Arctic_Slicer_sl
shitlord
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Here is my opinion on this matter:Hey guys, there's a design idea and issue that we're debating, and we'd really like your feedback.
Ok, so Pantheon is about a huge, interesting open world to explore. We don't want people teleporting all over the place, missing out on content and the grandeur of Terminus.
So far we've said that there will be some opportunities to teleport to some locations as long as you've travelled there before without teleporting. Kind of like the Velious teleports.
We've also said that if you're at the entrance to a dungeon, a group within that dungeon can teleport you to them (likely a spell shared by some classes).
But from a design and philosophical standpoint, huge open world to explore and teleports/quick travel seem mutually exclusive to many who are interested in Pantheon.
So what about an elaborate LFG system? A dungeon finder? Someway to quickly travel to adventure areas where other people have already gathered and are trying to form groups?
it's anti-exploration, but it's pro-grouping. And exploration and grouping are both two major components of what makes Pantheon the game we're so excited to be working on.
So how can we strike a balance here? How do we offer game mechanics that are focused on people finding groups, making friends, eventually guilds, etc., but not shrink the world by allowing people to port all over the place? Where do we draw a line in the sand? Is finding groups and making friends more important or less important than a vast open world to explore, where taking the time to travel to an exotic and distant location gives you a great sense of accomplishment?
Pantheon already has a strong Vision(TM) behind it. We are wrapping up the high level design documents. The team is ideologically on the same page and agree with our goals and tenets. With probably one exception, the one I'm bringing up here. We go back and forth on it. Heck, I can argue either side just as convincingly.
So what do you guys think? Where is the balance? What tenet takes priority over the other?
When I said the community would be more involved with Pantheon than any of the other games we've worked on, I meant it. I love doing interviews and chats and videos. I really enjoy answering future players' questions. But this issue is turning out to be a tough one and we could really use your help and feedback.
Thanks in advance!
The only teleports that need to be available are self only gate to bind spells, group ports available to about 1 in 5 classes and Call of the Hero type of spells that only work within the same zone; anything more than that becomes world shrinking and will take away from the mystique and size of the world. The only LFG tools you need are /LFG on, /who all LFG, /who all class and the ability to send people tells; these simple tools served us well in EverQuest and can serve us well again in Pantheon. The closer your game is to EverQuest in this regard the better. If we end up with 8(16?) classes in Pantheon at launch make sure that at least 2(4?) of them can port and 2(4?) can Call of the Hero; and it will be great.