Pantheon pre-alpha is not early access. It's actually testing. I know testing usually means early access, but that isn't the case here.
People who want to pay more are those who just want to contribute to an idea they're passionate about. It's not an uncommon occurrence. People donate to things...
None of those other videos looked anything like what Jones did. You could see what they were doing with their body to create the force necessary to get up. Not the case with Jones.
BDO sounded amazing when first announced, but turned out to be objectively horse shit. It was just another single player "massively multiplayer" game with tons of features but no depth to any of them. Hard to pick what was worst about it, but the lack of long-term progression, the adventure...
Point wasn't just grass, it was respect for detail and higher quality in general, which addresses a concern and stigma with indie crowdfunded games. Seems to have gone over your head.
Stream was awesome. For those who want an mmorpg where the world and little details matter, this will give you hope. The downside is that so much attention to detail makes you worry the game won't release until 2030.
Yes, if 50% of the content is contested raid mobs on timers, that would indeed suck. Fortunately, that's a strawman.
Around 10-20% of playerbases raided before mmos became lobby games. If more than 20% of the content is geared towards raiders, it would be a mistake. Dispensing with that...
You won't be able to recreate all of those elements, but the problem is that no one is even trying to recreate the ones they can. Just having a game that doesn't hold your hand, where mobs are stronger than the player, where grouping is imperative, where death matters and creates tension, and...
I wouldn't think I'd have to point out the difference in resource management when you can click an item and completely restore your bar, to one that requires group buffs and considerable time, but apparently I do. When it takes more time and there is more unpredictability by way of roamers...
I agree resurrection did eventually trivialize death in EQ, and Pantheon should fix that. Getting all your experience restored should come at a price, if it's a possibility at all. However, you couldn't rely on that until 40+, and only if you were a cleric or you were currently grouped with one...
Yes, melee didn't have to, but resource management for any caster was crucial for the entire party, and had much more meta. Fail to conserve mana for that mez or that heal, you're all done. You had to plan and choose your abilities wisely, or else it means less efficiency and more downtime (if...
I agree with all of this. WoW made clunky things simpler, ugly things pretty, and was more approachable in general. Biggest improvement was probably combat, particularly for melee. Drawbacks were less resource management -> less planning, and less danger stemming from a weak death penalty that...
UO, Lineage, AC, DAoC, FFXI, AC 2, Lineage 2, SWG, Shadowbane, Eve, City of Heroes were just a few of the titles which EQ weathered prior to WoW.
You're kidding yourself, bud.
I didn't bring the numbers in, but they did point out that EQ had higher retention based on WoW's admittedly poor retention (which did not just begin in 2010 when spoken of openly). Fortunately for Blizzard, WoW had viral popularity (especially in China) on a scale that mitigated the problem...
None of those things mattered. WoW was just the greatest mmo ever cuz numbers and 6 yr old EQ was always a shoddy, bug-riddled mud ripoff created by a dirtbike riding junkie gardener with no fresh ideas.
I'm not trying to shit on WoW, but your facts actually support what I said, not what you're suggesting. First of all, I completely agree that in 2004, WoW was a more enjoyable game than EQ. EQ had been slowly converted to an endgame grinder and soe pretty much abandoned their original vision and...
You do realize those numbers are taken during peaks following patches and expansions, no? As someone who actually played during the early years, the drop in players after major patches was obvious.
If you don't understand that since BC, WoW has had a retention issue where people play and leave every major patch, I just don't know what to tell you. That was not how EQ worked for the first 4+ years. It had very low turnover.
WoW has kept players coming in for a long time, but it hasn't been the same people. Nothing about what I said was untrue. EQ's playerbase has been mostly lifers that started in the early years. Those players also login consistently, whereas WoW for about the last decade has jumped following an...
WoW has become a generational game. It has not kept the same people entangled. It's relied heavily on attracting new players. EQ was different, in that it brought in most of it's players in the early years, and kept them. How many people do any of you know who actually played WoW beyond the...
I agree. By themselves, the things I listed are just mechanics, but together they do create the gameplay. Having spent a lot of time analyzing what I liked most about mmos, those were the elements that made EQ different and fun.
It's subjective, but for me with an MMO the most important thing is high risk (death penalty), highly cooperative (interdependent classes and content that demands classes from each role), strategic (requires planning), resource management, and then a varied experience in combat where you have to...
Since when has great gameplay required a lot of money? I've played tons of cheap games with great gameplay, including EQ itself. Much of what made EQ's gameplay compelling is already in place in Pantheon.
I agree with @Pasteton that mystery should be a big part of Pantheon, as it was with EQ...
Did it really though? They launched their kickstarter prematurely, and that was unfortunate. Maybe it was poor decision making on Brad's part, or maybe they were in a do or die situation. Later they made a few bucks crowdfunding and people got upset over the boss paying himself more than they...
Where is the proof any game isn't vaporware until launch? I guess if it's backed by a big publisher it's more likely, but plenty of games have died even in the late stages of development. Even Blizzards Titan was scrapped.
Point is, at least we see there is something that looks fun. Only time...
Play style and time they play is not the same thing as class and level. Different words mean different stuff.
Sounds like they want to help players find others who share things in common. I don't know all the details, but i have heard things like playtime. Could also do stuff like like...
I remember so many times when I decided to go somewhere and ended up getting side tracked by something else. You run into someone and end up joining them doing something random like killing crag spiders in EK on the way to Freeport. Especially on PvP servers when you'd run into gankers lying in...
If it comes to instantly summoning players across the world or queuing into dungeons, i'll be the first one to oppose it. Fast travel should be avoided like the plague that it is. Even player portals should be reserved for late game and come at a cost. Otherwise the world will inevitably feel...
They've actually said they were going to have a group finder since way back. When most people think of group finder though, they think of instant travel or queuing up for dungeons. That is not the intention of the proposed system. It's purely for helping people find groups with people who are...
Don't see any possibility of a 2018 launch, but things are shaping up nicely. Long as it launches complete, I'm good. Right now they have the foundation in place, but still only half the classes. Art got pushed ahead to attract pledges and investment money, which was smart. They still have a ton...
Humans need to lose a couple classes. No reason for any race to have everything, and then there's the trouble of explaining how people so different manage to coexist. Could understand it if the humans have separate starting cities based on good/evil, but otherwise it seems problematic.
EQ had some pretty basic balancing like disabling OP abilities and toning down magic dmg a bit, but overall it just worked fine as is. Trying to 1v1 balance classes in an multiplayer game is dumb anyway. It's meant for group combat, so as long as everyone has a purpose, it's fine.
As for...
I'd prefer FFA, but I think it's prolly in their best interest to go faction war first. The teams aspect would likely be more appealing to Pantheon's PvE inclined audience. If it's successful then they can consider FFA and item loot. Or they could just try both at once.
In an age of whining and...
There really wasn't much of a reason to go back after Kunark mostly due to proximity. Also once you're higher level, there wasn't a whole lot of incentive to go back. All the quests were really for leveling up, and you didn't need much protection at high levels. On PvP servers it was cool...
I think the intention is for them to be important, but for player hubs to develop organically for trade and so forth. Personally i think it would be amazing if they found a way to make home cities more central for players.
Pantheon will not have hubs used for experience. There will be quests...