would love to see some innovations in the PVP area. Why does PVP have to be defined by Player A kills Player B.
Can PVP not also be, ladders, rankings, leaderboards where it does not involve direct players killing players?