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This 'Game Summary' is EXACTLY what I (and others) are longing for...

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  • RydesonRydeson Member UncommonPosts: 3,852
         Most of what was on that Pantheon page was attractive, but there were also areas that concerned me..  Such as dual targeting?  Why and How? Questing that is optional and meaningful?  How do you make a quest meaningful without alienating anyone that refuses to do it?  There were many areas that made me scratch my head..  I hope in time things will clear up a bit more..
  • NobleNerdNobleNerd Member UncommonPosts: 759

    Isn't this the game that has already failed to meet a few of it's goals and dates for release to it's supporters already?

     

    Don't get me wrong I love what McQuad tried to do with Vanguard, but it just seems like this company has failed to meet expectations one too many times already for many to place trust in them accomplishing much until they put some solid proof of product out.


  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    Originally posted by Rydeson
         Most of what was on that Pantheon page was attractive, but there were also areas that concerned me..  Such as dual targeting?  Why and How? Questing that is optional and meaningful?  How do you make a quest meaningful without alienating anyone that refuses to do it?  There were many areas that made me scratch my head..  I hope in time things will clear up a bit more..

    Dual targeting just means offensive and defensive targeting like VG - it was an awesome feature that VG implemented.

     

    Quests, we'll see, but I'm thinking they refer more to epic style quests and not hubs.

  • KilsinKilsin Member RarePosts: 515


    Originally posted by Rydeson
         Most of what was on that Pantheon page was attractive, but there were also areas that concerned me..  Such as dual targeting?  Why and How? Questing that is optional and meaningful?  How do you make a quest meaningful without alienating anyone that refuses to do it?  There were many areas that made me scratch my head..  I hope in time things will clear up a bit more..

    The targeting will be similar to VG, where you can target your Offensive target (mob) and also have your defensive target targeted (yourself or tank etc) so if you are a healer, you can have both the tank and the mob targeted and cast a heal to heal the tank and cast a stun or damage/debuff spell to hit the mob without changing targets manually.

    The quests are going to be less in your face and more about emergent gameplay and story, so you can skip them if you like, we won't force you to do them but if you choose to do them, we want them to be a good quality experience to lose yourself in, plus we want them to be challenging and we will be rewarding those that can overcome those challenges. We will not be alienating anyone, we want you to go out and explore and find these quests yourself and when you do we want them to be fun and challenging experiences.

    I hope that helps clear some of those concerns up for you Rydeson.

  • KilsinKilsin Member RarePosts: 515


    Originally posted by NobleNerd
    Isn't this the game that has already failed to meet a few of it's goals and dates for release to it's supporters already? Don't get me wrong I love what McQuad tried to do with Vanguard, but it just seems like this company has failed to meet expectations one too many times already for many to place trust in them accomplishing much until they put some solid proof of product out.

    We have not failed any goals or releases NobleNerd, we ran a Kickstarter campaign prematurely and we received great support and almost hit half a million dollars but it was just shy of our target, so we continued creating the game and taking support donations on our website, which continues to show such fantastic support for the team and the game we are making.

    Visionary Realms Inc (VRI) is a new company that is not involved or associated with any other companies or games except for our own game, Pantheon: Rise of the Fallen, which is being created as we speak and is making great progress while on track to have an Alpha release in 6-9 months, then a 2016 Beta and we hope a full release in 2017.

    All of our progress and updates are on our main site if you would like to check it out and see for yourself mate.

    www.pantheonrotf.com

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by Raidan_EQ
    Originally posted by Adamantine

     

    For starters, the downtime line made me go all "WTF ?????". I certainly dont want to be FORCED to social activity THROUGH DOWNTIME. Thats like being forced in D&D to have a Rogue with you, because otherwise you cant handle traps and locks. I always hated that mechanism, as I do hate this one. And I view it as one of the major improvements over EverQuest that nobody in Vanguard had downtime, except of course for the poor solo Warriors.

    It's the downtime that made the relationships form in EQ and VG.  Being able to spam run through dungeon Ques in WoW without having to speak to your group members is one of the many reasons why the community's are destroyed in MMOs.

    More than that, downtime is part of the challenge and the immersion factor in a virtual world (not to be confused with these modern mmo games).  A REAL mmorpg must focus on things like the suspension of disbelief.  If your actions aren't meaningful and things don't take time, the experience is trivialized and much of the challenge is removed.

    Its funny how people harp on downtime in an MMO but when a survival game makes you run around for 30 minutes searching for berries and tearing up cloth for bandages, all of a sudden its ok.  Its the same principle.  In survival games its there to make things more intense and exciting.  Games like Everquest had this same appeal, and I'm hoping Pantheon will too.


  • VelifaxVelifax Member UncommonPosts: 413

    Just in case no one has linked it yet, here is another crucial design document. This was the clincher for me.

     

    https://www.kickstarter.com/projects/1588672538/pantheon-rise-of-the-fallen/posts/728944

  • SamatmanSamatman Member UncommonPosts: 123
    Originally posted by Velifax

    Just in case no one has linked it yet, here is another crucial design document. This was the clincher for me.

     

    https://www.kickstarter.com/projects/1588672538/pantheon-rise-of-the-fallen/posts/728944

    Thanks for posting that link - I never looked at the kickstarter.  I totally agree with the ideals of combat as they are describing there.  I played StarWars:TOR today for the first time and while the game looks great, the combat is just a faceroll on 1-2-3-4.  I miss the days when [froglok jin wizard begins casting Gate] and you frantically try to get off a stun before it happens.  There is a huge difference in immersion during combat if your actions actually change the outcome. 

  • WizardryWizardry Member LegendaryPosts: 19,332

    I used to always hope for a mix between EQ and FFXI but after playing FFXI for so many years,i just don't see anything this game can do that i can't already do in a much more massive game.

    I really enjoyed Brad's work in the early years of mmorpg gaming but after awhile i noticed he and SOE had a very locked in mind set that  would never waiver .This really made their games bland and expansions bland because you hope for something new in the next wave but only get more of the same old,maps and levels.

    I then tried EQ2 and because i had never played a linear questing game,it was something different for awhile.However i soon realized i was just jamming my log with too many meaningless quests and doing more running around for no reason,so i got bored.I did enjoy the housing but soon that became bland as well,so not seeing anything creative or new i just went back and played FFXI.

    The biggest flaw and one they SHOULD have easily noticed was the lack of a sub class system,they/Brad really miss the boat in that area and is an important aspect for longevity and versatility.

    Crafting was always done in SIMPLE tiers,1-10 make that gear 11-20 make that tier of gear,there was never anything creative inside of those tiers.They also missed the boat on crafting versatility,they seem to think you had to play with alts and that there was no realistic reason that a player could not learn more than one skill.

    So as you can see Brad was part of those development cycles,he just does not create a game with depth,just the outer rim,a sort fo starting point .Then after many expansions later you would see the exact same ideas just higher tiers.They did the same thing with spells as well,just  a new tier so a new tier of the same version.Sure every game does the Cure 1 >Cure2 >Cure 3 but you need more versatility in spells than simple obvious choices.Then by creating NEW ideas with abilities and spells you open up a whole new depth in combat and crafting.

    There was another idea,FOOD they seemed stuck that food could only be a major factor AFTER battles which again is so unrealistic.It is one thing to think ok Fantasy ,we don't need realism but your ideas should be plausible not totally out to lunch.

    My long winded point??I Feel Brad is a decent developer,he can make a good SHELL of a game but he is not the guy to complete it and give it depth,he needs a more creative partner to pull off the complete game.

     

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    Originally posted by Wizardry

    My long winded point??I Feel Brad is a decent developer,he can make a good SHELL of a game but he is not the guy to complete it and give it depth,he needs a more creative partner to pull off the complete game.

     

    @Wizardry,

    I've heard a lot of arguments aganist Brad, but his creativity typically isn't the one that is given.  EQ Launch through Velious was some of the best MMO gaming ever created, and, Vanguard had some of the most unique, creative classes ever designed into a video game as well as unique ideas like offensive and defensive targetting, diplomacy, and a extremely intricate, creative and detailed crafting system.  I do agree that VG's quest hubs were terrible (which Brad/Dev team has already stated won't be in Pantheon).

     

    I also agree EQ2 was boring and bland, but Pantheon is being created as a spiritual successor to EQ/VG (vanilla) not how EQlive is in it's current form or VG was at sunset.  I think your fears if Pantheon is successfully launched could be put to rest regarding the depth/design/creativity - it will be getting to that release date that will be the most difficult milestone.

  • DullahanDullahan Member EpicPosts: 4,536
    Ya I think Wizardry is attributing the direction EQ went to Brad.  As Raiden said, classes in Vanguard were second to none.  The crafting system was also considered one of the best in any game ever.  The themepark direction that Vanguard took later on down the line was more SoE than the original vision from Brad and the original team.


  • inmysightsinmysights Member UncommonPosts: 450
    I cannot wait for this! My 2 favorite MMO"s of all time thrown together into a vat of awesomness! Just go throw money at it already!

    I am so good, I backstabbed your face!

  • Fractal_AnalogyFractal_Analogy Member UncommonPosts: 350
    Originally posted by Wizardry

    I used to always hope for a mix between EQ and FFXI but after playing FFXI for so many years,i just don't see anything this game can do that i can't already do in a much more massive game.

    I really enjoyed Brad's work in the early years of mmorpg gaming but after awhile i noticed he and SOE had a very locked in mind set that  would never waiver .This really made their games bland and expansions bland because you hope for something new in the next wave but only get more of the same old,maps and levels.

    I then tried EQ2 and because i had never played a linear questing game,it was something different for awhile.However i soon realized i was just jamming my log with too many meaningless quests and doing more running around for no reason,so i got bored.I did enjoy the housing but soon that became bland as well,so not seeing anything creative or new i just went back and played FFXI.

    The biggest flaw and one they SHOULD have easily noticed was the lack of a sub class system,they/Brad really miss the boat in that area and is an important aspect for longevity and versatility.

    Crafting was always done in SIMPLE tiers,1-10 make that gear 11-20 make that tier of gear,there was never anything creative inside of those tiers.They also missed the boat on crafting versatility,they seem to think you had to play with alts and that there was no realistic reason that a player could not learn more than one skill.

    So as you can see Brad was part of those development cycles,he just does not create a game with depth,just the outer rim,a sort fo starting point .Then after many expansions later you would see the exact same ideas just higher tiers.They did the same thing with spells as well,just  a new tier so a new tier of the same version.Sure every game does the Cure 1 >Cure2 >Cure 3 but you need more versatility in spells than simple obvious choices.Then by creating NEW ideas with abilities and spells you open up a whole new depth in combat and crafting.

    There was another idea,FOOD they seemed stuck that food could only be a major factor AFTER battles which again is so unrealistic.It is one thing to think ok Fantasy ,we don't need realism but your ideas should be plausible not totally out to lunch.

    My long winded point??I Feel Brad is a decent developer,he can make a good SHELL of a game but he is not the guy to complete it and give it depth,he needs a more creative partner to pull off the complete game.

     

     

     

    I must say, you have a bizarre sense of Brad's involvement within these projects.

     

    Brad is the creative genius behind the EQ franchise... it was all his Vision, along with the world of Vanguard. (And now Pantheon)

    Brad was not involved in EQ2 as hands on, as he was with EQ. John Smedley had him doing other things, instead of developing EQ2. As the things you lay claim to Mr. Wizardry, were not of Brad's doing, but John Smedley. You are unable to grasp that you complaint isn't with Brad, but with how SOE cut corners.

     

     

    Honestly Wizardry, how can you not of been aware of Smedley's constant interference & cheapening of Brads creative vision.  Your assessment is laughable, and that Brad created lore  & makes everything inside the SHELL of the game, while being told that his vision has to fit into an ever increasing small shell, instead of the one they promised, because John Smedley cut funding for yet another game mechanic/feature..

     

    Your beef is not with Brad, but with SOE's John Smedley.

     

  • JJ82JJ82 Member UncommonPosts: 1,258

    Talk to me again at the end of beta.

    Until then this is all meaningless as virtually every MMO looks like a great game in their "summary" of what kind of game it will become.

    "People who tell you you’re awesome are useless. No, dangerous.

    They are worse than useless because you want to believe them. They will defend you against critiques that are valid. They will seduce you into believing you are done learning, or into thinking that your work is better than it actually is." ~Raph Koster
    http://www.raphkoster.com/2013/10/14/on-getting-criticism/

  • SamatmanSamatman Member UncommonPosts: 123
    Originally posted by Wizardry

    So as you can see Brad was part of those development cycles

     

    The Luclin expansion was released in Dec 2001.  Brad formed Sigil Games in Jan 2002.  The less well received expansions that EQ released after Planes of Power had no input from Brad.  

  • bcbullybcbully Member EpicPosts: 11,843
    PVE only? 
  • Raidan_EQRaidan_EQ Member UncommonPosts: 247
    Originally posted by bcbully
    PVE only? 

    At the moment, as Pantheon is being built with very limited resources.  If there is PvP, there has been discussion that it would be similar to Everquest's Red alternate ruleset servers.

  • MendelMendel Member LegendaryPosts: 5,609
    Originally posted by Wizardry

    <snip>

    ... that there was no realistic reason that a player could not learn more than one skill.

     

    There's plenty of reason to restrict people to a single crafting profession.  The two biggest reasons are:

    • Dependence.  Restricting players to a single crafting profession is a viable first step to creating a functional economy based on supply and demand.  Players can't do everything for themselves, and have to buy materials from other craftsmen.  Of course, games tend to ruin this aspect by allowing alts.  But a single character - single crafting profession at least pays homage to the idea that no one is independent.
    • Historical accuracy.  The Apprentice - Journeyman - Master systems used in the real world (and serve as the basis of the abstractions used in almost every game) was filled with secrets.  Students who wanted to learn a craft entered a long apprenticeship (frequently paying for the privilege), and the teacher passed the information down.  It would have been sacrosanct to try to learn a second crafting profession -- it would betray the student-teacher bond, and everyone in the society would balk at taking a student who didn't commit.  This helped control the knowledge within the society, and helped preserve it.
    There's good evidence of this practice starting in the stone ages, with fire making and flintknapping as the first 'craft professions'.  When craft guilds entered the picture in the late middle ages, the apprenticeship system became even more formalized, and the guilds even controlled who could set up shops in the larger cities, first for commissioned work then, much later, with speculative items.  Almost all clothing was all home-made or custom-made (commissioned) prior to the American Civil War, and ready-made (or ready-to-wear) clothing didn't become widely available until 1880s.
     
    Just because modern peoples have access to numerous 'How-to' courses on many different crafting skills, doesn't mean that was the case even 200 years ago.  People prior to the information age rarely had the access, time and desire to learn more than one skill, and even trying to do so was frowned on by the society.  Specialists were specialists for a reason -- and that usually boiled down to quality.
     

    Logic, my dear, merely enables one to be wrong with great authority.

  • SleepySaifSleepySaif Member Posts: 14

    Intresting... 

    I hope they can deliver. 

  • FirstKnight117FirstKnight117 Member UncommonPosts: 109

    I think I saw multiple threads with the exact same title before: Vanguard. ArcheAge. GW2. etc. 

    As for games that are the "spiritual successor" to EQ/Vanguard, I imagine Pantheon fits the bill. They have admitted the Kickstarter was premature, but are on track to deliver...something in 2017. The reality is that Pantheon must work under the same constraints as any other MMOG in development the past 10 years. The Vision (tm) may or may not be realized here.

    Hopefully we don't end up with some disaster trying to just clone EQ and Vanguard. Just as hopefully we don't get the god-awful clusterfrak that was Vanguard at release. (And I'm saying that as someone who loved diplomacy in VG.) If they can produce that rare gem that can survive in today's F2P environment, more power to 'em.

  • AnirethAnireth Member UncommonPosts: 940

    Lots of nice stuff there, but the more nice you try to include, the more likely it is that you will not have not only some of that, but everything, as you simply try to do everything at once.

    And if you think it's necessary to write it down several times on one page alone, not to speak of other pages, it sounds to me that you are either unsure yourself want you want to do, you try to convince people with words instead of letting the game speak, or both.

    And big names mean nothing. Nearly all have tried their hands on a new game by now, and all are rather dubious at best. For McQuaid himself this is even more true - Vanguard can hardly be called a huge success.

    If -and only if, no one can really tell who was it that made a game a sucess with hundreds of people working on it for years - it was McQuaid that made EverQuest and SWG that good, why did Vanguard fail? Isn't it more likely that it was either someone else or at least a combination of certain people working together? Or something else entirely - simply a product of it's time, hitting the sweet spot.

    To simply believe some words *meant* to soothe you and to make for good PR when it has been proven time and again that developers and publishers are not only not capable of delivering everything they promise, but often enough never even try? And then even deny it was ever promised, despite it still being written so on their own website like it was years earlier when they first released their games features.

    By now i think it's more likely to find what i want by looking for a game that wants to do everything the way i hate. They will surely fail to deliver on what they promised like everybody else. They'll not implement some features, change others beyond recognition and introduce stuff that was never even mentioned..and voilà, there is my dream game.

    I'll wait to the day's end when the moon is high
    And then I'll rise with the tide with a lust for life, I'll
    Amass an army, and we'll harness a horde
    And then we'll limp across the land until we stand at the shore

  • PepeqPepeq Member UncommonPosts: 1,977
    Originally posted by Tashani7

    WHOOHOOO, this is the OP (Avirell). I FINALLY remembered my password to my original MMORPG account image 

    YES, I agree, this is becoming my most anticipated MMORPG with all of the information I have been reading of late.

    Did you just admit on a public forum that you have two accounts on this website?

     

    • Multiple Accounts
      • If the staff of MMORPG.com discovers that a user is creating and/or using multiple accounts, that user, and all accounts, both past and present, will be banned from MMORPG.com.
  • VesaviusVesavius Member RarePosts: 7,908
    Originally posted by Pepeq
    Originally posted by Tashani7

    WHOOHOOO, this is the OP (Avirell). I FINALLY remembered my password to my original MMORPG account image 

    YES, I agree, this is becoming my most anticipated MMORPG with all of the information I have been reading of late.

    Did you just admit on a public forum that you have two accounts on this website?

    • Multiple Accounts
      • If the staff of MMORPG.com discovers that a user is creating and/or using multiple accounts, that user, and all accounts, both past and present, will be banned from MMORPG.com.

     

    Oh Jesus... Why the need to police other members like this? It's quite clear that he is saying he is only using one at a time and he is very clear in his intentions and situation. Let the Mods deal with it (and I hope that they have the sense to deal with it in the right way). They don't need your input. 

    OP, yeah, I agree. And from what I see Pantheon is coming along really nicely as well. I haven't supported them with cash yet, but if they carry on the way that they are I will.

    I think it's worth a gamble to see the type of game I enjoy delivered. If not these guys, who else is gonna do it?

  • djcincydjcincy Member UncommonPosts: 146
    Originally posted by Pepeq
    Originally posted by Tashani7

    WHOOHOOO, this is the OP (Avirell). I FINALLY remembered my password to my original MMORPG account image 

    YES, I agree, this is becoming my most anticipated MMORPG with all of the information I have been reading of late.

    Did you just admit on a public forum that you have two accounts on this website?

     

    • Multiple Accounts
      • If the staff of MMORPG.com discovers that a user is creating and/or using multiple accounts, that user, and all accounts, both past and present, will be banned from MMORPG.com.

    You have some serious personality issues.

  • xROOxxROOx Member UncommonPosts: 8
    this is one game ill be watching closely, for me personally there isnt many games coming out that have even interested me.

    image
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