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Pantheon: Rise of the Fallen: Nexus, the Lost Goddess of Terminus

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

The Pantheon: Rise of the Fallen KickStarter page has been updated with a lore piece about one of the goddesses that will play a part in the MMO. Called "Nexus, the Lost Goddess of Terminus", the lore indicates that little is known of her prior to her rebirth.

The entity that was Nexus became the central power of the universe, supreme and omnipotent. So she reigned, unchallenged for eons until the rise of an evil league of dark lords from the void of Myraxys. What followed was the sundering of the War Before Ages. In an effort to preserve all life from the corruption of the dark lords, she unleashed the power of the Terminus Arcana, magic so powerful only she could wield it. Then all went dark.

Read more on the Pantheon: Rise of the Fallen KickStarter page.

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¯\_(ツ)_/¯ 


Comments

  • emotaemota Member UncommonPosts: 413
    Nice Art!!
  • HellidolHellidol Member UncommonPosts: 476
    very nice

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  • AlomarAlomar Member RarePosts: 1,299
    Sounded great until I saw the that pvp is a stretch goal and after that, that only dueling and arena pvp is going to be included. Best of luck to them, just not for me.
    Haxus Council Member
    21  year MMO veteran 
    PvP Raid Leader 
    Lover of The Witcher & CD Projekt Red
  • RogoshRogosh Member UncommonPosts: 208
    pvp will still be in.

    "Its better to look ugly and win than pretty and lose"

  • superconductingsuperconducting Member UncommonPosts: 871

    PvP is a $3 million stretch goal. Crafting is a $3.5 million stretch goal. Staples of any and every MMO. Really?

    They may reach their KS funding but beyond that, they're shooting for the stars IMO.

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  • EadrenEadren Member UncommonPosts: 15
    $3.5mil really isn't a lot of money, development-wise, when you consider the budgets that many of today's major studio mmo's are given.  Keep in mind, this is the beginnings of this project and they're still a small team.   Read some of the kickstarter comments and you'll find that one of the reasons they're trying to keep the pledge rewards digitalized as much as possible is so that they can put as much of the money as they're able directly into development.  The $800,000 is to get them started, and, perhaps more importantly, show that there is enough interest in this type of game being made to draw the support of other investors.  Pantheon is intended to be a modern "old school" mmo, hearkening back to the days of EQ and the like in terms of immersion and challenging, rewarding content.  Its a niche game for those who have been craving that kind of experience again, and find modern mmo's completely lacking it.
  • superconductingsuperconducting Member UncommonPosts: 871
    Originally posted by Eadren
    $3.5mil really isn't a lot of money, development-wise, when you consider the budgets that many of today's major studio mmo's are given.  Keep in mind, this is the beginnings of this project and they're still a small team.   Read some of the kickstarter comments and you'll find that one of the reasons they're trying to keep the pledge rewards digitalized as much as possible is so that they can put as much of the money as they're able directly into development.  The $800,000 is to get them started, and, perhaps more importantly, show that there is enough interest in this type of game being made to draw the support of other investors.  Pantheon is intended to be a modern "old school" mmo, hearkening back to the days of EQ and the like in terms of immersion and challenging, rewarding content.  Its a niche game for those who have been craving that kind of experience again, and find modern mmo's completely lacking it.

    $3.5 million is a heck of a LOT of money to ask for on any KS. Very few projects have surpassed the $3 million mark:

    http://www.kickstarter.com/discover/advanced?category_id=12&sort=most_funded

    All I'm saying is, they need to have more realistic stretch goals. The momentum of fundraising I've seen in the last week does not appear to be enough to reach those goals.

    I bet you they will end up revising the stretch goals towards the end of the campaign.

     

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  • DaranarDaranar Member UncommonPosts: 392

    I mean some things are stretch goals because this is the beginning of funding.   That doesn't mean that in this initial push, if these "stretch goals" are not reached that there is no hope of them at launch, it just means maybe they will crowd fund again, maybe an investor will step up, who knows.    Also, why do we have to always have EVERYTHING at launch?   I would not be opposed one bit to having no housing, and 1 or two less races/classes at launch if it means they spend more time on the core gameplay and making it an amazing game/world instead of half assing ANYTHING.

    Plus money raised isn't relative to what can be achieved on KS.   It's relative to what it costs to devote the time and effort on different things.   You simply can't have all these current stretch goals in a game working on a 1mil budget.   That's why the stretch goals are high, because this is all the money they have so far, and it cost money to develop a fully detailed crafting and harvesting system.

    If I want a world in which people can purchase success and power with cash, I'll play Real Life. Keep Virtual Worlds Virtual!


  • EadrenEadren Member UncommonPosts: 15
    Originally posted by superconducting
    Originally posted by Eadren
    $3.5mil really isn't a lot of money, development-wise, when you consider the budgets that many of today's major studio mmo's are given.  Keep in mind, this is the beginnings of this project and they're still a small team.   Read some of the kickstarter comments and you'll find that one of the reasons they're trying to keep the pledge rewards digitalized as much as possible is so that they can put as much of the money as they're able directly into development.  The $800,000 is to get them started, and, perhaps more importantly, show that there is enough interest in this type of game being made to draw the support of other investors.  Pantheon is intended to be a modern "old school" mmo, hearkening back to the days of EQ and the like in terms of immersion and challenging, rewarding content.  Its a niche game for those who have been craving that kind of experience again, and find modern mmo's completely lacking it.

    $3.5 million is a heck of a LOT of money to ask for on any KS. Very few projects have surpassed the $3 million mark:

    http://www.kickstarter.com/discover/advanced?category_id=12&sort=most_funded

    All I'm saying is, they need to have more realistic stretch goals. The momentum of fundraising I've seen in the last week does not appear to be enough to reach those goals.

    I bet you they will end up revising the stretch goals towards the end of the campaign.

     

    I don't think the stretch goals are an example of what they're expecting from Kickstarter, hence them being stretch goals and only placing the initial pledge goal at $800,000.  They aren't asking KS backers to fund the entire game and all of its development up to and including those stretch goals.  They are in place to show the kinds of things they'll be working on with adequate funding and in what direction they'll be utilizing those funds at different levels.  Having said that, the ultimate goal is simply to attract investors, be it KS backers or otherwise, and its certainly possible they may revamp the stretch goals if they feel it will help.  They're already looking into what they can do with the pledge goals to make them more/equally attractive across the tiers.

  • GoldenArrowGoldenArrow Member UncommonPosts: 1,186

    They are trying to make a proper group-oriented PvE mmorpg.

    That's why the PvP stretch goal is made almost impossible.

  • tom_goretom_gore Member UncommonPosts: 2,001

    It looks like they're having trouble even reaching their 800k target. You can forget about any stretch goals at this point.

     

  • EadrenEadren Member UncommonPosts: 15
    Originally posted by tom_gore

    It looks like they're having trouble even reaching their 800k target. You can forget about any stretch goals at this point.

     

    Given that there's better than a month left until the KS ends, I think its a touch unfair to say they're having trouble reaching the goal.  Especially since its a common trend for KS campaigns to see larger bursts in pledges toward the end of the run.  If with 3 days to go we're still at $200k I'll come back and say you were right.  Until then, lets at least be reasonable with our assumptions.

  • ClywdClywd Member UncommonPosts: 261
    Actually the trend curves for kickstarters show that there are two spikes, one at the beginning and one at the end of the period. Mathematically they are easily on target, even if the last spike would not happen (but it will).

    Currently playing: EverQuest
    Waiting for Pantheon: Rise of the Fallen

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