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CohhCarnage Plays Pantheon: Rise Of The Fallen - "Dev Stream: News And Gameplay"(January 10, 2021)

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  • MendelMendel Member LegendaryPosts: 5,609
    Nanfoodle said:
    Sovrath said:
    Nanfoodle said:
    Xodic said:
    Nanfoodle said:
    I loved what I saw, my big problem is the great story/dialog in the middle of the dungeon. I have yet to play an MMO where my team takes time to let you enjoy story. Its all rush rush rush. Are there any tools that can be added to let you enjoy story if your team makes you rush? Other then dropping your team and being stranded in the middle of the dungeon? Will Pantheon community be different? If they are, it would be a first. 

    Play a tank.

    If there are corpse runs, then you bet your ass they'll be waiting on you to finish what you're doing.
    I normally play a healer or support and even when saying I need a min to read a quest. I have had my entire team wipe many times as they ran on without me not reading chat and sometimes kick me when I do so. 
    Again, I would be very clear when joining a group that you will be reading quest text and if they run ahead then you might not be the healer for them.

    If we both play this game at the same time, and you heal for our group you can read all the text you want until the cows come home.
    Quoting what I replied to you on the last page

    "In ESO I have said at the opening of a dungeon I was here for the quests (story) and I was the healer and got kicked many times lol. I tried to find a guild in ESO that was playing to that mid set and I could not find anything.  "

    I find maybe 10% of the time people are fine with it but its not the norm. Unless its new content, like a new dungeon that has come out in the past week or so. I find most people would rather not team with someone doing quests and story and re-q. 

    Entirely too often, lore is the domain of spoiler sites rather than the actual game these days.  Static content, linear stories, and weak AI are the enemy.  Dynamic content, generated at time it is encountered is the way forward, but is anyone really trying to do that?  Not that I can see.  There's not many proposing and building randomized static content (which is where I feel a lot of Pantheon is going).  It might be good.  It might be well done.  But I don't know that it will be enough.



    Nanfoodle[Deleted User]YashaXGdemami

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

  • QSatuQSatu Member UncommonPosts: 1,796
    Nanfoodle said:
    Sovrath said:
    Nanfoodle said:
    I loved what I saw, my big problem is the great story/dialog in the middle of the dungeon. I have yet to play an MMO where my team takes time to let you enjoy story. Its all rush rush rush. Are there any tools that can be added to let you enjoy story if your team makes you rush? Other then dropping your team and being stranded in the middle of the dungeon? Will Pantheon community be different? If they are, it would be a first. 
    My thought is A, be part of a guild that will listen to the story "stuff." I'm fairly certain that there will be guilds who understand that this is important. Secondly, be clear that you will be listening/reading the story stuff so if they want you in the group they will have to make an accomodation.

    which then goes back to "being part of a guild ... "

    etc.
    In ESO I have said at the opening of a dungeon I was here for the quests (story) and I was the healer and got kicked many times lol. I tried to find a guild in ESO that was playing to that mid set and I could not find anything.  
    I think it's a given that pantheon will have a very different community from big current mmos. Unless the game will atrract very big number of players (and I doubt that) I'm sure it will attract a lot of role players and people who want a slower experience.
    NanfoodleachesomaSovrathGdemami
  • QSatuQSatu Member UncommonPosts: 1,796
    Mendel said:
    Nanfoodle said:
    FYI, this stream gives Pantheon a very Morrorwind feel. This is a side of Pantheon we have not seen. I found this very refreshing. Also no grey boxing. They do mention this experience is under tuned to be slightly easier then the core game will be, to give people trying the game for the first time a better play experience. 

    2:27: Start talking about this first time seen dungeon is for the stream. Most systems in game. Starts out with a new player players fresh off a boat the devs said.  Looking chests and apples in the starting area. Lots of clicking, reading happens. We see the perception system will be right from the start of the game. Lots of lore

    10:00: Scrolls through allot of lore from books, can pause to read it. 

    15:00: NPC dialog shows actions in the world changes what the NPC says. Your actions matter in Pantheon.

    17:30: NPC gives first ability to learn to new player. 

    18:00: They talk about PC spec requirements, will work on many types of systems. 

    21:00: New player gets a large number of the base skill kit for the class at the start of the game. This is for the demo starting at level 20. To show what the game will be like. Launch will have a slower introduction to your class skills. 

    22:30: We see some skills will change depending on the weapon the Rogue uses. 

    25:30: Starts messing with Mastery system. 

    31:00: Cant understand the language of a NPC, maybe you can learn it in game?

    32:00: NPC says go away "Having private conversation" Cohh uses his sneak ability to hear the conversation.  

    39:00: Finds a Glyph. Another system thats in the game. 

    41:00: Shows how Glyphs will be equipped and the interface. Really simple.

    42:00: Jopps talks about the deep dive into the lore is not required but will reward for players that do. The game will also allow people who like to dive right into the action, they will be able to. 

    47:45: Cohh finds his stealth is broken by walking to close to a fire source.

    49:00: We see in the starting area, you are taught climbing and how to use it. Climbing is something we need to use from the start of the game. 

    51:00: New information about acclimation system. Game teaches in newbe area that, the longer you spend in a climate you will start to become acclimated to it. Natural acclimation will fade over time. 

    52:00: We see gathering matts for the first time.

    54:00: Will there be a cash shop? "If there is, it will cosmetic only" First time they have floated that there maybe a cash shop =-) 

    56:00: Cohh finally runs into Joppa.

    57:40: Joppa confirms crafting system is in the game and playable right now in the demo. Cohh messes with crafting a little. 

    1:01:00 We see first person perspective, weapons or torch bobbing up and down on the screen much like Elder Scrolls. More Morriowind feel. 

    1:03:30: Team formed for the dungeon crawl. Goes over classes in the team. Shaman, Rogue and Dire Lord. 

    1:04:00 Disposition system, mob scared of fire. Holding a torch makes a spider not attack and run away. Also finds he that he can not stealth while holding a torch. 

    1:10:00 See 1st person view in combat, looks awesome. 

    1:13:00 Crafting with field alchemy kit and supplies Cohh picked up in the starting area. Makes a toxin to apply to his dagger. 1hr buff. Joppa talks about all the types of weapon buffs Rogues can make with the field kit. Toxin dot stacks up to 10 times. 

    1:21:00: Start talking about how fast they will be pushing out content. 

    1:23:00: Cohh gets an upgrade to one of his DPS skills, it replaces/upgrades. Talks a shortly about how that works. Best versions of skills will be earned in the world, not bought off a vendor. 
     
    1:29:00: Very long bit of dialog in the middle of a dungeon. I love story in any part of a MMO but I have found team mates rarely let me take the time to enjoy this. I wonder if this is something the Pantheon community will be different? 

    1:39:00: Environmental effects take Cohh out of stealth. Nice to see the acclamation system adds more to PvE. 

    1:42:22: How does Pantheon handle death? Goes over death penalty system in game. They may have an NPC in town that you can pay to summon your corpse. 

    1:43:00 Creepy room and boss that tied into the story dialog in the starting area and dungeon story. Nice item drops.


    1:46:00 Item Artifact system in game. Loots at Artifact and gies over what they are about. 

    1:51:00 Boss room they need the artifact for. Boss fight with a few mechanics. One of the loot items looks like it ties into crafting that works with drop items. 

    1:55:00 Wrap up after dungeon is done. One detail is a big announcement coming this week. 

    Your synopsis has once again saved me time.  If Pantheon wants to really communicate, they should choose your writeups over streamers.

    Questions for you.  I'll watch the video later, maybe not all of it.
    • The Disposition system.  A spider is scared of fire and runs away.  How is XP awarded for that?  Is running the spider off award the same amount of XP as killing it?  If progression is tied to XP, how will the clever adventurer be rewarded over the brute force approach (Axe to the thorax)?
    • Stealth vs the private conversation.  This is all static content and very, very, very prone to spoiler sites.  We've seen this a dozen times in dozens of dozens of games.  Is that private conversation going to always be the same, leading always to the same state or is actually overhearing the NPCs plan really going to matter.  Will this be a point where dynamic content (or even random content) is introduced, or is this something that one person has to discover once?
    Any way, thanks again for the clean write-up.



    This kind of Disposition (scared of fire) simply allowed the team to not be bothered by this spider as long as they had torch equipped. If you want XP for that you still have to kill it.

    Stealth allowed to simply learn some additional lore. I doubt they will implement hidden quests accessed to specific classes. So it's a cool feature for roleplayers mostly.
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    QSatu said:
    Nanfoodle said:
    Sovrath said:
    Nanfoodle said:
    I loved what I saw, my big problem is the great story/dialog in the middle of the dungeon. I have yet to play an MMO where my team takes time to let you enjoy story. Its all rush rush rush. Are there any tools that can be added to let you enjoy story if your team makes you rush? Other then dropping your team and being stranded in the middle of the dungeon? Will Pantheon community be different? If they are, it would be a first. 
    My thought is A, be part of a guild that will listen to the story "stuff." I'm fairly certain that there will be guilds who understand that this is important. Secondly, be clear that you will be listening/reading the story stuff so if they want you in the group they will have to make an accomodation.

    which then goes back to "being part of a guild ... "

    etc.
    In ESO I have said at the opening of a dungeon I was here for the quests (story) and I was the healer and got kicked many times lol. I tried to find a guild in ESO that was playing to that mid set and I could not find anything.  
    I think it's a given that pantheon will have a very different community from big current mmos. Unless the game will atrract very big number of players (and I doubt that) I'm sure it will attract a lot of role players and people who want a slower experience.
    This is my hope. I know EQ1 community was the best I have ever been part of. The mindset of Pantheon seem to lean that way. Its just not the norm anymore. 
  • achesomaachesoma Member RarePosts: 1,768
    Nanfoodle said:
    I loved what I saw, my big problem is the great story/dialog in the middle of the dungeon. I have yet to play an MMO where my team takes time to let you enjoy story. Its all rush rush rush. Are there any tools that can be added to let you enjoy story if your team makes you rush? Other then dropping your team and being stranded in the middle of the dungeon? Will Pantheon community be different? If they are, it would be a first. 

    I agree with that sentiment. One thing to keep in mind, this was an "Evaluation Build" and tuned to be easier for people to demo the game. Downtime will be a thing in Pantheon along with health/mana/resource regen management. So with downtime and mobs being more difficult I don't think rushing through will be an option. I'm pretty sure they would have wiped on that boss the way they fumbled through it and didn't have any preemptive planning.
    QSatuNanfoodle
    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
  • SovrathSovrath Member LegendaryPosts: 32,936
    Nanfoodle said:
    Sovrath said:
    Nanfoodle said:
    Xodic said:
    Nanfoodle said:
    I loved what I saw, my big problem is the great story/dialog in the middle of the dungeon. I have yet to play an MMO where my team takes time to let you enjoy story. Its all rush rush rush. Are there any tools that can be added to let you enjoy story if your team makes you rush? Other then dropping your team and being stranded in the middle of the dungeon? Will Pantheon community be different? If they are, it would be a first. 

    Play a tank.

    If there are corpse runs, then you bet your ass they'll be waiting on you to finish what you're doing.
    I normally play a healer or support and even when saying I need a min to read a quest. I have had my entire team wipe many times as they ran on without me not reading chat and sometimes kick me when I do so. 
    Again, I would be very clear when joining a group that you will be reading quest text and if they run ahead then you might not be the healer for them.

    If we both play this game at the same time, and you heal for our group you can read all the text you want until the cows come home.
    Quoting what I replied to you on the last page

    "In ESO I have said at the opening of a dungeon I was here for the quests (story) and I was the healer and got kicked many times lol. I tried to find a guild in ESO that was playing to that mid set and I could not find anything.  "

    I find maybe 10% of the time people are fine with it but its not the norm. Unless its new content, like a new dungeon that has come out in the past week or so. I find most people would rather not team with someone doing quests and story and re-q. 
    Well, my thought is that it will be a small group of people. Still, there are small groups of people running the gamut in any game. I suspect a game like Elder Scrolls Online will cater to the "average player" but that Pantheon will be too slow and *gasp* have reading that will frighten the average player so you should have at least more players of like mind in the game.

    But we'll see.
    NanfoodleGdemami
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • FrodoFraginsFrodoFragins Member EpicPosts: 6,057
    edited January 2021
    Utinni said:
    Kumapon said:
    Also the steam today had an amazing 137k views. That many people watching must have gotten some pledges. 

     

    Please note that this is views over the duration of his entire stream and not viewers at any particular moment. His current stream has approaching 90k views playing just stardew valley.
    I thought those view numbers are how many watched the VOD after the stream ended.  that seems to be the case for vods of streamers i watch who have hundreds watching live but much fewer views of the vod itself.
  • goldwheatgoldwheat Member UncommonPosts: 69
    Once I saw the percentages on the abilities, I stopped watching.  As others have said in this thread, it never works, and their combat balancing will also never work as long as they have that in place.  So many games have tried it, maybe learn a little from the failures of others?  It's just a waste of time, with that junk in place.

    Annnnd.. who turned out the lights?  Darkest demo they've ever done, just dumb.
    [Deleted User]Gdemami
  • achesomaachesoma Member RarePosts: 1,768
    Utinni said:
    Kumapon said:
    Also the steam today had an amazing 137k views. That many people watching must have gotten some pledges. 

     

    Please note that this is views over the duration of his entire stream and not viewers at any particular moment. His current stream has approaching 90k views playing just stardew valley.
    I thought those view numbers are how many watched the VOD after the stream ended.  that seems to be the case for vods of streamers i watch who have hundreds watching live but much fewer views of the vod itself.
    Yes. During the Pantheon live stream there was over 14k viewing. 
    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
  • FrodoFraginsFrodoFragins Member EpicPosts: 6,057
    I can't really say I'm impressed with this pre-alpha after all these years.  I'm also a bit skeptical of Unity as an MMO engine.

    It clearly has the attention of a decent number of people, but I just don't see it honestly.
    [Deleted User]KyleranYashaXdelete5230Gdemami
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    I can't really say I'm impressed with this pre-alpha after all these years.  I'm also a bit skeptical of Unity as an MMO engine.

    It clearly has the attention of a decent number of people, but I just don't see it honestly.
    I feel the same way about allot of games. I just don't get Ark or anything from survival genre. Video games are completely subjective. 
  • goldwheatgoldwheat Member UncommonPosts: 69
    Torval said:
    That sounds like tank and spank will be the mode of the day. Progression is already slow in games like these, I doubt people will want to pass up XP to get by the spider. If they're already accustomed to a very slow paced game then taking on more mobs for XP will be desirable. Disposition will either need to reward clever players or it will need to be useful in combat (ie, the spider still attacks but has a debuff in the light).
    Yeah, I thought the same thing at the same moment, with the spiders and XP.

    Unless I'm going to die for certain? I'm going to solo EVERYTHING I can, for the XP and resources.  Hell, why wouldn't I?  They're not using personal or smart loot, so automatically, solo'ing is better in every way, if you have nothing but time.  If they permit solo'ing green mobs, I'll grind green mobs for 10 hours a day, if I can.

    But I'm also the kind of player that will sit in an environment with a cleric healing me for hours at a time, just to get free climate acclimation.  :smiley:
    [Deleted User]
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    goldwheat said:
    Torval said:
    That sounds like tank and spank will be the mode of the day. Progression is already slow in games like these, I doubt people will want to pass up XP to get by the spider. If they're already accustomed to a very slow paced game then taking on more mobs for XP will be desirable. Disposition will either need to reward clever players or it will need to be useful in combat (ie, the spider still attacks but has a debuff in the light).
    Yeah, I thought the same thing at the same moment, with the spiders and XP.

    Unless I'm going to die for certain? I'm going to solo EVERYTHING I can, for the XP and resources.  Hell, why wouldn't I?  They're not using personal or smart loot, so automatically, solo'ing is better in every way, if you have nothing but time.  If they permit solo'ing green mobs, I'll grind green mobs for 10 hours a day, if I can.

    But I'm also the kind of player that will sit in an environment with a cleric healing me for hours at a time, just to get free climate acclimation.  :smiley:
    It's not about skipping mobs to avoid exp. It's about creative ways to interact with the world. That's something new and I can think of many applications that it could be used to create fun game play.

    For one, think of a boss fight mechanic that has lots of adds, like way too meny. As the boss moves around the room you need to light fires that's slowly burn out. If you stand outside the fires light, you get swarmed.


  • Mackaveli44Mackaveli44 Member RarePosts: 717
    Definitely seeing improvements each new gameplay video.   The one thing that stands out to me each video though are the animations.   I certainly hope the animations get improved big time.   Movement, melee, casting, etc.  They all look like very stiff, and stale.  
    delete5230
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    edited January 2021
    Torval said:
    Nanfoodle said:
    goldwheat said:
    Torval said:
    That sounds like tank and spank will be the mode of the day. Progression is already slow in games like these, I doubt people will want to pass up XP to get by the spider. If they're already accustomed to a very slow paced game then taking on more mobs for XP will be desirable. Disposition will either need to reward clever players or it will need to be useful in combat (ie, the spider still attacks but has a debuff in the light).
    Yeah, I thought the same thing at the same moment, with the spiders and XP.

    Unless I'm going to die for certain? I'm going to solo EVERYTHING I can, for the XP and resources.  Hell, why wouldn't I?  They're not using personal or smart loot, so automatically, solo'ing is better in every way, if you have nothing but time.  If they permit solo'ing green mobs, I'll grind green mobs for 10 hours a day, if I can.

    But I'm also the kind of player that will sit in an environment with a cleric healing me for hours at a time, just to get free climate acclimation.  :smiley:
    It's not about skipping mobs to avoid exp. It's about creative ways to interact with the world. That's something new and I can think of many applications that it could be used to create fun game play.

    For one, think of a boss fight mechanic that has lots of adds, like way too meny. As the boss moves around the room you need to light fires that's slowly burn out. If you stand outside the fires light, you get swarmed.



    It does end up being about skipping XP in normal content. If interacting with the world robs people of XP, then I think we'll see people skip that interaction. Why would they want to interact with the world in a way that robs them of XP and loot? In slow grindy games both of those are highly valued. People might do it once "for the experience of it" but after that they'll go for the XP and gold every time.

    For raids, this is nothing new. Many raids have mechanics about lighting torches, or interacting with various items in the room to manage adds or debuff the boss. There is a dungeon is Fornost (Lord of the Rings Online) where you must light a few torches in order to make the boss vulnerable to attack. In Rift there were raids where you had to stand in certain lighted circles, or not stand in them, to avoid instant death or massive damage to all party members. EQ2 also had similar kinds of raid mechanics.

    As a raid mechanic this is standard stuff. As an overland mechanic it is not because it is undesirable in most scenarios. My point is, if Pantheon doesn't make doing so desirable for a good reason then people will choose to skip it and get xp + loot every time.
    But skipping exp is not the point. MMOs are often blamed for not teaching people the end game till end game. Pantheon game play has shown that they are teaching the community the end game play style right from low level. Teams using full tool kits by level 10. This can just be another example of that. 

    This is what EQ1 did as well. You got end game, everyone know their role in a team and a raid. Same with mobs that are pryo-phobic or any other type of phobic mob. We will have a community you dont need to teach how to play the game.

    How many people stop playing a new MMO because the game they leveled up with is different to the game they are introduced at end game? Lots. Its a big part of MMO attrition. This is something VR maybe getting right from the start.
    [Deleted User]
  • MendelMendel Member LegendaryPosts: 5,609
    Skipping XP and loot (the rewards) in order to 'scare' a spider away is a mechanism that players will quickly circumvent.  Essentially, the disposition system becomes a meaningless exercise in coding to provide something that offers no substantial value to the gaming experience.  Nice that a company chooses to spend the time and money to implement such features, but it's entirely likely that these kinds of instances will be a 'try-once' type thing.



    Gdemami

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

  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    Mendel said:
    Skipping XP and loot (the rewards) in order to 'scare' a spider away is a mechanism that players will quickly circumvent.  Essentially, the disposition system becomes a meaningless exercise in coding to provide something that offers no substantial value to the gaming experience.  Nice that a company chooses to spend the time and money to implement such features, but it's entirely likely that these kinds of instances will be a 'try-once' type thing.



    Your over simplifying something that has a much deeper game play. The disposition system is not just about a spider thats scared of fire. Every time you pull a group of mobs, you will not know what you are getting. Some mobs will run and call friends. Other will flee only when they are low on health. Others will fight to the death. Some will focus on a healer no matter what you do. They have dozens of Dispositions and they are still working on adding much more. 

    So you can run the same content 10 times and what areas of that content that was easy, next time it will give you trouble and cause a team to talk tactics. Every fight will have you adjusting to different situations. Only game that has come close to that I have played in ESO but Pantheons Disposition system seems to have much more depth. ESOs mobs were too easy so often you didnt notice how NPCs could work together. 

    This is a part of the game I love and would love to see more games mimic.  
    AngryElfGdemami
  • FrodoFraginsFrodoFragins Member EpicPosts: 6,057
    Nanfoodle said:
    I can't really say I'm impressed with this pre-alpha after all these years.  I'm also a bit skeptical of Unity as an MMO engine.

    It clearly has the attention of a decent number of people, but I just don't see it honestly.
    I feel the same way about allot of games. I just don't get Ark or anything from survival genre. Video games are completely subjective. 
    So what is it they claim to offer that makes one look past the red flags?  better group content?  more social?
  • MendelMendel Member LegendaryPosts: 5,609
    Nanfoodle said:
    Mendel said:
    Skipping XP and loot (the rewards) in order to 'scare' a spider away is a mechanism that players will quickly circumvent.  Essentially, the disposition system becomes a meaningless exercise in coding to provide something that offers no substantial value to the gaming experience.  Nice that a company chooses to spend the time and money to implement such features, but it's entirely likely that these kinds of instances will be a 'try-once' type thing.



    Your over simplifying something that has a much deeper game play. The disposition system is not just about a spider thats scared of fire. Every time you pull a group of mobs, you will not know what you are getting. Some mobs will run and call friends. Other will flee only when they are low on health. Others will fight to the death. Some will focus on a healer no matter what you do. They have dozens of Dispositions and they are still working on adding much more. 

    So you can run the same content 10 times and what areas of that content that was easy, next time it will give you trouble and cause a team to talk tactics. Every fight will have you adjusting to different situations. Only game that has come close to that I have played in ESO but Pantheons Disposition system seems to have much more depth. ESOs mobs were too easy so often you didnt notice how NPCs could work together. 

    This is a part of the game I love and would love to see more games mimic.  

    It doesn't appear to be any different from EQ1.  Frogloks in Qeynos Sewers would run and get friends (lots of friends).  Undead always fought to the death.  Many mobs would run on low health (requiring snare), some running at various levels of health.  The 'Afraid of X' behavior might be new, but it certainly isn't enough to warrant promoting Dispositions as a new, major system.  It's more things we've seen and done before.  It just has a name now.

    You may love that mobs have different reactions to situations (I do too).  But is really isn't anything new or earthshaking.



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

  • UtinniUtinni Member EpicPosts: 2,209
    I wonder whats gonna happen when their original target audience (older MMO players) realize this game isn't being made for them anymore. Everything looks modern MMO except the downtime between pulls. Do they really think downtime is gonna sell this game?
    TwoTubesBrainy
  • NanfoodleNanfoodle Member LegendaryPosts: 10,901
    edited January 2021
    Mendel said:
    Nanfoodle said:
    Mendel said:
    Skipping XP and loot (the rewards) in order to 'scare' a spider away is a mechanism that players will quickly circumvent.  Essentially, the disposition system becomes a meaningless exercise in coding to provide something that offers no substantial value to the gaming experience.  Nice that a company chooses to spend the time and money to implement such features, but it's entirely likely that these kinds of instances will be a 'try-once' type thing.



    Your over simplifying something that has a much deeper game play. The disposition system is not just about a spider thats scared of fire. Every time you pull a group of mobs, you will not know what you are getting. Some mobs will run and call friends. Other will flee only when they are low on health. Others will fight to the death. Some will focus on a healer no matter what you do. They have dozens of Dispositions and they are still working on adding much more. 

    So you can run the same content 10 times and what areas of that content that was easy, next time it will give you trouble and cause a team to talk tactics. Every fight will have you adjusting to different situations. Only game that has come close to that I have played in ESO but Pantheons Disposition system seems to have much more depth. ESOs mobs were too easy so often you didnt notice how NPCs could work together. 

    This is a part of the game I love and would love to see more games mimic.  

    It doesn't appear to be any different from EQ1.  Frogloks in Qeynos Sewers would run and get friends (lots of friends).  Undead always fought to the death.  Many mobs would run on low health (requiring snare), some running at various levels of health.  The 'Afraid of X' behavior might be new, but it certainly isn't enough to warrant promoting Dispositions as a new, major system.  It's more things we've seen and done before.  It just has a name now.

    You may love that mobs have different reactions to situations (I do too).  But is really isn't anything new or earthshaking.



    Yes that is a page they took from EQ1 but they are taking it a step further as we see in this video. Knocking and bashing it before we see how they plan to use these tools and saying as Mendel did, as worthless dev time that add no depth to the game. Is harsh and you know it. 

    Utinni said:
    I wonder whats gonna happen when their original target audience (older MMO players) realize this game isn't being made for them anymore. Everything looks modern MMO except the downtime between pulls. Do they really think downtime is gonna sell this game?
    This game has always been pitched as a modern MMO with old school values. If you been following the game, thats not hard to see. 
  • MendelMendel Member LegendaryPosts: 5,609
    Nanfoodle said:
    Mendel said:
    Nanfoodle said:
    Mendel said:
    Skipping XP and loot (the rewards) in order to 'scare' a spider away is a mechanism that players will quickly circumvent.  Essentially, the disposition system becomes a meaningless exercise in coding to provide something that offers no substantial value to the gaming experience.  Nice that a company chooses to spend the time and money to implement such features, but it's entirely likely that these kinds of instances will be a 'try-once' type thing.



    Your over simplifying something that has a much deeper game play. The disposition system is not just about a spider thats scared of fire. Every time you pull a group of mobs, you will not know what you are getting. Some mobs will run and call friends. Other will flee only when they are low on health. Others will fight to the death. Some will focus on a healer no matter what you do. They have dozens of Dispositions and they are still working on adding much more. 

    So you can run the same content 10 times and what areas of that content that was easy, next time it will give you trouble and cause a team to talk tactics. Every fight will have you adjusting to different situations. Only game that has come close to that I have played in ESO but Pantheons Disposition system seems to have much more depth. ESOs mobs were too easy so often you didnt notice how NPCs could work together. 

    This is a part of the game I love and would love to see more games mimic.  

    It doesn't appear to be any different from EQ1.  Frogloks in Qeynos Sewers would run and get friends (lots of friends).  Undead always fought to the death.  Many mobs would run on low health (requiring snare), some running at various levels of health.  The 'Afraid of X' behavior might be new, but it certainly isn't enough to warrant promoting Dispositions as a new, major system.  It's more things we've seen and done before.  It just has a name now.

    You may love that mobs have different reactions to situations (I do too).  But is really isn't anything new or earthshaking.



    Yes that is a page they took from EQ1 but they are taking it a step further as we see in this video. Knocking and bashing it before we see how they plan to use these tools and saying as Mendel did, as worthless dev time that add no depth to the game. Is harsh and you know it. 

    Is it harsh.  A little bit. But, it represents my opinion perfectly.

    And that opinion is that Pantheon is not really trying to accomplish anything new, merely spinning the old to make it appear new.

    A game, especially an MMORPG is an undertaking.  Few appear on the scene.  Those few that do make it, I view as an opportunity.  If they don't really provide anything except older ideas reformatted, I tend to view those as wasted opportunities.  Instead of thinking of new ways to interact with a game world, the developers seem content to simply regurgitate the same old mechanics and wait on a paycheck.

    I am beyond an age where I could do anything myself to rectify the situation, and never really had the means to attempt it.  All I can do is observe, and I was a pretty good observer.  Seeing a game being developed that also appears to be wasting that opportunity by not taking chances to innovate makes me sad.  Instead of innovative ideas, we appear to be getting new nomenclature.  So I try to point that out.

    Pantheon appears to be burying a lot of its game play behind a thesaurus, giving formal names to old ideas and passing the result off as new.  It may be that adding an 'afraid of X' behavior to some mobs *may* actually supplement how people play the game by adding a new CC ability to the collective tool set (As was suggested above).  I hope you are right.

    But, by not directly rewarding the player's action of 'driving off the spiders with a torch' it becomes unnecessary addition.  The spiders weren't driven off, merely put in the holding pattern.  Mez, root, snare, kite, charm or fear didn't really need companionship to accomplish the same exact thing.  That's pretty much what a thesaurus does.

    And wasn't the purpose of these videos in part to demonstrate how they plan to use these particular tools?



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

  • SovrathSovrath Member LegendaryPosts: 32,936
    edited January 2021
    Mendel said:


    And that opinion is that Pantheon is not really trying to accomplish anything new, merely spinning the old to make it appear new.





    That's not really an opinion, they aren't trying to make anything "new." Though as I've said before, most games aren't doing anything new but "new said by them."

    They are making a more modern iteration of Everquest. That's what they are doing. I'm sure things will develop a bit beyond that but if people aren't looking for that type of experience then they will probably not like this game.

    I should also add, that you inadvertently bring up something that I think is a huge problem and that is "players only doing things for rewards."

    You don't and shouldn't be rewarded for every minute thing. 

    It's as if some players can't do anything unless they are rewarded. Sometimes the act itself can be enough for those who appreciate it.
    MendelNanfoodleachesoma
    Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb." 

    Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w


    Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547

    Try the "Special Edition." 'Cause it's "Special." https://www.nexusmods.com/skyrimspecialedition/mods/64878/?tab=description

    Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo 
  • achesomaachesoma Member RarePosts: 1,768
    Here is a great Cliff notes video guide on the Cohh stream by Bazgrim. It's only 15 min long and highlights all the key features.



    kitaradNanfoodle
    Preaching Pantheon to People at PAX  PAX East 2018 Day 4 - YouTube
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