I wish I could get a better idea of the features of this game. A lot of them seem old school all right, which is good, but simply mentioning "Faction is in" is not good enough: there's incredably boring systems like in WoW and then there's EQ's system (and probably many MUDs too) which was cool. Will Pantheons system be even better? Distinct Classes? Need more specifics. Trinity, is it in or out, and how?
Death penalty, corpse runs, more specifics please. Travel, teleports, distance and scope of the world, specifics.
From the KS and Brads answers here on rerolled I get the feeling that this game is not even a concept yet, just some ideas with the intent of bringing some old school features back. Is there a design doc?
This from a guy who still loves and plays EQ, and thanks Brad for that.
Also, when I look at that wish-list that has been made at the first post in this thread, I can't help but think that about 95% of the features on there are actually (still) in modern-day EQ......... both old school features as well as new adaptations. I will admit right away that EQ is old and tired in graphics, top-heavy, Elitist and over-boxed but still.
Now if Brad could convince me that Pantheon will actually do it even better then modern EQ, with updated graphics, then I am game. But to be honest, I am sceptic that Pantheon will even have some of the features that still keep me playing old EQ, like the Faction-system, the Vendor-diving, the still distinct Classes (yes, still distinct, still only 3 classes that can track, 1 class that can do Alchemy, and I could name a hundred more distinctions). With the travel discussion I am already getting vibes that Class interdependency in Pantheon will not nearly be as strong as it still is in EQ (nowadays also leading to more boxing off course). As a side note, I also like how you can master almost all tradeskills in EQ, instead of having to pick 2. At the same time I like how a few classes have their own distinct tradeskill. So how will tradeskills be handled?
I have a strong feeling that Brad and co might *want* to implement this old-school goodness, but will end-up with watered down, "catering to to the common denominator" and gutted features somehow. His vague answer towards the deathpenalty did not help.
I also think that the pledge rewards are very meagre for their price, but that does not mean I could not still do a 45 dollar pledge if I can finally get an idea what this game will look like. I guess I have no faith.