TomServo
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I'm a faggot. I'm a faggot I'm a faggot I'm a faggot I'm a faggot I'm a faggot.
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I'm a faggot. I'm a faggot I'm a faggot I'm a faggot I'm a faggot I'm a faggot.


So what games do you like, I’m genuinely curious. Seem like the guys who hate all games but play them anyway. You like path of exile 2? Lemme guessYou're out here throwing "grandpa" jokes while still worshipping design philosophies from the Clinton administration. Brother, if anyone here is signaling retirement-home energy, it's the guy defending mechanics older than Windows XP.
It's giving serious divorced dad talking about how "football used to be real" energy. Touch grass. Or literally anything that wasn't designed when DSL was considered wizard tech.
Oh no, no, no don't get confused. This isn't me "parachuting into the thread to spread disdain" because I'm mad someone likes a game. This is me pointing out (repeatedly, because apparently repetition is required for you folks that can't let go of the past) that a game literally built on 25-year-old friction mechanics, zero modern retention structure, and a "we don’t need players, we only need The Faithful™" philosophy is about to face-plant into the exact same crater every EQ nostalgia project has fallen into for two decades.
I'm not mad that you like the game. Go like it. Go love it. Hell, build a shrine to your rat cave grind if that's what warms your heart. I'm pushing back because every time anyone says, "Hey, maybe we should uh… think about population sustainability, progression pacing, or content lifecycle," the response is: "Shut up, bro, this is for the chosen ones who appreciate artisanal tedium!!"
And that's how you get Pantheon 2: The Poopsockening.
You're acting like pointing out structural, inevitable, historically-proven failures is some kind of emotional meltdown. No, this is pattern recognition. Every game that banks on nostalgia + friction over content dies. Every "no raids, just grouping forever" MMO flatlines after month one. Every "we only need 2-5k subs" dream collapses when the revenue math comes due. And being "indie" does not magically exempt you from gravity. You don't get extra credit because the devs are nice and the trees were hand-placed with love. Ask Ember's Adrift. Ask Pantheon. Ask Vanguard. The market does not care how earnest your campfire vibes are.
So yeah, I'll keep pointing it out. And you can keep pretending pointing it out is "insanity," because that's easier than engaging with the part where the math and the market reality and the last 20 years of MMO history are all saying the same thing: Nostalgia is not a business plan.
There is innovation, you just don't like it because innovation means changing the thing you've emotionally fused with your teenage identity.
Elven forests and campfires didn't make EQ special. Being new made EQ special. You're not chasing "community", the vast vast majority of you boomers are solo Andy gamers now. You're trying to resurrect a moment in your life that cannot be resurrected. And that's okay. Nostalgia is powerful. But call it what it is. This isn't "MMOs coming back to their roots." This is: "Please recreate 1999 so I don't have to accept that time moved forward without me."
And if systems truly didn’t matter? You wouldn't need corpse runs, downtime, XP loss, or hour-long group hunts for a single replacement member. You'd just talk.
The only reason the "vehicle for socialization" needs to be so slow is so no one notices the wheels came off twenty years ago.
I played a lot more this weekend, and I have to say I really like the Elementalist (aka Mage).
At this point, I've figured out the whole selling items thing. It takes a bit, but understanding which NPCs buy which items makes a huge difference. Once you get it figured out, it becomes pretty easy to make money in the game.
I will say that you want to take Tailoring just so you get a bag that can hold random crap. I found that some of the crafting would give you a bag that required specific items to be able to use it as a "bag" for your random crap you pick up. Tailoring kit tends to hold pretty much anything if it isn't big. You want to purchase pouches as quickly as possible as you make money. You can buy them for about 50 copper from an NPC in the Night Market.
The cook near the bank (west gate area) is your best friend. He buys pretty much anything you get off of animals and bugs you kill. Go visit him to make your money as you grind up your first few levels.
As far as starter quests, some are worth doing while others are not (at least for now). One in particular that can go fuck itself is the Shadowknight quest. After you gather the items you need (which is really easy to do), you can't turn it in until you go beat up a guard in the Paladin area. You hand him a note, and he attacks you immediately. He's a push over, but the little shit knows he has high level guards that path around him, so he is aware you are going to get one shot at some point in your fight with him. The prick uses that to his advantage. You will see shadowknight corpses littered all over the area where he paths. Fuck him. I can't wait until my SK is higher level and I can come back to kill every fucking guard and paladin in that tower. They all deserve to die miserably for the torcher of recovering my corpse over and over while trying to do an entry level class quest. Death to the paladins!
So far, I have tried the paladin, shadowknight, shaman, necromancer, wizard, and elementalist. The elementalist has been my favorite thus far. He is sitting at level 7 right now.
I will say that those who say this is not the second coming of Everquest haven't played the game yet because you literally go from the deserts outside the west gate to the beaches where you kill crocks and every so often see someone train a sand giant by to the zone line. If that isn't Desert of Ro and Oasis of Mar, I don't know what is. This game gives such Everquest 1999 vibes, and I love it.!
My only wish right now is that they don't end up selling to Daybreak Games nor let Daybreak Games be the publisher. It would 100% ruin it for me if DBG ever got involved in any way shape or form because the people at DBG today do not deserve this jewel of a game. Please for the love of God stay away from them and their "we have candy" routines they play on small developers. All it leads to is shitty expansions, horrible customer support, corrupt GMs, and lots of free pride pets every year that nobody ever fucking asked for nor give two shits about getting. Stay a GOOD game for the love God and avoid the evil that is DBG or what ever they call themselves from year to year.
It doesn't really seem worthwhile to group, especially not with more than 3-4 people if your goal is XP. Its not that grouping is slower, its just that the travel and setup time tended to be long enough that its not really viable in most cases. Had more than one case where we spent most of our time grabbing LFGs, waiting for them to get to us, then having someone leave and having to rep them. Repeat.
Tradeskills: You can skill up on failed combines on tradeskills last I leveled up tradeskills (last long test). I think they only changed gathering profs to make no skill up per fail, as I am pretty sure someone told me they skilled up JC using the wire trick this test (manually put in the next tier base metal bar, when previous goes green).So I'm not sure how much more I'll be able to play today so figure I'll drop a little of my feedback here to see how ya'll feel. This test was by far the one I spent the most time on. Overall game feels much much better than it has previously. I played a few classes to 5+ with my highest being a 10 fighter. Kits are feeling more coherent, starting to feel how they want them to play. For the Fighter specifically, its awesome. Exactly how I'd want a continuation of EQ warrior to feel. Solid DPS, incredibly tanky with minimal utility. Class will be awesome to twink, and if you get buffs, or you are prepared (potions, bandages, etc) it solos pretty well, at least at this level. Downtime is obviously the main issue but chain killing low blues is doable. Grouping is a lot of fun too as you obviously fill the tank role well, although its mostly limited to holding agro on a single target in most circumstances as of right now.
I only grouped on Fighter and a little on Paladin, partially by choice, partially due to when I play, but that does lead into my main negative. It doesn't really seem worthwhile to group, especially not with more than 3-4 people if your goal is XP. Its not that grouping is slower, its just that the travel and setup time tended to be long enough that its not really viable in most cases. Had more than one case where we spent most of our time grabbing LFGs, waiting for them to get to us, then having someone leave and having to rep them. Repeat.
I think this is caused by a few things, the most obvious being what is repeated constantly in this thread so I won't belabor it; we're all mostly Dadquesting and don't have time to fully dedicate like we used to, especially on temporary characters. Setting that aside I do think a few things will help with this:
1. Mob difficulty - its just too easy to kill stuff currently. I'm a primarily solo player so this is against my own interests, but harder enemies will provide greater incentives to group up. If I can just solo on a "bad" solo class, even if its slightly less efficient, I'm likely to do so. This is a tricky balance because I 100% want to be able to solo some, but I think increasing mob difficulty is a good idea and it sounds like that is the teams intention.
2. Game knowledge - People just don't know where to go for specific levels so they're not standing around in the sweet group spots forming groups. We'll eventually know where good stuff drops and will congregate in those spots. This will resolve itself
3. Risk/Reward - Kind of ties into #1 but I don't think I actually ever died outside of messing around on the pvp server. I suspect this shifts as one progresses later but up to 10 I felt pretty capable of keeping my risk minimized at all times.
4. Buff durations - I'm not saying I want this to change, but SoW from a level 8 lasts for an hour, as do most buffs from what I've seen. An hour is a solid grind session before a trip back to sell etc.
Other random thoughts
I really like how quests are shaping up. I think some % of people will find the interaction system with MUD commands to be annoying, but I enjoy them. There will need to be some work on ensuring the correct key-words are emphasized in the text as I ran into one quest where I needed to /take report but the word report was never used it was called "papers" so I ended up having to search Discord to figure that out. Just QA stuff really.
The little bit of unique itemization I saw was spot on. Got a sick lifetap proc dagger at like level 7 and it completely transformed how playing felt for me. Big fan of this type of thing and I'm hopeful it continues during progression. I've not spoiled much but did see a few quests for items later on that look really cool so I think this is going to be a big positive for the game.
Merchant system is basically a non-factor once you're used to it. You do end up with town-chores but having that to break up the normal grind loop isn't a bad thing honestly and I would suggest ignoring the haters on this one.
Crafting seems pretty cool, but I don't like the fact that you can't skillup on failed combines (I think). If this was implemented to avoid spamming easy/cheap recipes with high trivials for skillups perhaps a better way to circumvent this would be better. As of now its pretty annoying to level the skills up with failure rates the way they are.
Bag swapping for various crafts is a bit tedious, but I guess if thats the intended gameplay I can live with it. Same with swapping in harvesting tools. I'm all about keeping things feeling tactile and minimizing QoL stuff but for me personally I would be happy with the ability to harvest without having to swap out my weapon constantly.
Overall I had a lot of fun and I'm quite optimistic about this game. I'm tempted to beg around for an Alpha key but if I'm honest I have too much stuff I need to be getting done to be playing this. In fact I'm hoping my personal project is wrapping up before this releases as I suspect its going to impact my freetime for a while at least. All my 2c, curious to hear from other people who are actually playing it and have opinions rather than our normal theory crafting know-it-alls.
This has been acknowledged in the closed testing section of the discord for a while now. The devs have laid out their plans for balancing over the next few months. They want TTK to increase for mobs under level 40 or 45 to help encourage larger groups, and they have also talked about increasing the experience split for groups of 5-6. Expect to see more gradual adjustments heading into beta. The game @45+ feels good for full groups and bad pulls can be quite challenging. TTK for white cons or near white cons is around 30-45 sec with full groups and debuffs start to feel very helpful at this point. Did some Grimtide Sanctum recently and the dungeon is actually scary and stressful./thread
Yeah this sounds like the complete opposite of “laid back, chat with your group mates while watching TV” gameplay they seem to be shooting forI think the only thing that this game has, and it sounds like the Dev's support this... is the min/maxxing of sitting and medding right at the tick of mana regen and then getting back up to melee. Now THAT is some degenerate gameplay type shit. I thought Wizards were actually low APM, but to play them at their max - you're abusing the ticks, being in melee getting stacks of seal of magic, and casting nukes. That shit sounds fucking awful. You dont HAVE to do that - just like you dont have to twist songs at a bard.. But if the devs are aware of it and support it is just awful. Reminds me of the dumb ass end-game combat of ESO where you're midcast cancelling etc.
Pretty much took me completely out of wanting to play most casters.
This is literally a discussion forum. The entire point is to talk about the game - good, bad, or otherwise. If you can't handle someone having a different take, that's not proof they’re "obsessed," it just means you only feel comfortable in an echo chamber. Nobody here is trying to "save" anyone. We're talking about design philosophy, sustainability, and community, because that's what grown adults do when they're capable of forming opinions that aren't just loyalty chants.Thanks @rad
Translation: "Please reassure me that your criticism comes from a place I approve of, so I don't have to actually address anything you said."So what games do you like, I’m genuinely curious. Seem like the guys who hate all games but play them anyway. You like path of exile 2? Lemme guess
Caving to casuals already? Uh oh...This has been acknowledged in the closed testing section of the discord for a while now. The devs have laid out their plans for balancing over the next few months. They want TTK to increase for mobs under level 40 or 45 to help encourage larger groups, and they have also talked about increasing the experience split for groups of 5-6. Expect to see more gradual adjustments heading into beta. The game @45+ feels good for full groups and bad pulls can be quite challenging. TTK for white cons or near white cons is around 30-45 sec with full groups and debuffs start to feel very helpful at this point. Did some Grimtide Sanctum recently and the dungeon is actually scary and stressful.
This has been acknowledged in the closed testing section of the discord for a while now. The devs have laid out their plans for balancing over the next few months. They want TTK to increase for mobs under level 40 or 45 to help encourage larger groups, and they have also talked about increasing the experience split for groups of 5-6. Expect to see more gradual adjustments heading into beta. The game @45+ feels good for full groups and bad pulls can be quite challenging. TTK for white cons or near white cons is around 30-45 sec with full groups and debuffs start to feel very helpful at this point. Did some Grimtide Sanctum recently and the dungeon is actually scary and stressful.