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

Flipmode

EQOA Refugee
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Diablo had it right: Warrior, rogue, mage is all you need, the rest is fluff (Screw D&D with their 4th pillar cleric stuff).

Where do we stand on prestige classes that you open through gameplay? Too close to EQN? Too much like AD&D? Or could be something to look into?
Not to keep harping on EQOA but they should consider a class mastery system. It worked GREAT in that game. I never played EQ1 much but EQOA shared a lot in common with it and may have done a couple things better (that system being one of them).
 
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I wouldn't mind instancing if it was restricted to raid content.

But no story instances, no starting in an instance, and for the love of baby jesus, no instanced group content. Let dungeons be dungeons. If there's an instance to go into the big dragon room at the end? Then fine, I'll deal if it keeps from the P99 raid drama.
I agree that instancing should not be a big part of the game, but I think it can be useful if done deliberately and thoughtfully. For example, EQ2 would create another instance of a zone if that zone's max population was reached. That was really nice, and I'd love to see Pantheon do the same thing. Also, I'd like to see some faction missions (quests) be instanced. These missions could yield faction bonuses plus points you could spend on gear, but they'd be a slow way to grind out XP and loot. I could see some rooms inside a dungeon being instanced, like if a group wanted to trigger a small encounter or event. Then they could pop into the instance to do that. And, like you said, boss fights at the end of a dungeon, plane, or zone would be fine too.
 

Amaru_sl

shitlord
36
0
Not to keep harping on EQOA but they should consider a class mastery system. It worked GREAT in that game. I never played EQ1 much but EQOA shared a lot in common with it and may have done a couple things better (that system being one of them).
I've played EQ, EQOA, EQ2, VG, WoW (And almost every other MMO in between) and I honestly think the CM system was hands down the best. It tooks most people a couple years to ever max out at 1500 CM's. The spells, stat mods, and various other things you could get with your CM points were amazing.

And on top of that lets get into the actual class masteries. Once you got 500 CM's points you could specialize (aka pick your class mastery). You always had four choices, 2 based off of class, 1 off of race and 1 off of archetype. So as a Dark Elf Rge you could pick either an Assassin or burglar or your class choices, chosen for your racial or bravo for your archetype. Each one of those choices had different stat requirements (i.e need 500 Dex as a pre-req for CM A). Once you picked one it instantly added on specific stats based on which one you picked. It also unlocked two class mastery specific spells/abilities and it changed your class name. So when somebody conned you, you were no longer a rge, you showed up as an assassin. The customization you could get through this system was incredible, its so in depth that one simple post cannot explain. I suggest somebody picking up an old EQOA Fronts guide book and looking through the CM section to really get an idea of how vast and open this system was.
 

Hateyou

Not Great, Not Terrible
<Bronze Donator>
17,754
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Need to bring back porting, travel speed buffs, gate, and bind soul for casters ONLY. Devs these days seems to forget that people who pick melee need to be punished.
 

Mr Creed

Too old for this shit
2,394
287
Three years out and your already trying to put us wizzys and druids out of business with alternate means of travel. Not nice dude, not nice.
Eh, half the posters are already clamoring for buying 3h KEI instead of actually grouping an enchanter, same cat different color.
 

OU Ariakas

Diet Dr. Pepper Enjoyer
<Silver Donator>
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Flight path or horses are preferable to instant port. Instant port makes the world feel just as small as flying mounts. Gw2, eq2, rift all used ports and it made those worlds feel tiny and disconnected. Don't discount the time factor of a long flight path taking awhile making the world feel large vs instant port.
The problem with flight paths/coaches/whatever type of travel forced you into inaction is that it is doesn't make you appreciate how big the world is, it just makes you hate the time spent during that ride. Nothing takes me out of a game faster than forced inaction. I used the flight path time in WoW to go to the bathroom and get food, not admire how much time I was saving. In my opinion, instant teleports (as a replacement for travel paths) in a world where you have no GPS, no super fast mounts, and a truly deadly world only eliminate the down time. If you then limited the number of times per day you could use the instant teleports then they become a convenience rather than a crutch. Some smart dude posted his idea a few pages back but got no comments on if it was bad and why:

Why not have a teleport location in each zone but make characters have to unlock it via mob kills/quests/actions/levels? You could even have some sort of consumable that allows you to port to any unlocked location but it must be on some sort of long (i.e. 1 hour+) timer to use? Hell, the teleporters don't even have to look the same and could even be disguised and put in non-obvious places like an old dead tree that you somehow revive in the great forest or the eye socket of the remains of the ancient sea beast for the water zone.
Maybe one in each zone is a little too common, so make it some out of the way place so that the player is still forced to travel on foot to get to most places of interest/dungeon/cities but even then the players is still actively playing the game instead of hating life as they sit on the same 6 minute flight path from Orgrimmar to 1kN for the hundredth time.
 

MrGlory_sl

shitlord
31
0
Flight path or horses are preferable to instant port. Instant port makes the world feel just as small as flying mounts. Gw2, eq2, rift all used ports and it made those worlds feel tiny and disconnected. Don't discount the time factor of a long flight path taking awhile making the world feel large vs instant port.
The hell with insta ports and flight paths bring back the boats for intercontinental travel!!!
 

Merlin_sl

shitlord
2,329
1
The problem with flight paths/coaches/whatever type of travel forced you into inaction is that it is doesn't make you appreciate how big the world is, it just makes you hate the time spent during that ride. Nothing takes me out of a game faster than forced inaction. I used the flight path time in WoW to go to the bathroom and get food, not admire how much time I was saving. In my opinion, instant teleports (as a replacement for travel paths) in a world where you have no GPS, no super fast mounts, and a truly deadly world only eliminate the down time. If you then limited the number of times per day you could use the instant teleports then they become a convenience rather than a crutch. Some smart dude posted his idea a few pages back but got no comments on if it was bad and why:



Maybe one in each zone is a little too common, so make it some out of the way place so that the player is still forced to travel on foot to get to most places of interest/dungeon/cities but even then the players is still actively playing the game instead of hating life as they sit on the same 6 minute flight path from Orgrimmar to 1kN for the hundredth time.
Or why not send one of the dozen or so wizzys or druids who are ooc'ing ports for donations a tell? It worked like a charm in EQ. Rarely could anyone not find a ride. If you provide "clickys" to travel anywhere you want to go then no one is going to donate, even a small amount of coin to a wizzy for a port.

Whats with all the people here trying to water the game down before its even designed? Geesh.
 

lostforever_sl

shitlord
2
0
Some of my wishes for this game,

If possible, make sure all zones are valuable and relevant to all levels of players so that we don't have empty zones few years after release. In them park games like Eq2 and WoW, you only have activities in higher and newer zone only. All other are zones are dead and empty. This breaks immersion and in turn "cheapen" the overall world.

After 5 or 10 years of release, the power gap between veteran and new player is huge in games like EQ2 and WoW. In order to bridge the gap, these games add "catch" up mechanics like increase experience in old zones, nerf mobs etc. Again these mechanics "cheapen" the overall world. I am not sure what is the best solution here is but I think there shouldn't be *huge* power gap between new player and a veteran 10 years after release. However veteran player should have far more options than a new player 10 years after release. These option could be anything, for example a new player only has access to 10 skills but a 10 years veteran has access to 100 skill to choose from etc.

Hope I made some sense
smile.png
 

OU Ariakas

Diet Dr. Pepper Enjoyer
<Silver Donator>
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Or why not send one of the dozen or so wizzys or druids who are ooc'ing ports for donations? It worked like a charm in EQ. Rarely could anyone not find a ride. If you provide "clickys" to travel anywhere you want to go then no one is going to donate, even a small amount of coin to a wizzy for a port.

Whats with all the people here trying to water the game down before its even designed? Geesh.
Come on now, even after WoW added the Hearthstone, that one hour timer seemed to crawl by when you wanted to port and it was only good for your bind location so Wizards were still getting tons of love for ports and Warlocks were preferred in groups so you could just port everyone to them. You could still have wizard/druid specific points that couldn't be teleported to and you could take their teleport off the clicky cooldown. Hell, make the clickys actually hard to obtain, I was thinking random world drop when I wrote the post so not even something you could walk up and purchase.
 

MrGlory_sl

shitlord
31
0
Some of my wishes for this game,

If possible, make sure all zones are valuable and relevant to all levels of players so that we don't have empty zones few years after release. In them park games like Eq2 and WoW, you only have activities in higher and newer zone only. All other are zones are dead and empty. This breaks immersion and in turn "cheapen" the overall world.

After 5 or 10 years of release, the power gap between veteran and new player is huge in games like EQ2 and WoW. In order to bridge the gap, these games add "catch" up mechanics like increase experience in old zones, nerf mobs etc. Again these mechanics "cheapen" the overall world. I am not sure what is the best solution here is but I think there shouldn't be *huge* power gap between new player and a veteran 10 years after release. However veteran player should have far more options than a new player 10 years after release. These option could be anything, for example a new player only has access to 10 skills but a 10 years veteran has access to 100 skill to choose from etc.

Hope I made some sense
smile.png
I really don't see anything wrong with the power gap in players who start at different times in fact I think it would suck if I spent 5 yrs in a game and a player that has been there for a month can match me...

as for the first part of your post I think this can be addressed by adding higher lvl content in lower lvl zones perhaps a dungeon that is a higher lvl then the outside zone itself or a couple of really powerful roaming mobs i.e. the giant in WC in EQ1... or the specters in the desert or ro... just a thought...
 

Irongut_sl

shitlord
82
0
Add group magic. Spells that require more than one caster. Certain travel spells, like to alternate planes (if they exist in the game), require a group of casters in a circle or something. Call them rituals or rain dances or whatever.

Groups of druids can port you, the more druids, the higher their level - the further you can go. Or to mix it up, like certain badass resist buffs or dd spells are cast from different combinations of caster types working in unison. Adds some socialization requirements right off the bat.

Also Brad - I saw that Unity was brought up. Is Unity 3D multi-threaded? I occasionally play a Unity game called Kerbal Space Program, and the devs claim that Unity is single-threaded. I'm going to assume that your team will want to take advantage of modern multi-core cpus for physics calculations and background resource streaming, etc.
 

jilena_sl

shitlord
123
0
You can never go home again. A sad fact of life that so many people try to pretend isn't true. Things change. People change. What might of worked 15 years ago could be a total failure now. Good luck convincing some of these guys of that though. If EQ did it then it was the pinnacle of game design and should be copy/pasted directly into every single MMO until the end of time. Fuck anyone who disagrees with them.
rolleyes.png
I wouldn't completely discount the power of nostalgia. There are several EQ1 emulators with large active communities, EQ (though not the game it was anymore) is still going, and there are lots of posts with lots of feeling in support of "that game" on boards like this all over.

While my personal inclination is that this type of game could not succeed today, it's never been done. At least not in a quality form. I hope someone tries it at some point because I personally would play the hell out of it.
 

lostforever_sl

shitlord
2
0
I really don't see anything wrong with the power gap in players who start at different times in fact I think it would suck if I spent 5 yrs in a game and a player that has been there for a month can match me...

as for the first part of your post I think this can be addressed by adding higher lvl content in lower lvl zones perhaps a dungeon that is a higher lvl then the outside zone itself or a couple of really powerful roaming mobs i.e. the giant in WC in EQ1... or the specters in the desert or ro... just a thought...
A new player shouldn't match a veteran in power at all. However the gap shouldn't be huge either so that it takes a new player ages to catch up or they need help such as nerfed experience points etc.
 

shabushabu

Molten Core Raider
1,410
186
Yeah. I don't even like the idea of new classes being stuffed into expansions. It makes sense if there's a gap that needs to be filled but I've never seen an xpac class that wasn't just a hybrid of existing types.
The important point about classes is they all play differently.. this was true in vanguard and NOT true in almost every other MMO since. If you can add 100 that play differently do so, if not do not add them IMO.
 

Flipmode

EQOA Refugee
2,097
321
I've played EQ, EQOA, EQ2, VG, WoW (And almost every other MMO in between) and I honestly think the CM system was hands down the best. It tooks most people a couple years to ever max out at 1500 CM's. The spells, stat mods, and various other things you could get with your CM points were amazing.

And on top of that lets get into the actual class masteries. Once you got 500 CM's points you could specialize (aka pick your class mastery). You always had four choices, 2 based off of class, 1 off of race and 1 off of archetype. So as a Dark Elf Rge you could pick either an Assassin or burglar or your class choices, chosen for your racial or bravo for your archetype. Each one of those choices had different stat requirements (i.e need 500 Dex as a pre-req for CM A). Once you picked one it instantly added on specific stats based on which one you picked. It also unlocked two class mastery specific spells/abilities and it changed your class name. So when somebody conned you, you were no longer a rge, you showed up as an assassin. The customization you could get through this system was incredible, its so in depth that one simple post cannot explain. I suggest somebody picking up an old EQOA Fronts guide book and looking through the CM section to really get an idea of how vast and open this system was.
Glad someone else thinks this. It really was an awesome system that needs to be revisited. I still have yet to see a class system that's so flexible. Talent trees can't compare IMO.
 

Merlin_sl

shitlord
2,329
1
A new player shouldn't match a veteran in power at all. However the gap shouldn't be huge either so that it takes a new player ages to catch up or they need help such as nerfed experience points etc.
Why should the new player have to do less work then the original player who busted his ass leveling up? Sure, it will have to be addressed 5 years after release but petitioning for an easier path for newer players won't win you many fans on these boards.
 
437
0
Need to bring back porting, travel speed buffs, gate, and bind soul for casters ONLY. Devs these days seems to forget that people who pick melee need to be punished.
I don't care for Bind Soul. I get the interaction it forces, but there are plenty of times there was no caster available. At the very least, there should be an NPC at each bind location that can do it for you.