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

Furious

Ahn'Qiraj Raider
2,948
5,032
The Paragon level cracks me up


Haha pay money to be a tester...Sound on par for recreating the feeling of EQ1 though right?
smile.png
I do software testing on the side and get paid $100 an hour and $18-$40 for every bug I find raising it to $150 an hour on average...
How do i get a job doing that?

Hire me bro
 

tad10

Elisha Dushku
5,531
594
The Paragon level cracks me up


Haha pay money to be a tester...Sound on par for recreating the feeling of EQ1 though right?
smile.png
I do software testing on the side and get paid $100 an hour and $18-$40 for every bug I find raising it to $150 an hour on average...
A $100 an hour? Government?
 

Cinge

Ahn'Qiraj Raider
7,271
2,294
The Paragon level cracks me up


Haha pay money to be a tester...Sound on par for recreating the feeling of EQ1 though right?
smile.png
I do software testing on the side and get paid $100 an hour and $18-$40 for every bug I find raising it to $150 an hour on average...
It's the new thing, have your players pay to test/build your game.
 

mkopec

<Gold Donor>
26,114
39,385
Holy shit , sorry to bring this up again, but just got on my comp, but did Ut just go full out retard here? That's hilarious.
 

Dahkoht_sl

shitlord
1,658
0
You are doing an awesome job Troy , btw , needs to be said again, same for the other new guy who showed up with tons of links.

On another positive note , there's a thread , an some unnamed closed alpha forums or another major upcoming mmo game (in the off topic discussion) that is about Pantheon. With a whole lot of interest and every so often folks who decide to back it. Trying (with others on here ) to keep it at the top and positive.
 

Tiv_sl

shitlord
18
0
I don't get it ... It's Brad and it's everquest all over again ... But the magic is gone you see, you already banged the virgin the 1st wedding night. And it was good.
Good luck to Pantheon, really, but it will be only another heroic fantasy MMO probably, because the market is flooded by those, 82.8 % actually.
So, old concepts, old ideas, "veteran" devs, going for ANOTHER heroic fantasy MMO and promising the new dawn of the genre ? I simply can't buy it.
With respect, I've been reading that line for years ("magic is gone, it's like your first kiss, yada yada") and I have to disagree.

I think it depends on how the game & world is designed. I felt some of that magic again with SWG and briefly with TSW, but not several other MMO's in-between, including EQ2.

The market is flooded with stale, uninspired clones that don't even grok what EQ1 did right. They add little tweaks to be modern, unique, different.. but they're all the same at the core.

Even the original EQ2 back in 2004 didn't get it, eliminating most of what made EQ1 so special. EQ2 was basically a tightly controlled MMO on rails after they gutted the EQ1 mechanics that provided for emergent behavior and social interaction.

* Leashed mobs - just keep running! no danger in traveling anymore.

* Easy traveling (bells, griffons, etc) - because we need to group NOW, not in 5-15 minutes. also giving up dangers of travel, socializing, exploring, etc.

* Resetting mobs - no more trains and unwanted deaths (*gasp*) in a scary, risky world.. but no more sense of danger, or socializing while helping strangers derail them.

* Locked encounters - no more kill steals, but no more socializing while helping strangers stay alive.

* Group-only buffs - adding 'strategy' for finely-tuned encounters, but removed another social and immersive aspect (drive by buffing, helping noobs & friends, etc).

* Raid limits - see above. did anyone really care that some guilds zerged? nobody was left out of a raid, it was fun for them, and ubers still knew they were awesome.

* Buff concentration slots - see above. these were serious sacrifices to the social game and 'world feeling', in an effort to tightly control the flow/strategy of the game.

* Mob group indicators & up/down heroic indicators - see above.

* Watered down classes - no more trinity, but less attachment to your character since no class was really 'special' anymore.

* Questing for xp & running thru dungeons - no more 'boring' camping, but much less socializing and sense of danger (buh bye camp checks, hello racing back and forth with 6 other groups keeping the dungeon cleared).

* 100+ spells/combat arts for everyone - more action, less socializing, and a carpal tunnel inducing dps fest - memorize your 20 key rotation and repeat it.

* Bind on equip - allegedly easing mudflation(?), but no more passing down or lending gear to friends and noobs.

* New gear sets every (5?) levels - ew, piece of candy, ew piece of candy.. but no more memorable gear, just a fine-tuned gear spreadsheet/treadmill.

* Outleveling gear - see above.

* Required gear levels - twinking is bad mkay, except that twinking added yet another piece of that 'magic' puzzle.

* Dropping items on ground - don't know why they ditched this, but it helped EQ1 feel like a real world to me.

* Vendor diving - see above.

* Auction houses - instant access to gear, but no more socializing in the EC tunnel and now everyone has the same stuff at a moment's notice.

* Flashing lights above important NPC's - because we need it NOW! who needs discovery, lore, or feeling like you're in a world when we can have 'questing by numbers'.

See the pattern here?

I could go on, there's more.. but the gist is, these changes removed much of the magic - socializing, sense of danger, character attachment, world immersion - that made EQ1.

Little to none of that has been repeated in any MMO since, so I'm doubting that "you'll never re-experience your first kiss" line. At least that's my take on it, I've been wrong before.
wink.png


Sorry for the wall. I'm new and should shut the face until I've earned my place.. hoping for a pass on this one.
smile.png
 

Dahkoht_sl

shitlord
1,658
0
No need for a pass Tiv as you are right.
There are lots of us who get sick of hearing the "it's only nostalgia/rose colored glasses" line.
Vanguard was the only thing I can think of since original EQ/DAOC/AC/UO to even attempt the type of game we are talking about. There are no other choices for those of us who want this kind of game and haven't been for years.

Someone telling me what my tastes/likes are is rather ridiculous.
 

Lunis

Blackwing Lair Raider
2,277
1,516
I still say it's 50/50 whether or not it gets funded. They missed out on the initial surge because of the poor execution/hype, I still think it can still be salvaged but we'll have to wait and see. The biggest problem is making all the old EQ players aware that this project exists and is aimed at them.

Compare Pantheon:
dailypledges.png


to Shroud of the Avatar:
dailypledges.png


Garriott hyped it up correctly and didn't have a sleuth of generic MMO statements. You knew it was Ultima just from the name.
 

Hekotat

FoH nuclear response team
12,236
11,866
Seeing everyone pulling together and setting aside their differences to get the word out is what makes me proud to be a part of this community. Keep up the good work guys!
 

jilena_sl

shitlord
123
0
Eh WoW talent trees blew. However, if its being done due to a cost issues I'll deal with it.
I'd honestly rather them have 4 distinct EQ or VG classes and add in classes later than 4 base classes with 3 sub classes each. To me more options = LESS variety.
 

DickTrickle

Definitely NOT Furor Planedefiler
13,387
15,530
The Paragon level cracks me up


Haha pay money to be a tester...Sound on par for recreating the feeling of EQ1 though right?
smile.png
I do software testing on the side and get paid $100 an hour and $18-$40 for every bug I find raising it to $150 an hour on average...
Wait.. what? You get paid $300K a year to test?
 

jilena_sl

shitlord
123
0
With respect, I've been reading that line for years ("magic is gone, it's like your first kiss, yada yada") and I have to disagree.

I think it depends on how the game & world is designed. I felt some of that magic again with SWG and briefly with TSW, but not several other MMO's in-between, including EQ2.

The market is flooded with stale, uninspired clones that don't even grok what EQ1 did right. They add little tweaks to be modern, unique, different.. but they're all the same at the core.

Even the original EQ2 back in 2004 didn't get it, eliminating most of what made EQ1 so special. EQ2 was basically a tightly controlled MMO on rails after they gutted the EQ1 mechanics that provided for emergent behavior and social interaction.
I have said it before in other threads. The "spiritual successor" to EQ is hands down World of Warcraft. I'm not talking about the game as it stands now, simply vanilla. Hell EQ now isn't even EQ anymore so I can't really blame WoW for taking a different path either. It felt the most like EQ to me in its prime. No other games have even come close to feeling the way EQ and vanilla WoW did. There is a reason both of these games dominated (okay one still dominates) in their prime. VG would be as I mentioned before 3rd on my list. And while it's a pretty distant 3rd its still a damned good ways away from being 4th.
 

Zaven_sl

shitlord
43
0
With respect, I've been reading that line for years ("magic is gone, it's like your first kiss, yada yada") and I have to disagree.

I think it depends on how the game & world is designed. I felt some of that magic again with SWG and briefly with TSW, but not several other MMO's in-between, including EQ2.

The market is flooded with stale, uninspired clones that don't even grok what EQ1 did right. They add little tweaks to be modern, unique, different.. but they're all the same at the core.

Even the original EQ2 back in 2004 didn't get it, eliminating most of what made EQ1 so special. EQ2 was basically a tightly controlled MMO on rails after they gutted the EQ1 mechanics that provided for emergent behavior and social interaction.

* Leashed mobs - just keep running! no danger in traveling anymore.

* Easy traveling (bells, griffons, etc) - because we need to group NOW, not in 5-15 minutes. also giving up dangers of travel, socializing, exploring, etc.

* Resetting mobs - no more trains and unwanted deaths (*gasp*) in a scary, risky world.. but no more sense of danger, or socializing while helping strangers derail them.

* Locked encounters - no more kill steals, but no more socializing while helping strangers stay alive.

* Group-only buffs - adding 'strategy' for finely-tuned encounters, but removed another social and immersive aspect (drive by buffing, helping noobs & friends, etc).

* Raid limits - see above. did anyone really care that some guilds zerged? nobody was left out of a raid, it was fun for them, and ubers still knew they were awesome.

* Buff concentration slots - see above. these were serious sacrifices to the social game and 'world feeling', in an effort to tightly control the flow/strategy of the game.

* Mob group indicators & up/down heroic indicators - see above.

* Watered down classes - no more trinity, but less attachment to your character since no class was really 'special' anymore.

* Questing for xp & running thru dungeons - no more 'boring' camping, but much less socializing and sense of danger (buh bye camp checks, hello racing back and forth with 6 other groups keeping the dungeon cleared).

* 100+ spells/combat arts for everyone - more action, less socializing, and a carpal tunnel inducing dps fest - memorize your 20 key rotation and repeat it.

* Bind on equip - allegedly easing mudflation(?), but no more passing down or lending gear to friends and noobs.

* New gear sets every (5?) levels - ew, piece of candy, ew piece of candy.. but no more memorable gear, just a fine-tuned gear spreadsheet/treadmill.

* Outleveling gear - see above.

* Required gear levels - twinking is bad mkay, except that twinking added yet another piece of that 'magic' puzzle.

* Dropping items on ground - don't know why they ditched this, but it helped EQ1 feel like a real world to me.

* Vendor diving - see above.

* Auction houses - instant access to gear, but no more socializing in the EC tunnel and now everyone has the same stuff at a moment's notice.

* Flashing lights above important NPC's - because we need it NOW! who needs discovery, lore, or feeling like you're in a world when we can have 'questing by numbers'.

See the pattern here?

I could go on, there's more.. but the gist is, these changes removed much of the magic - socializing, sense of danger, character attachment, world immersion - that made EQ1.

Little to none of that has been repeated in any MMO since, so I'm doubting that "you'll never re-experience your first kiss" line. At least that's my take on it, I've been wrong before.
wink.png


Sorry for the wall. I'm new and should shut the face until I've earned my place.. hoping for a pass on this one.
smile.png
Absolutely spot on! I am so sick of the "first kiss" argument.