Pan'Theon: Rise' of th'e Fal'Len - #1 Thread in MMO

Creslin

Trakanon Raider
2,508
1,153
Things should also leash if you get too far away from them or they lose sight of you for too long. Rooting a mob and running half way across a zone away from it but it still manages to use its radar to run straight for you when root breaks is just as silly as mobs leashing if you run 20 feet away.

No big red circles for AOEs wont work because pretty much every aoe that uses a big red circle in most games is just some random ground spawn effect and without the circle you would just have no clue at all where the AOE was. If you use that type of AOE you need the big red circles. Now I guess you could just get rid of that type of AOE entirely, but thats a different argument.
 

Lethality

Lord Nagafen Raider
78
0
I want leashing in Pantheon.

Now, that doesnt mean "copy WoW". I want them to take the time when designing mobs to give each a very rudimentary behaviour pattern. Like Diablo 1 did 15 years ago. EQ itself had a bit of this with some mobs fleeing early and some never. Apply this to leashing: if you have a guard, that guy leashes early because it's his job to stand guard and not chase you throughout the whole Karanas. If you have an undead, it's gonna follow you to zone. A predator animal, follows you a fair distance *and* has chase speed faster then you unless you have SoW, no outrunning griffons or lions. I'm sure you can think of some more examples, and you dont need a difficult script for every monster, just some basic patterns that have some differences to add flavor and immersion to the world.
Interesting thoughts, but in this day of AI being all the buzz, and what Sony is doing with Storybricks in EQN, it almost seems like leashing behavior is a relic, and the creatures/NPCs can organically sort of do what they "think" is best/that they desire to do. Can we expect advanced AI, maybe even the Storybricks engine, in PRotF I wonder?
 

Draegan_sl

2 Minutes Hate
10,034
3
Devs have always said that when they tested A players typically hated it because it was a pain in the ass and jot fun.

Probably used bad players, but that's what I always heard.
 

Mr Creed

Too old for this shit
2,395
289
I didn't mind in GW1 because you truly had choice, there were like 120 abilities per class and like 8 or 10 whatever slot plus you could dual class
This bears looking at, GW1 while not a true MMORPG had great option for making interesting builds. I would put more restrictions on it for Pantheon to keep roles more distinct but the variety of skills was great.
 

Gecko_sl

shitlord
1,482
0
I think game managers want a minimum of frustration and a maximum of grinding in a simple manner with many carrots to enable 'progress'.

You see this in WOW. You see this in Wildstar. You see this in TESO. We keep saying we want a living world with in depth AI and meaning, and they keep ignoring that and going back to the same design using the same tired metrics and bad logic to justify their decisions, then wonder why 90% of us are gone after 90 days or far less.
 

Kharza-kzad_sl

shitlord
1,080
0
Reactive abilities are fine as long as there is a distinct sound that comes with the triggers. IMHO they only fit certain weapon users like weapon & shield or a fencer type. I'm not a fan of group combo attacks some of the games had.
 

Bruman

Golden Squire
1,154
0
I think we're missing something very important - why doesn't Brad have an awesome avatar yet?

Or even just a screenshot of Aradune :3
 

asocirev_sl

shitlord
136
0
I would love to see a game focus less of world size (especially to later have a fast travel that kills the point of having a large world) and extra land with every expansions, to instead have the world evolve with every expansions. Basically, expansions (and patches) change the world without expanding it. Would also allow older players to tell tales about how the world used to be to newer players =P
It would be nice to have evolving worlds where if they did add extra land, you could implement faster travel in the old world sections and slower travel in the new. When the first boat hits the shores I'm sure there wouldn't be a griffon tower conveniently linked to the nearest auction house hub (uh-oh I mentioned an AH). I agree with what has been mentioned in the this thread before, whatever land mass you do chose the start the game with, adding content to it with each game update is preferable to adding more and more acreage.
 

Nirgon

Log Wizard
15,183
24,937
Holy fuck this game will suck if Brad listens to all the people that want to go back to 1999.
Luckily for you there's tons of games that are repeating the same thing we've seen over and over with exclamation points, quest hubs, "purplez" and every class being able to solo to max level as the most viable path.

why doesn't Brad have an awesome avatar yet?
A glorious forum avatar must be prepared for him.
 

zzeris

The Real Benny Johnson
<Gold Donor>
21,267
93,051
Things should also leash if you get too far away from them or they lose sight of you for too long. Rooting a mob and running half way across a zone away from it but it still manages to use its radar to run straight for you when root breaks is just as silly as mobs leashing if you run 20 feet away.

No big red circles for AOEs wont work because pretty much every aoe that uses a big red circle in most games is just some random ground spawn effect and without the circle you would just have no clue at all where the AOE was. If you use that type of AOE you need the big red circles. Now I guess you could just get rid of that type of AOE entirely, but thats a different argument.
I agree as well with the leashing. I'd like to change up the big AoEs. I know the reasoning for big red circles and it adds to Boss fight variety, changes up fights, etc but I've always found them kind of dumb. My big spell/ability works only in this red circle right here! Or these here! If an ability uses a straight line, graphical effects could show the 'power bolt'. Or the shockwave. If he calls down lightning, shouldn't it truly be random? If it's a wide area effect, it could do a bit less damage, be negated, defended against, etc and actually hit an entire area. These effects happen even with the red line and people still have to learn boss fights. They could also use small effects to give a slight warning instead of the line. Maybe steam rising from the ground in an area where a molten attack is rising from? This might be way too much trouble for any developer but it would be nice to see.
 
1,268
18
I think we're missing something very important - why doesn't Brad have an awesome avatar yet?

Or even just a screenshot of Aradune :3
This has avatar potential.
wink.png


VOMFPYX.png


edit: wow can't believe that ROI guild is still active:Realm of Insanity - Xegony, Everquest
 
302
22
One of the big things that I miss from the old days of EQ was sitting in a group socializing while the puller went and grabbed mobs. This social interaction is what made EQ more real to me rather than just a game. As soon as WoW and EQ2 came around, I was constantly moving through dungeons. Kill mob, move, kill mob, move, kill mob, move... non stop. There was no time for socializing what so ever. I rarely knew anybody in the groups anymore than I did before joining the group. They were just random tank, random healer, random dps, etc.

I would love if there was viable group content in the game that was optimal for the old style of "pull to camp" combat. Give those people that like to crawl their dungeons as well, but I want to sit on my big fat butt and actually socialize with my groups while we spend a few hours each night killing mobs. I want to KNOW the people playing the characters that I spend over 1,000 hours a year playing with rather then just knowing it was some random people.
 

Amaru_sl

shitlord
36
0
One of the big things that I miss from the old days of EQ was sitting in a group socializing while the puller went and grabbed mobs. This social interaction is what made EQ more real to me rather than just a game. As soon as WoW and EQ2 came around, I was constantly moving through dungeons. Kill mob, move, kill mob, move, kill mob, move... non stop. There was no time for socializing what so ever. I rarely knew anybody in the groups anymore than I did before joining the group. They were just random tank, random healer, random dps, etc.

I would love if there was viable group content in the game that was optimal for the old style of "pull to camp" combat. Give those people that like to crawl their dungeons as well, but I want to sit on my big fat butt and actually socialize with my groups while we spend a few hours each night killing mobs. I want to KNOW the people playing the characters that I spend over 1,000 hours a year playing with rather then just knowing it was some random people.
Having a static camp/pull system seems so outdated, but honestly this is where I met almost all of my in game friends. The poor puller was always left out though, he was to busy doing all of the grunt work lol. I wouldn't mind seeing a couple spots like this make it to the game.
 

Whidon

Blackwing Lair Raider
1,880
2,906
Wanted to say like Draegan mentioned players will often tell you they want "X" cause "X" be it instancing, welfare epics, everyone doing the same content, easy soloing ect.. is "fun". the problem is yes people suck, but they often don't actually know what they really want. Designers listening to this shit and implanting it is the root of sorry state of the mmo market today.

It's like how New Labour would focus group everything to determine policy's, presentation ect... It won Blair 3 elections but it screwed the country, the politics and his party over in the long run.

PS: Also Brad I felt like giving VG a try for the first time based on peoples posts about it in this thread. Having only got to level 11 It has made me MUCH more confident you can give us the game we want! VG I can already tell has the best classes in any modern game by a mile. It has/had a ton of good idea's. Feels very tragic what happened to it, but I am enjoying playing it now far more then EQ2.

Anyone on VG wanna do stuff, or just help out a newb I am Whidon and Whidona.
 

Tuco

I got Tuco'd!
<Gold Donor>
49,539
88,422
I want my UI to look like this

uiWlx.jpg



And not like this


rrr_img_56151.jpg



And for the record I like EQ2 better than GW2, but I think GW2's UI is much cleaner (the main reason for this is their lack of 90 spells on the screen at once). I also want to point out that I do NOT like that each slot on GW2 is limited to a specific type of spell. I think we should have between 8-15 slots to mix and match however we choose.
Did you ever play a healer in WoW before raidbar mods were made? It was actually pretty fun doing raid PVP healing. You had to actually look at the game world, see who was getting fucked over, click on them and heal. Once raid bars were modded in it started down the trend of whak-a-mole.

I like UI mods on MMOs because it allows the community to help the user, but a UI parsing combat text will always give a player a reason to stop looking at hte world and start looking at the UI, which I think is bad and lowers the skill cap. Black and white was a bold experiment in removing the UI but I think it can be looked at for ways to allow the player to play a game without staring at a UI.