I'm really hesitantly excited for this title. Everything I read about it I'm really enjoying, and I'm constantly looking forward to hearing more. One thing I'm curious about though, how will the classes gain skills? Will it be like EQ1 where you just got a new skill every x levels, and everyone of a given class all had the same skills?
Or are we looking at something different? Something like a skill tree with skills buried in it, where you have to spend points in the trees to unlock skills? Very curious as to the answer for this.
I really like individuality in my games, I don't like being the same enchanter as every other enchanter in the game. I like choices that effect my character.
Patiently waiting for the new pledge tiers.
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As for choices I wouldnt expect many branching stories but they do want talents, classes, and race choices to make a difference with how the game responds to you. Kill on site from factions, quest eligibility, etc.
They haven't said exactly how everything will work, but they have made it clear that many of your abilities will not be obtainable at your class trainer. They plan to spread your skills around to be discovered probably from drops, or learned from an npc in a hard to reach place. Wouldn't be surprised if they also incorporate the system where you learn from mobs in combat (ala Vanguard), but I don't think its been mentioned specifically yet.
VR is all about that kind of flavor. Pantheon will definitely not be the same copy pasta mmo we've seen for so many years now.
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Sad that they still havent realized this. I was hoping that mess with the private servers along with 4 expansions worth of sub losses wouldve lit that light bulb on some developer over there but Legion doesnt show any sign that theyre changing the same formula. Either theyre completely ignorant or just dont care.
Thats what I like about Pantheon. I never had the pleasure of playing PNP or MUD's as a kid but the VR team seems to want to bring back that sense of wonder, danger, exploration, and team play that made those games great.
Any fool can criticize, condemn and complain and most fools do.
Benjamin Franklin
On topic, i would prefer that some skills/spells be drops. I think it's super cool when you can get a spell like Meteor from a dragon, etc. It doesn't have to be game breakingly better, but just like getting a sword that's say 15% better than what you can get non raid, i think it's cool.
"The surest way to corrupt a youth is to instruct him to hold in higher esteem those who think alike than those who think differently."
- Friedrich Nietzsche
My hope personally is that they will offer some sort of specialization and that it won't be like EQ AAs in that everyone has to train everything. I think there should be choices like become better at damage or healing for instance. I also would rather we gain new skills or upgrade our abilities through quests or drops rather than ticking points on an AA menu.
In the end AAs were about giving players a reason to continue playing by offering better or more powerful abilities. As long as they provide of way of doing this, I don't really care how its achieved.