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

Faux

Lord Nagafen Raider
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154
There actually was a decent conversation going with the pantheon difference stuff.Pantheon: Rise of the Fallen - Game - The Pantheon Differencethe perception system. Somehow we just got back to poop throwing.

I'm not one of those guys that derail threads with old school ideas, I never was. I keep in context to the games we are discussing. I don't follow many games here so I can't say it's been issue for a few years now?
Speaking of perception, there was a raid mob in Vanguard called Zodilfin. He had an obscene amount of hit points and was basically unkillable unless you had enough casters there who could counterspell his big nuke by reflecting it back onto him. To be able to do that though, you had to have a high perception (or maybe it was called Spell Identification, I don't remember) to even detect when he was casting it. You could also fail the reflection too. It was a pretty fun raid.
 

Faux

Lord Nagafen Raider
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LJVRfMB.gif
Thats hysterical! I absolutely wouldn't mind if that was the Pantheon death animation.
 

popsicledeath

Potato del Grande
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How exciting would it have been if that were the first we'd heard of Pantheon.

This is literally where they should have been when they launched the KS. Instead, it's been like 2 years since we first heard of Pantheon and they've managed to get a company website, a game website, some races/classes/maps, and an alleged prototype using an engine they didn't have to build, assets they didn't have to create, and software/tools they didn't have to develop.

Launching in 2017? Can't wait!
 

popsicledeath

Potato del Grande
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Speaking of perception, there was a raid mob in Vanguard called Zodilfin. He had an obscene amount of hit points and was basically unkillable unless you had enough casters there who could counterspell his big nuke by reflecting it back onto him. To be able to do that though, you had to have a high perception (or maybe it was called Spell Identification, I don't remember) to even detect when he was casting it. You could also fail the reflection too. It was a pretty fun raid.
Good point. Pantheon will be recycling ideas that Brad couldn't implement properly or widespread in Vanguard with how many tens of millions in budget?

Which skill was it that would raise, but nobody ever figured out what it did? That I think was eventually finally cut out of the code because they found it was constantly running checks that caused lag and other issues but nobody could figure out for what or why?
 

Abefroman

Naxxramas 1.0 Raider
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How exciting would it have been if that were the first we'd heard of Pantheon.

This is literally where they should have been when they launched the KS. Instead, it's been like 2 years since we first heard of Pantheon and they've managed to get a company website, a game website, some races/classes/maps, and an alleged prototype using an engine they didn't have to build, assets they didn't have to create, and software/tools they didn't have to develop.

Launching in 2017? Can't wait!
Sadly Brad thought he could get money on his name from fans without doing any work. Maybe he was right if he got someone to invest a decent amount of cash. Of all the stuff that has been said in these threads, people I think would still be willing to put some money into it if they show something promising. That hasn't happened yet but who knows, maybe he will show something.

I personally don't trust these low to no budget MMO's, has one actually been released?
 

Faux

Lord Nagafen Raider
218
154
Good point. Pantheon will be recycling ideas that Brad couldn't implement properly or widespread in Vanguard with how many tens of millions in budget?
Only time will tell if the implementation here is any better. I wouldn't be upset, though, if a lot of Vanguard's mechanics made it into Pantheon.

Which skill was it that would raise, but nobody ever figured out what it did? That I think was eventually finally cut out of the code because they found it was constantly running checks that caused lag and other issues but nobody could figure out for what or why?
Hmm, I don't remember what that was. In our emulator database, we have all the attributes and stats that were present at the sunset, and there are a bunch that are turned off. I'll have to go take a look later.
 

Adebisi

Clump of Cells
<Silver Donator>
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Remember the first time some neckbeard trustfund kid snuck Brad 40k under the table, and his parent's fund manager found out and put a stop to it right quick.

Good times good times!
 

Secrets

ResetEra Staff Member
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Remember the first time some neckbeard trustfund kid snuck Brad 40k under the table, and his parent's fund manager found out and put a stop to it right quick.

Good times good times!
To be fair, it isn't like much was done by his old team. If anything most of the Sparkles era people were more of a problem for him than anything with the drama they were causing here and on other sites. I mean, shit, if you had to pay for fuzzy trolls, wouldn't you just keep $40k instead?

Side note, is there anything generally wrong with using the Unity Asset Store? From a business perspective I'd rather spend $5 to some amateur artist's Unity store creation and have full rights to use that IP in my game than to spend $40,000 a year (per person) on a concept artist, animator, texture builder, modeler, list goes on.
It's the same concept as what EQ1 was doing in the beginning... look at the sounds in EQ, they're from a Hollywood sounds pack that was reused over the years. There were a few original sounds at low quality. The art in EQ was made at a time where you could load up MSPaint and make bitmaps of all the art by hand as it wasn't insanely detailed. And it didn't have to be, and it still sold millions. Probably, EQ1 was made on the same budget as Pantheon.

And let's be real here, do you think anyone who gives a shit about gameplay cares if the Gnolls they're slaying look like disfigured orcs if the gameplay is good?
Just saying; if your game is good you'll attract talent based on who you do business with anyways. When artists get their names out there through making a Unity game's art, that's all they care about and it makes your end users happy. I know people that went to Art school who do nothing but make games and chiptune music, waiting for that next big thing that gets them a few bucks.
 

Convo

Ahn'Qiraj Raider
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This project didn't truely start till after the fuzzy troll era. Wasn't a whole lot being done prior. At least from what we saw. Outside of probably what Monty was doing. I don't recall anyone else on the project with any talent?
 

Furious

Ahn'Qiraj Raider
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. Probably, EQ1 was made on the same budget as Pantheon.

.
Pantheon has a six million dollar budget now? Wow

Eq was over 3 Mil in 1999. I believe Brad said it was closer to six after marketing but too lazy to look up quote.

Pantheon is at what, 50k?
 

popsicledeath

Potato del Grande
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We're on, what, the 4th team now? There was the original that all/mostly left due to Brad taking much of the funding for himself. Then there was a team of random volunteer fanbois. Then there was the 'professional' fuzzy troll team. And now this team? And wasn't the original KS-era team mostly professionals with at least some industry experience? Sure, they didn't do much and Salim is a dickhead, but then again Brad pocketed the money instead of funding the game. So we agree, not much got done except Brad paying personal bills, but let's not blame the actual people on the original team (even if Salim is a dickhead).

Cutting some costs using pre-fab SLASH noises isn't the same as simply buying your engine, your art assets, your character models, etc and plugging them in and hoping your amazing gameplay will overcome all else. Gameplay being great is a good idea, but having your own coherent and cohesive art direction and style is also important. And EQ looks like shit now, but a HUGE reason for its success was because it looked amazing at the time and had a distinct art direction and style. The art and 3D even being a reality was a huge boon to EQ, so no, it's not the same thing or good enough to just import generic art and assume Pantheon will be a success just because EQ used some generic sound effects and looks like shit 15+ years later.

I would say adjusted for inflation and industry standards and generally fucking away a lot of PR and community trust that Pantheon is going to have to be made on a fraction of EQ's budget. Which is scary considering EQ had some great advantages Pantheon won't have and the fact that even after EQ was raking in the cash it still had a lot of bugs and shit going on that I don't think would fly these days.
 

Blitz

<Bronze Donator>
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It's amazing they are even remotely in a position to possibly put out a game after that abortion of a Kickstarter. On that alone I'd call this a "success".
 

Bruman

Golden Squire
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This is literally where they should have been when they launched the KS. Instead, it's been like 2 years since we first heard of Pantheon and they've managed to get a company website, a game website, some races/classes/maps, and an alleged prototype
Still more than EQ:N? *rimshot*

Side note, is there anything generally wrong with using the Unity Asset Store?
Absolutely not, for all the reasons you mentioned. It's just a fun thing to (fuzzy) troll on about. You're on RR after all.

If this actually becomes A Real Thing That You Can And Would Want To Play, and if they asked people "Should we spend money on a new zone / dungeon / raid boss / class / mechanic or own unique monster models to replace what's already in game?" noone is going to give a fuck about Unity Assets so long as they look remotely decent.

But still, it seriously sounds like they actually have a game you could play in and level up to level 10 in, with the basics of combat and leveling and I'd assume grouping and exploring baked in. I'd like to know more about how many of things in "the pantheon difference" are in those 10 levels. Do the early zones have atmospheres that affect you? Start of an epic quest? Some basic perception goodies?
 

popsicledeath

Potato del Grande
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Pantheon has a six million dollar budget now? Wow

Eq was over 3 Mil in 1999. I believe Brad said it was closer to six after marketing but too lazy to look up quote.

Pantheon is at what, 50k?
In that article linked from Pantheon's own site it says it took EQ 3 years and 8 million to make. Quick math on 45-50% inflation from 96-99? EQ would cost over 12 million and be a year from release right now.
 

Secrets

ResetEra Staff Member
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But still, it seriously sounds like they actually have a game you could play in and level up to level 10 in, with the basics of combat and leveling and I'd assume grouping and exploring baked in. I'd like to know more about how many of things in "the pantheon difference" are in those 10 levels. Do the early zones have atmospheres that affect you? Start of an epic quest? Some basic perception goodies?
Exactly my concerns. If they didn't nail the feel of their vision, it may be great on paper but we haven't seen anything. When we see an alpha I think it'd be a bit more fair to judge it, even then, most MMOs change for the worst once they get out of alpha.

Part of me wants to see the technical aspect of how they pulled it off (with Unity), which is generally unheard of outside of SotA and Crowfall.

That being said, yeah, I understand i'm on RR and you guys are hilarious. I'm just trying to see it from a logical perspective and I should be tossing business logic out the window when it comes to games.