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

Aradune_sl

shitlord
188
0
Brad needs to revisit VG style classes and go with that. Hands down the best classes ever. Had 4 diffferent options of healers and each one had its own way of doing it. Every class was useful. Big thumbs up for the VG class design!
Indeed, we like VG's classes and how they played and felt different. We may or may not call them something different in Pantheon, but the influence will be there. Some classes (and races) will be stretch goals -- I'm hoping we get to implement them all before launch.
 

Mur_sl

shitlord
234
0
To this day when I go back to play EQ I use the old models. There is just something magical about them and they way they move.
I loved the fact that with the old models, I could see my weapon swing in first person, just enough to make me feel like I was the one swinging it. I also loved the way the Troll would lean forward a bit when it ran...ah hell, I just love the old Troll models. Boy there's alot of love in this post...
 

Mur_sl

shitlord
234
0
Indeed, we like VG's classes and how they played and felt different. We may or may not call them something different in Pantheon, but the influence will be there. Some classes (and races) will be stretch goals -- I'm hoping we get to implement them all before launch.
Please don't make me stretch too far for a Troll or Troll like race. I'm getting old, and a little brittle.
 

bigdogchris_sl

shitlord
50
0
You and Gogojira are right on... implement what worked well in EQ and VG and learn from what didn't. But we also have many ideas that are new, which is why we don't want to be pigeon-holed into just being a re-boot of an old game (some very new ideas, as well as some ideas we never got to put into VG that we hope to get into Pantheon). We also look and play all of the modern games, and there's a lot to learn there, good and bad, and so they influence us as well.
Following the ol' 33% old, 33% changed, and 33% new rule, huh?
wink.png
 

delirium_sl

shitlord
217
0
Indeed, we like VG's classes and how they played and felt different. We may or may not call them something different in Pantheon, but the influence will be there. Some classes (and races) will be stretch goals -- I'm hoping we get to implement them all before launch.
Awesome! I guess if Necro is a stretch goal, ill have to start working overtime at work lol!
 

jilena_sl

shitlord
123
0
Yea. Have a small team spend a lot of money churning out 40 different looking mounts. Sounds like a plan.
At no point in my post did I say "OMG THIS GAME WILL SUCK WITHOUT FLIGHT". My point was that everyone dismisses it out of hand as if flight can only exist in the incarnation you find it in WoW. There are plenty of things you can do to make flight not work that way and still have it be cool and useful.
 

Hateyou

Not Great, Not Terrible
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I think they should restructure stretch goals on kickstarter. Instead of at X amount we get this, at XX amount we get this, and at XXX amount we get this...They should give the option to just have the goals be out there, and when you throw your money in you pick which stretch goal they will be going after. This way the stretch goals are picked by the player, not just the order in which the Developer put them on the ladder.

What got me thinking about it is when Brad said "PVP may be a stretch goal". Let's say they put PVP at $1 million and 4 extra races at $2 million. Well what if no one wanted PVP but everyone wanted those 4 extra races? How would you be able to tell? PVP would just get hit eventually as people are trying to fund their way to the 4 races. Devs would spend time developing PVP when no one wanted it. If they were able to allow backers to pool towards what the backers wanted instead, PVP may never get funded, but the players could get their 4 races on day one.


Disclaimer: I am not against PVP, I just used it as an example of why I think Kickstarter should develop a more robust stretch goal system, and because Brad mentioned it as a stretch goal.
 

jilena_sl

shitlord
123
0
Take EQ1 core + VG stuff (i loved bloodmage) + actual tech = Best MMO...
I REALLY loved some of the classes in VG. Some needed some love, healers were a bit ridiculous, but every class was fairly interesting and unique. EQ, AO, even DAoC (discounting similarities across realms) classes all felt fairly unique. Modern MMOs especially those with sub classes/multi classes/jobs everything feels so bland. WoW classes "feel" unique but don't really do anything unique or interesting so it ruins it.
 

jilena_sl

shitlord
123
0
Are you trolling?! It adds so much in utility to classes.. Assuming you mean things like mez/fd were part of a pulling strategy and are bad??
I think the thing that gets retarded with pulling is when you start getting into FD pulling. Pulling using some sort of spell or trap or something to separate one NPC from his homies makes sense. You dulled their senses and they didn't notice their buddy run off after someone. With FD it's like... Uh okay this same dead body keeps getting up and taunting us but then it's dead again so we should ignore it right??

I also don't know how I feel about level based aggro radius etc. Like how in EQ if a mob was green enough you could pull through them and not aggro. I guess you could say they were scared of your manliness and chose to ignore you luring their friend off to his death... But it still seems a bit too goofy.
 

Gnomedolf

<Silver Donator>
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If this game is geared towards original EQ players, then it needs to be turn-based. How else will we have time to shuffle to the bathroom and back between pulls?
 

Hateyou

Not Great, Not Terrible
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The argument of "things don't make sense" when ur flinging fireballs, instant healing mortal wounds inflicted by dragons, warping instantly all over the world, reincarnating all the time, and all that other shit is ridiculous. TRY to suspend your disbelief of someone pretending to be dead and have fun playing a game.

Pretend it's an ancient monk magic spell that clouds the monsters mind every time the monk plays dead, since you seem to accept all the spells as just fine.
 

jilena_sl

shitlord
123
0
One has nothing to do with the other. Your assumptions are awful.

1) WOW dungeon design after Vanilla was pretty much shit. I think everyone can agree with that.

2) You're never going to have a game where people suddenly start talking to each other and become friends. Ever. Even in WOW dungeons back in the day with BRD UBRS or whatever, that were big dungeon crawlers, I didn't care about the random people in my group, neither did I strike up conversations with them unless someone fucked up and we had to either explain the fight or figure out what went wrong. Otherwise I just watched TV like Tad wants to be able to do.

Pulling doesn't make a break a dungeon, class/combat mechanics do as well as the design of the dungeon.
I disagree there. I pretty much had conversations with everyone in every group ever in Vanilla WoW. On top of that there were the OOC conversations prior to even getting into the group.

In group, conversations were not what they were in EQ but we still chatted it up like mofos. The primary reason for this is simply pacing. EQ gameplay is SLOW (I am not talking about the 3 initial seconds when your puller gets back with 7 mobs instead of 3 and the cleric is LIKE OH SHIIII and the enchanter is trying to save the day and the ranger is breaking mez..). Really though you could type an entire sentence in EQ in the time it takes to cast some spells. Melee classes only required hitting an occasional button. Casters, especially healers, spent more time on their ass than they did casting etc.

In WoW you are constantly using abilities so unless you are a pro one hand typer and click your hotkeys with your mouse, you don't really have beaucoup time to chat it up. In vanilla this was semi tolerable. Post vanilla it only got worse. Combine this with Dungeon Finder and never ever grouping with the same people again and you can see why socializing in groups declined. It's not convenient, it makes you less efficient, and most people don't care about talking to strangers on dungeon finder.

*shrug*
 

tad10

Elisha Dushku
5,534
601
I think the thing that gets retarded with pulling is when you start getting into FD pulling. Pulling using some sort of spell or trap or something to separate one NPC from his homies makes sense. You dulled their senses and they didn't notice their buddy run off after someone. With FD it's like... Uh okay this same dead body keeps getting up and taunting us but then it's dead again so we should ignore it right??

I also don't know how I feel about level based aggro radius etc. Like how in EQ if a mob was green enough you could pull through them and not aggro. I guess you could say they were scared of your manliness and chose to ignore you luring their friend off to his death... But it still seems a bit too goofy.
How about calling it Embrace Stillness? Instead of FD. And we think of monks as being so in touch with the mystic force underlying the universe that they can bend and manipulate that energy, affecting the minds of weaker willed species. You know, like a boss Jedi. That also explains why the giant cockroach won't eat you when you FD, I mean ES, in front of it.
 

Merlin_sl

shitlord
2,329
1
The argument of "things don't make sense" when ur flinging fireballs, instant healing mortal wounds inflicted by dragons, warping instantly all over the world, reincarnating all the time, and all that other shit is ridiculous. TRY to suspend your disbelief of someone pretending to be dead and have fun playing a game.

Pretend it's an ancient monk magic spell that clouds the monsters mind every time the monk plays dead, since you seem to accept all the spells as just fine.
Haha yea. The same people that are complaining its not realistic enough are the same people who praise WOW's graphics. Uhhhhhh seriously?