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

Mr Creed

Too old for this shit
2,385
276
That being said, I fully understand why some people are skeptical of this kickstarter, because it is just that. Funding an idea behind the game, not the actual game itself. The actual game will be funded elsewhere and later. Be that SOE or other things, it matters little. This is basically a kickstarter for the vision. Most of us know what that represents, problem the kickstarter has is that hardly anyone else does.
The issue most people have isnt even funding an idea, I'll fund the idea for the project with closed eyes IF I have believe the guys that claim to make it into a game will accomplish that. I dont believe that here. Currently I'm giving them a 50/50 (at best) after getting funded because of the half-assed "effort" we've seen so far.


I can see it now. "Ok guys make sure you all hang out in Halas or Permafrost for at least 2 hours tonight we expect Lady Vox to pop any time now and you need your resistance buff." meanwhile Lord Nagafen spawns, but sorry guys we only have frost resist too bad.
Eh, I like the idea IF travel is slow enough. in most MMOs it is not an accepted idea that you cannot be anywhere in the world within your current play session. I find that idea acceptable.

For example, crossing the EVE galaxy on your own takes hours, even ignoring the high risk of death if you arent slower/careful. If you are on one side of a world the size of EVE in preparation for fighting Vox you dont jump over to Nagafen right after, the distance is too far. I realize they cannot deliver such a large world, but I do hope they account for the game heading that way if successful. A guild that does Velious would headquarter somewhere there and xp/dungeon/group there when not raiding because Kunark is a good 4 hours travel away. That is OK if the game is made with it in mind.
 

Mr Creed

Too old for this shit
2,385
276
Yes, resistance/climate clothing could be cool, more loot to gather, more inventory-handling, more gameplay at least for the likes of me w love that stuff. Others may find it a nuisance though. However waiting for some buff to come to full stats ("acclimatization") sounds bad.

I also like Bane weapons: had a lot of fun gathering all the ingredients and crafting the Seru Baneweapons for my Beastord. Fun times getting those Fungoid Saps in the Deep.
I like the idea of bane weapons, implementation didnt thrill me. Making people not use their shinies isnt the best solution (same with all those shitty vehicle quests in WoW or overkill on bundle events in GW2 ... that stuff is fun if it is uncommon but not every other quest/heart).

I think itemization should be handcrafted but still have something like augments from EQ that offers substantial itemization depth (WoW gems are a bit shallow). TOR and Wildstar have a good system in that regard, too. Anyway the point is the bane-effect and for armor the environment protection could come from a specific aug slot so you can use your best weapon but adjusted (losing whatever was in the slot instead) instead of essentially downgrading to a vanilla must-have because of immunity.
 

Treesong

Bronze Knight of the Realm
362
29
I like the idea of bane weapons, implementation didnt thrill me. Making people not use their shinies isnt the best solution (same with all those shitty vehicle quests in WoW or overkill on bundle events in GW2 ... that stuff is fun if it is uncommon but not every other quest/heart).

I think itemization should be handcrafted but still have something like augments from EQ that offers substantial itemization depth (WoW gems are a bit shallow). TOR and Wildstar have a good system in that regard, too. Anyway the point is the bane-effect and for armor the environment protection could come from a specific aug slot so you can use your best weapon but adjusted (losing whatever was in the slot instead) instead of essentially downgrading to a vanilla must-have because of immunity.
/agreed. There is a huge amount of different weapon-upgrade systems out there in all those RPG's, MMO's and even old PS games. Not saying that the weapon system of Dark Cloud (old PS game) would fit in a MMO but my son sure found it a lot of fun.
 

Treesong

Bronze Knight of the Realm
362
29
I got into Unity some 4 weeks ago.

Background: Computer scientist originally, but for the past 10 years I've been doing other stuff.
So I downloaded Unity and activated a 4 week Pro trial licence, and started watching YouTube videos. Within a few days I had the basic workflow down, and once I polished off my somewhat rusty C# skills I was able to put together small minigames fairly quickly.
I could have put together the screenshot that was posted the other day in about 2 hours of work. (Of course, I'm assuming there's actual code behind it as well.)

Right now I'm stumbling around making my own single player Star Citizen-style game, with Oculus Rift support. It's great fun, and surprisingly easy. Using assets from the Asset Store I can put together a prototype framework in a week (working a couple of hours each night).
That sounds great. I was kinda wondering how that dungeon took VU a whole weekend, but maybe he was new to Unity also and had to learn the ropes first. Even though I made some cool doom-wads, I am not a programmer by any means so I am wondering: at which point do you need to code stuff yourself when using Unity?

Would this be possible: start up Unity pro, install Random Dungeon generator tool, maybe a monster tool, set a few parameters for your new dungeon, click "create", then populate your dungeon with preset monsters, adapt a few monsterparameters, then click play and walk around in your Dungeon? No combat off course, but would you be able to walk around in a randomly created dungeon and see those mobs idling/pacing where you placed them?
 

Quineloe

Ahn'Qiraj Raider
6,978
4,464
Bane Weapons done right:

32-29.jpg




bane weapons done wrong:

yttrium_spiked_gloves.jpeg



If it's bonus damage against a generic type of enemy you see in various zones, it's good. Farm something to kill exactly one guy and then bank the weapon until he respawned, it's bad.
 

Lithose

Buzzfeed Editor
25,946
113,036
I like the idea of bane weapons, implementation didnt thrill me. Making people not use their shinies isnt the best solution (same with all those shitty vehicle quests in WoW or overkill on bundle events in GW2 ... that stuff is fun if it is uncommon but not every other quest/heart).

I think itemization should be handcrafted but still have something like augments from EQ that offers substantial itemization depth (WoW gems are a bit shallow). TOR and Wildstar have a good system in that regard, too. Anyway the point is the bane-effect and for armor the environment protection could come from a specific aug slot so you can use your best weapon but adjusted (losing whatever was in the slot instead) instead of essentially downgrading to a vanilla must-have because of immunity.
Bane weapons, as in the silver bullet? Are essentially the same type of Mcguffin (IE lazy design) in horizontal game systems as they are in stories. There are so many options for good horizontal systems out there. The key to a horizontal system is changing the way a player defeats an encounter, NOT giving the player thebestway to defeat an encounter. That difference is SO subtle that a lot of designers miss it, and not because they are bad designers--but because horizontal systems can be very, very difficult to do. Even the best horizontal systems, like MTG, end up just having some hard counters. But yeah, "bane weapons" to horizontal itemization, is essentially to horizontal systems what "everyone move out of the fire in this precise fashion" is to vertical systems. It's the developers designing something with aspecifictactic in mind to defeat it. (While good systems, like MTG have a billion tactics to defeat certain other strategies, and those tactics change depending on the composition of card (Items) you have)

I personally always liked thematic weaknesses. So lets say you have an Ice Guy. He's vulnerable to fire, check. But he's also more vulnerable during the day time. If we were in a single player game, you could even make it so he was more vulnerable during summer. You could also say his ice powers require access to water--so someone with earth magic could seal up the river by him and weaken him. Ect. (These are kind of dumb but it's off the top of my head.) The point being that access to fire isn't really the only, or even the main, advantage. There are subtle, thematic ones built in that allow a wide variety of skills to be used in different ways against him.

Having these weaknesses also allows for a very important part of games to be viable again--scouting. This was a major part of table tops, a rogue getting information on a boss? That's like classic adventuring. Giving enemies a TON of weaknesses that don't all work together, or provide different handicaps depending on how they are exploited? Gives scouting classes a whole new province with which to be balanced and useful without combat. (The downside is eventually this stuff winds up on wikis--so you kind of need to randomize these weaknesses.)

That is the epitome of good horizontal design. One problem, many paths to the solution. Really good stealth games explore that well. A bad stealth game has one possible formula for solution. A good one has many and the "best" ones to use change based on your enemies weaknesses, your tools available and the environment (So every variable creates a no possible solution). If you could translate that into an MMO? It makes all kinds of things possible. The most notable being that players would get stronger by acquiring more tools and experience in how those tools affect the environment, and NOT by getting more power.

Anyway, yeah, I agree. Horizontal counter systems are awesome, but they have a high chance of being implemented poorly. This weather system, as others have pointed out, you can already see the number of ways it can just be stupid. Making it not be a chore, or trivial, or annoying is the key to a good horizontal system.
 

Treesong

Bronze Knight of the Realm
362
29
Quineloe;546397 said:
Bane Weapons done right:

32-29.jpg

Awesome, I am currently playing through BG 1 again.

I agree, I did not get much use out of my Bane claws, in fact I only made them long after Seru and Luclin had become trivial content. I did have fun doing the quest and getting the ingredients though.

Requiring everyone to make them when Seru was current, so you could put a single mob on farm with your Guild is probably not something we will see again soon in a MMO (note that I am not totally against this sort of hurdles).
I agree though that there are more fun ways to add Bane damage to weapons.

Also, why is Khalid still in that party?
eek.png
 

Arctic_Slicer_sl

shitlord
155
0
My guild never bothered with Seru bane. We just gave the pets a bunch of proc weapons, set up a CCH chain and let a knight tank him with the rest of the raid mostly AFK; except to take out the respawn trash that pops in the same room. This of course made Seru a fairly boring raid encounter. Emperor Ssraeszha on the other hand is one of my all time favorite encounters. I don't mind having a bane weapon being needed for one or two encounters like Ssraeszha because it's unique and interesting; if was a much more common practice however it would only be a tedious pain in the ass.
 
437
0
Not to derail the derail...but $900 pledge? Is that new? I didn't see it mentioned
If it's just a combo of the $300 and $600 pledge, I take it as a real slap to the face of all the Consultants. If I'm paying $600, they better let me tell the story about how that weapon got its look and why it has the name that it does. The chart shows the Advisor's tier and Consultant's tier as having identical stuff, so I'm not sure what to say about this new level, honestly. Is the only difference that it includes the guild stuff? Seems like an odd pledge level then.
 

Jimbolini

Semi-pro Monopoly player
2,591
967
If it's just a combo of the $300 and $600 pledge, I take it as a real slap to the face of all the Consultants. If I'm paying $600, they better let me tell the story about how that weapon got its look and why it has the name that it does. The chart shows the Advisor's tier and Consultant's tier as having identical stuff, so I'm not sure what to say about this new level, honestly. Is the only difference that it includes the guild stuff? Seems like an odd pledge level then.
Yea, it has not been cleared up at this point, but the only thing we here could figure is....it's the $600 level without the "artifact of power" option and new option to name back story. (Not sure if that alone is worth $300 more)
 

Arctic_Slicer_sl

shitlord
155
0
If it's just a combo of the $300 and $600 pledge, I take it as a real slap to the face of all the Consultants. If I'm paying $600, they better let me tell the story about how that weapon got its look and why it has the name that it does. The chart shows the Advisor's tier and Consultant's tier as having identical stuff, so I'm not sure what to say about this new level, honestly. Is the only difference that it includes the guild stuff? Seems like an odd pledge level then.
It seems to be just a more expensive version of the $600 pledge but you get to tell a bit more about the item; cool but not $300 cool. I sent a message to them that they should consider upping it to a $1200ish tier that includes the $1000 tier benefits; which would make it more attractive.
 
437
0
Yea, it has not been cleared up at this point, but the only thing we here could figure is....it's the $600 level without the "artifact of power" option and new option to name back story. (Not sure if that alone is worth $300 more)
Thanks. Ugh. I misread it and thought your item was an artifact of power. But if that's the difference, why is it so expensive? It seems worse that the lower tiers in some ways. And what does this tier say about the $600 tier? I'm wondering if someone who doesn't ordinarily update their tiers put that one in...
 

Vandyn

Blackwing Lair Raider
3,656
1,382
It's amazing this thing hasn't hit 200k yet. I think a lot of current backers just upped pledges yesterday more than anything else. Going back a few pages on how the information is being put out there, I think the criticism is warranted. If stuff is being put out there in different outlets other than KS, that's on Brad. You shouldn't expect people to go hunting for info all over the internet for this stuff. Even the stuff they are putting on the KS, like the screenshots. The guy who created it shouldn't have to go into the comments and clarify whether it's really a night shot or not since that's how it was captioned. I would hope these guys all communicate with each other on stuff like this.

Overall, the point that is being missed. Like it or not, this kickstarter is a reflection on how development is going to go. If they are this slow/disjointed/etc on how they are trying to communicate with the people that are responsible for getting this thing off the ground, how it is going to be 6 months down the road or a year? It doesn't help that you look at a lot of other KS and it makes this project laughable.
 

Jimbolini

Semi-pro Monopoly player
2,591
967
It's amazing this thing hasn't hit 200k yet. I think a lot of current backers just upped pledges yesterday more than anything else. Going back a few pages on how the information is being put out there, I think the criticism is warranted. If stuff is being put out there in different outlets other than KS, that's on Brad. You shouldn't expect people to go hunting for info all over the internet for this stuff. Even the stuff they are putting on the KS, like the screenshots. The guy who created it shouldn't have to go into the comments and clarify whether it's really a night shot or not since that's how it was captioned. I would hope these guys all communicate with each other on stuff like this.

Overall, the point that is being missed. Like it or not, this kickstarter is a reflection on how development is going to go. If they are this slow/disjointed/etc on how they are trying to communicate with the people that are responsible for getting this thing off the ground, how it is going to be 6 months down the road or a year? It doesn't help that you look at a lot of other KS and it makes this project laughable.
Although Kicktraq measures data from midnight to midnight (instead of 2pm-2pm on this project) , we actually had a few more new backers yesterday. (58 compared to 49 the day before)

Not great, but encouraging.
 

Vandyn

Blackwing Lair Raider
3,656
1,382
Although Kicktraq measures data from midnight to midnight (instead of 2pm-2pm on this project) , we actually had a few more new backers yesterday. (58 compared to 49 the day before)

Not great, but encouraging.
I don't disagree but I still think it's below the average of what it needs daily. It did 15k yesterday, which is good but not great. It really needs about 20k a day. In order to hit that kind of number on a daily basis, if you go by the current average of 125 average pledge per backer, it needs 160 backers a day on average.
 

Skanda

I'm Amod too!
6,662
4,506
Although Kicktraq measures data from midnight to midnight (instead of 2pm-2pm on this project) , we actually had a few more new backers yesterday. (58 compared to 49 the day before)

Not great, but encouraging.
I'd wonder if that may be due to some people who were influenced by actions over the past few days and pulled their pledge only to re-pledge yesterday once some info finally came out. Kicktraq seems great for a general overview but sadly they're limited in the nitty-gritty that would be nice to see for people really interested in how the project is doing.
 

Jimbolini

Semi-pro Monopoly player
2,591
967
If I was meeting with the team, I would spin it this way.

We can safely assume there will be a large spike in pledges the last two days of the project. We will allow for $100k on the back end.

That leaves roughly 27 days to catch up $450k in pledges. (around 16k per day with $125 avg) - 50 pledges per day.

Set a goal for 75 pledges each day and let's get that average up just a little more and it's gravy time.

58 pledges yesterday (New listed, but some could be repledges)...lets shoot for 60 today with 70 over Sat and Sun.

Hut hut Omaha Omaha HIKE!
 

Big Flex

Fitness Fascist
4,314
3,166
Right now, short of a miracle, this is not going to get funded...
I'm genuinely surprised that it generated 15k yesterday (according to kicktraq daily details) considering the disaster its been thus far.

if they bust out anything remotely substantive within the next two weeks they can maintain atleast that level of momentum. if you're going to do an inappropriate (for kickstarter) slow drip campaign, might as well led with your weak foot I.e. lore, and save the meat like races and classes and mechanics for the middle slump of the campaign. I'm fairly confident we'll see a massive spike at the end, and even the harshest critics will up, or reinstitute their pledge.

whether all of that leaves us with 500k or 800k in the end, idk
 

Mr Creed

Too old for this shit
2,385
276
I imagine you're completely unbiased, Bertox?
wink.png
Bias aside, he has a point.

Assumingthe list and qualifications are correct there are alot of people that think of stuff but only few to put those concepts into game format. That might explain why they have so little to show as far as playable stuff or ingame screens goes. On the other hand it brings up the question where all the in-depth design docs are when over half of the people on the project are designing and making art - because neither of those two things are abundant in their presentation.