Is the current plan that:
- all three continents and unique racial starting areas will be ready for launch?
- each class will have at least two specializations like the Monk (Body & Soul specs)?
- each class will fulfill only one primary role very well, and a secondary role, less well, with specific exclusions for the third and fourth role of the quaternity? (tank, heal, dps, cc)
- mana will be consumed, in a pro-rated incremental fashion, for all spells with a casting time, even if the cast is interrupted and/or intentionally cancelled? (completely
unlike EQ1/EQ2 and Vanguard)
- some classes will consume BOTH mana and endurance, for some of their spells/abilities?
- some classes will exclusively consume mana for all their spells?
- some classes will exclusively consume endurance, for all their abilities?
Also..
- Regarding auctions/marketplace, will there be a global search, at minimum ( I don't care about the rest of the features) given what tlpauctions.com has done with EQ1 TLP? (provided a global search pre-bazaar)
- Regarding
non-quest loot/items/named mobs, will
all named mob locations, and loot be static & competitive, or is it your intention that dynamic named locations, personal loot and/or procedural loot
will be used in Pantheon?
- What is your minimum target audience size / demographic expectation for launch? 10k subs, 50k subs, 100k subs, or more ? In other words, how small is your niche tolerance?
- Are you still potentially going to use /pick's (dynamic quantities or static quantities of zone copies) to temporarily address zone overcrowding?
- Are you still potentially going to use private instances (group or solo) for quest/story mode encounters?
- Will Feign Death remain as is, that is, a tool for malicious training, at launch and beyond, or will it specifically be adjusted during pre-launch phases to prevent it from being used as a tool for malicious training?
- What are the current design goals for the flagship distinctive features of: Colored Mana, Progeny, The Living Codex, and Dynamic NPC Encounter Groups? (from
here.)
- What are the current design goals to handle overcrowding, guild/raiding competition, and more, based on
this thread? Kilsin claims you have solutions for all of these problems, yet.. no solution has been forthcoming in the past 20+ years that doesn't involve instancing (including /picks) but you're anti-instancing, so this is a bit of an illogical situation and some clarification would be grand.