My favorite answer was the one about soloing. When they said they are making the game for groups, but they wont do anything to deliberately stop soloing.
Yeah, Ceythos provided some commentary, but was mainly Joppa.I heard those comments as well. In fact, they even went so far as to say something along the lines of, if you can figure out how to solo a particular mob, they want to encourage that. Things like pulling, feign death splitting, kiting, etc were all born this way so yeah, it sounds like they not only embrace it but encourage it.
Question for those who watched the videos. Brad obviously did his share of talking and answering questions but there was another guy who did just as much if not moreso of the talking and describing features. In fact, Brad even deferred to him at times. Anyone know who that was? Joppa maybe?
Stances are fine and all, but should not be as large of a class change as WoW specs are -
Warrior should be best tank in general for groups and raids.
Knights should be best alternative tank, group conditions and specific encounters may make them better than warriors for select things - same with raids.
Both knight and war should be able to do a DPS stance, but not be near a "DPS" class etc. etc.
This goes along all classes and similar etc.
If Knights are not as good at tanking as warriors and not as good at dps as dps classes why play one?
Bards always were a well balanced hybrid because they didn't just split their classes (enc/rog) they started them with the idea of a dual class, but made them their own from the beginning. That's why many still don't consider bards a part of the hybrids- but I still do.
So how far along are they? I watched the last couple of streams but couldn't tell just how much is all tied together? It feels like they have some dungeons and a few areas but at times it looks like an investor presentation prototype and then it looks like they could be in alpha soon.
Yeah this is what emergent gameplay is all about, and it is why EQ was so cool. They made that for groups too but people figured things out by themselves like FD pulling and fear kiting etc. Most classes ended up being able to solo, but some really struggled and some did well with it. But even as a Necro, nothing beat having a good group. That's how it should be.I heard those comments as well. In fact, they even went so far as to say something along the lines of, if you can figure out how to solo a particular mob, they want to encourage that. Things like pulling, feign death splitting, kiting, etc were all born this way so yeah, it sounds like they not only embrace it but encourage it.
Question for those who watched the videos. Brad obviously did his share of talking and answering questions but there was another guy who did just as much if not moreso of the talking and describing features. In fact, Brad even deferred to him at times. Anyone know who that was? Joppa maybe?
So how far along are they? I watched the last couple of streams but couldn't tell just how much is all tied together? It feels like they have some dungeons and a few areas but at times it looks like an investor presentation prototype and then it looks like they could be in alpha soon.
To be fair, while the first streams were within the last 6 to 8 months, they had been releasing video updates (no longer available on youtube) over the last 2 years which pretty much demo'd a lot of the same stuff shown in the first twitch and some in the second, the streams showed more polish. The third stream with the few new zones, new PC models and a couple new mechanics really finally showed some real work.The first stream was barely 6 months ago and showed little more than a starting area and basic mechanics/systems. Most were pleasantly surprised with what they had put together for that demo, especially given the original Kickstarter fiasco. The prevailing thought is that Unity has a lot to do with this as it allows them to spend more time on feature design and world building and less on engine design/optimization (or lack thereof) like they had to with Vanguard.
This latest stream was arguably the most telling one to date though due to the timeline between that first stream and this last one. They've clearly added/tweaked quite a bit in these last 5-6 months, which demonstrates a pretty decent design rate for a team that small. If Unity is powerful enough that zones like that ice dungeon in this last stream (VERY well done IMO) can be designed in say, a month's worth of work or so, then I don't think it's totally unrealistic to think they could launch by 1Q18. I mean the tech is there. The real obstacle is getting the funding.
Seems like the complete opposite of Vanguard where the money was there, but the tech wasn't.
In that they were clearly the best utility class in the game?They kinda dropped the ball with the Psi though.
FTFY
Also, bards were never appropriately balanced. There we graphs and charts made to prove it.
Aftathott go!!
This latest stream was arguably the most telling one to date though due to the timeline between that first stream and this last one. They've clearly added/tweaked quite a bit in these last 5-6 months, which demonstrates a pretty decent design rate for a team that small. If Unity is powerful enough that zones like that ice dungeon in this last stream (VERY well done IMO) can be designed in say, a month's worth of work or so, then I don't think it's totally unrealistic to think they could launch by 1Q18.
Eh... 1Q18 sounds unrealistically optimistic. They're hedging on even guaranteeing pre-alpha access by 2Q17. Say pre-alpha access does start 2Q17 - you'd think it'd take at least a year to go from there to release, maybe more?
I'm looking back at Vanguard (maybe a bad example since as was mentioned they had to do all the engine work and optimizations with that game)- I got my Vanguard "beta" invite October 18, 2005, the game released January 2007 (and way too early at that). Granted, the state of Vanguard at the point I joined "beta" seemed more like a pre-pre-Alpha than Pantheon seems to be in right now, but it sounds like they have way too much to work on yet to really expect a 1Q18 release.
On a related note, it was cool to see random groups as they moved around in this "pre-pre-alpha" build. Probably just for show for the stream? Still cool to see its somewhat playable.