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Pantheon: Rise of the Fallen team has unleashed our own HiveLeader to talk about the Perception System and how interacting with the environment can unlock special quest lines. This encourages players taking part in the Perception System to explore their surroundings and perhaps see things that others do not.
Comments
I feel they were on the right track until i heard about certain lockouts,i feel EVERY single player should have access to a quest but through various different means.
However just the first part of no markers over npc heads and no lights leading me down a path,is a MASSIVE plus and puts a smile on my face.
Never forget 3 mile Island and never trust a government official or company spokesman.
It sounded like classes had "different" types of perception. Why isn't this a good thing? It gives some variety to playing alts.
I disagree. Isn't it this idea of making everything accessible to everyone that's led us to this point? While they are saying that there are some class-locked perception quests, not all of these are class-based. Also, if you really want those quests then team up with someone from that class who is doing that quest. The "choice" itself sounds to be determined, primarily, by your stats in certain areas. So it could be that some perception quests might also be inaccessible to certain classes simply based on their base stats. Like if you have to move a boulder, and STR is the primary stat to accomplish that, then your rogue might not be able to accomplish it. Personally, I appreciate that they are attempting to re-introduce differentiation into the genre. No more, "everyone can be a unique and beautiful snowflake" attitude.
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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To me wanting to be a necromancer down the track, that's just awesome, because I,m sick of factions/races being treated the same, I miss the early EQ where even choosing race let only a class had long reaching consequences, its why I ended up playing an Eurdite Necro for years, then iksars only later on.
Yeah, like do you think a necromancer cares about some woman crying? Nope! Necromancer don't care!
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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So, if a door needs to be "hacked" and the player can't do it then "find a player who can hack the door". Sames goes with a steel chest. If he/she can't pick it then find someone who can.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Why does Quest Lock-out bother you? They did this in GW2, with the Personal Story where each race had their own Personalized Quest/Story Line, (At least at the Start) that was unique and special to them. I personally thought it was a wonderful touch that added a richness to the character, I loved how my Norn was called "Slayer" at that start, and how everything was focused on my Race/Class, it gave it that really.. hand felt touch to the starting player.
I fully understood that in GW2, a Sylvari was not going to have to go and slay a giant worm to start their path to greatness, like a Norn did, equally so.. a Sylvari got to kill a dream shadow dragon thing, which was epic in it's own way, and very personal to them. Not to mention to gave a wonderful feel to the uniqueness to each race.
While it later to progressed into a unifying story. But.. damn.. Claw Island was Amazing.
Now, I have not played WoW, but I hear that WoW did similar things as well with their starting quest line for story and such, but.. can't say for sure, since I never played it.
In contrast to that, Neverwinter, had this generic start to it, and it felt like there was nothing special about my character, but they were built on DnD Licence, so, they don't need to give players story into their world or it's races, benefit of using an existing and Established Brand.
People will just look up where to go and what to do. Just because its not easy in-game doesnt mean that it wont be easy.
Also, they really are just quests under a new name but this time theres no ? or !
I agree, but I think that the point is that this is something that is heavily story/exploration driven. I think the target audience for this system is probably not going to be using online guides.
However, I don't disagree with you, either. There will be guides, just like there were still guides existing for games with exclamation marks over NPCs heads. I didn't think it needed to get any easier than that
Crazkanuk
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Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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I see for the first few months people running around and helping and grouping with one another . Six months down the road if you become a new player I see you begging in chat for help because most of the playerbase has moved on. I see this in so many modern games. People offer to pay for help in chat they get so desperate. Sure, there are those willing to help but perhpas not enough. I question whether a group centric game can really work.
Agree. Just make fewer quests that take time to do and are SUPER rewarding, as far as XP goes.
For me, nothing is more broken than someone asking for help, and addressing you as "hero", so they know who you are, with collecting baking ingredients or something trivial like that.
Honestly, how would you respond? I'd probably be like, "Can't you see I'm trying to save the WORLD!!!!! NO!!! I CAN'T GET YOU 10 BAGS OF FLOUR!!!!"
Crazkanuk
----------------
Azarelos - 90 Hunter - Emerald
Durnzig - 90 Paladin - Emerald
Demonicron - 90 Death Knight - Emerald Dream - US
Tankinpain - 90 Monk - Azjol-Nerub - US
Brindell - 90 Warrior - Emerald Dream - US
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Also, while that sounded like the Hive Leader, it couldn't have been him. I didn't hear one funny joke... even the "paint drying" video was more humorous than this!
If perception is merely taking your character to a specific spot to activate something; that's fine... if it's RNG, that's a massive negative.
Sign me up.
As Kano says, he wasn't making one of "his" videos he was just paid to read text for their video. It was definitely him.
As far as "looking" for a quest giver, I think that's probably not the way the game is to be played. It seems you aren't supposed to be looking for quest givers so much as doing what you want to be doing and in the course of play you stumble upon/discover quests/activities.
I don't really get that this is a "quest" game where you try to load up on "quests" do them quickly and load up on more.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Another of the vaunted Pantheon Differences is set to turn into another case of over application of a thesaurus on an otherwise familiar system.
The end result of Pantheon may be good, maybe even entertaining, but it won't be innovative.
Logic, my dear, merely enables one to be wrong with great authority.
Except that is what innovative "is".
Just like "!" whether one likes it or not was also innovative.
This is just a more organic way for players to discover quests, one that makes sense in a more "story telling" sort of way.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
How is audible crying any different from Nerissa Clothespinner walking in North Qeynos, or Lashum Novashine periodically yelling out his message? Both of those quests were in EQ1 almost from day 1.
This isn't innovation, as far as it's been shown, because it isn't new. The "!" was innovative because it didn't exist previously. The only innovation appears to be that the developers are calling this 'the Perception System'. Until there is something different, don't call it different just because you've put a new name to it.
Logic, my dear, merely enables one to be wrong with great authority.
That's just one example. And possibly not a great one.
From what I'm getting the perception system is just that, your character is in an area and "notices something". Doesn't have to be a person, it could be a draft coming from under a door or seeing light through a crack or noticing a keyhole in a bit of rock.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
That's kind of the point of it I think. If you're paying attention and you go check on that crying NPC you'll get the quest. Everyone notices a large "!" above player heads. the "!" completely removes any organic feeling from the interaction and removes the adventure.