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Pantheon: Rise of the Fallen: Internal Alpha 1 Nears & Other News in the May Update

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  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by Fractal_Analogy
    Originally posted by EdgeX
    Originally posted by Fractal_Analogy

    I think this is going to be one project worth following. I think it will educate a whole generation of how a game is made, and how milestones are met.

    Pantheon Alpha 1

     

    Brad has always been methodical & builds a solid foundation for his worlds, this is no exception. I think Pantheon will follow the path of early EQ. But on a magnitude that represents populace that is online now, verse 1998-

    I see no problems with this game having 500k+ subscriptions by its second year. The game is not billed for the masses, but as a premium MMORPG. Many might flinch at the $25/month, but don't flinch too long, you will be the one missing out. That is, If Visionary Realm can hold true to their word.

     

    If this game can get a solid backing, and true 3+ years of full development, (housing, boats, full crafting, etc) all with full GM's, guides, that Pantheon could easily hold the middleweight belt of MMORPGs. Possibly hitting 2M subs, if they have a full feature release.

    My sides.........I can't breathe. That was the funniest crap I've ever seen. I'm telling you right now, if this game hits 100k subs, that would be like amazing for them. I honestly don't see them ever getting above 50k. First off they are appealing to a niche market. Second, it's Brad McQuaid. He's a drug addict who has a history of very poorly managing money, lot's of people (like myself) will never give this guy any money.

     

    A million subs.....hahaha, and thinking they could charge 25 a month.............hahahahahaha

     

    ??

    Attack the messenger is a troll tactic. Try instead to refute my posts. Your angle of attack illustrates how ignorant you are of the facts. Yes Facts.

    There are a good many people who have been collecting data, long before free to play was a thingy. They know where the money comes from and what lies in the dark corners of the MMO space. You can only laugh at yourself because without revealing too much of the demographic, essentially any and all whom have played EQ, or WoW and are still active on MMO space, will eventually want to try Pantheon. Not to mention any EQn fan and those whom attended SOE Live events. 

    Understand, I don't even mean all of them, only a small portion of those MMORPG players need to join Pantheon to hit 250k.

    Heck, lets be uber conservative and say only 5% of WoW's subscribers tries Pantheon, plus only a small portion of EQ, EQ2, VG, etc fans and you are still easily hitting 1 million possible using a conservative approach.

    So I think it is safe to say, unless this game sucks, or Visionary Realms underperforms, Pantheon will have a healthy subscriber base of 250k+.

    And that my friend was my point. That 250K is all Visionary Realms need to become filthy rich & thus allowing them to pump out an expanding & challenging game world. How they go about getting those others 500k+, depends on their development path & funding.

    Watch and learn.

     

     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by DelCabon

    Some years ago I might have joined the chorus on this one. The truth is that imperfection is everywhere. What makes the world plug along is overcoming our mistakes and finding ways to move forward positively.

    Lots of great talent found their "vision" with a little help. For me, Brad offers a vision of gaming that I want to experience. At least now it looks like he's stepped back from the operational elements and is focusing his talents where they belong.

    All of the moves Pantheon has made recently has been met with a lot of support and optimism. Those of us who are following this game with interest care about the results, the current reality and future potential. Everyone else is beating a dead horse.

    It's useless to waste energy hating someone you don't know and have no personal accounting for.  The few people I know who have met Brad in person speak of a man who is passionate about his vision and overall a well meaning person. He's made some mistakes, got it, but that doesn't negate the vision for Pantheon and the off chance that this game could be great.

    I am looking forward to the day that I can pay my $15 a month for the spiritual successor of EQ.

    You realize it's only been like a year since he blew all of Pantheon's funding and had to get a team of unpaid volunteer designers right?

     

    I mean it's all out there. He got 147k in funding, and spent 45k of it on his personal stuff. Left a lot of his team unpaid, and had to resort to volunteers. Yes, he sure has changed.

  • ButtskiButtski Member UncommonPosts: 187
    Originally posted by Fractal_Analogy

    ??

    Attack the messenger is a troll tactic. Try instead to refute my posts. Your angle of attack illustrates how ignorant you are of the facts. Yes Facts.

    There are a good many people who have been collecting data, long before free to play was a thingy. They know where the money comes from and what lies in the dark corners of the MMO space. You can only laugh at yourself because without revealing too much of the demographic, essentially any and all whom have played EQ, or WoW and are still active on MMO space, will eventually want to try Pantheon. Not to mention any EQn fan and those whom attended SOE Live events. 

    Understand, I don't even mean all of them, only a small portion of those MMORPG players need to join Pantheon to hit 250k.

    Heck, lets be uber conservative and say only 5% of WoW's subscribers tries Pantheon, plus only a small portion of EQ, EQ2, VG, etc fans and you are still easily hitting 1 million possible using a conservative approach.

    So I think it is safe to say, unless this game sucks, or Visionary Realms underperforms, Pantheon will have a healthy subscriber base of 250k+.

    And that my friend was my point. That 250K is all Visionary Realms need to become filthy rich & thus allowing them to pump out an expanding & challenging game world. How they go about getting those others 500k+, depends on their development path & funding.

    Watch and learn.

     

     

    Dude, you're dreaming.

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.


  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Tell that to Crowfall.

  • vesuviasvesuvias Member UncommonPosts: 151
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by vesuvias
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

    I think a lot of it has to do with a nostalgia factor too. For a lot of people, EQ1 was their very first MMO. They want to get that feeling they did in EQ, when they stepped into this massive virtual world for the first time. I'm sorry, but you can't get that feeling ever again. My first MMO was Lineage 1. 15 years of MMO playing and I've yet to get that feeling I did when first playing that game. It really had little to do with the actual game, and more so to do with being a part of a virtual online world for the first time.

  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by EdgeX
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Tell that to Crowfall.

    Crowfall was pretty much the opposite of Pantheon.  Artcraft spent a year preparing their marketing campaign, creating art assets and building a demo.  People here actually speculated that Crowfall would begin alpha at the end of its 40 day countdown.

    Meanwhile, Pantheon was merely a dream and did not inspire such confidence, yet still made it over halfway to their goal.


  • DullahanDullahan Member EpicPosts: 4,536
    Originally posted by vesuvias
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

    I agree it won't appeal to everyone, but even the people with less time to spend gaming say they still want challenge and meaningful progression.  If it takes a week of casual play to get that level or explore that dungeon, it still holds a greater sense of accomplishment for most people, myself included.  Many people just want something they can commit to and work towards rather than a game that showers them with false praise and shiny toys.


  • JackCracker411JackCracker411 Member UncommonPosts: 69
    Originally posted by Dullahan
    Originally posted by vesuvias
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

    I agree it won't appeal to everyone, but even the people with less time to spend gaming say they still want challenge and meaningful progression.  If it takes a week of casual play to get that level or explore that dungeon, it still holds a greater sense of accomplishment for most people, myself included.  Many people just want something they can commit to and work towards rather than a game that showers them with false praise and shiny toys.

    Nostalgia is only one small part of why a game like this has appeal.  Believe or not.. people don't want quest hubs and hand holding.  They want to actually invest the time to earn their place in a guild or on a server.  If I play any modern AAA mmo... then.. I know that all I have to do is grind some dungeons for a couple of weeks (at end game) and I will have max level raid gear.  Not in a game like EQ.  Getting an epic could take months.  It definitely required a time investment..  a good guild to support you... and a little luck.  Nothing was ever guaranteed and not everyone accomplished this.  

  • SovrathSovrath Member LegendaryPosts: 32,939
    Originally posted by Fractal_Analogy

    I will put it this way.

    Visionary Realms has a product that I think could possibly pull in 2 million people and hold them 4 to 7 years. They, nor anyone within in their staff needs 10 million patrons. It just becomes added noise and dilutes the roleplaying (F2P). (once the pantheon hooopla starts, everyone is going to wanna take a peak, and scream and holler about a free weekend pass, trial islands, etc  You want, you pay. )

    Even being conservative and saying 500,000 Subscribers. That is still $12.5Million a month or $150 Million/year!

     

     

    Your numbers are way off.

    Most triple AAA games don't even pull in those numbers.

    Even the original Everquest didn't go over 500k subs (I think it was less) and many of those players would be the prime candidates for this game provided they were even still interested in a game like this.

    I think you "think" that because this game will be more old school and because WoW brought in a huge amount of players to the mmo genre that at least a good amount of them would be interested in this "for some reason".

     

    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 
  • unclemounclemo Member UncommonPosts: 462
    Originally posted by Ozmodan

    It is Brad we are talking about.  Can't believe there are so many naive people who think this game will be great.  Oh and for the uneducated, it is not "hating", that is being rational and being a critic.

     

    This really. Brad has been known to create fake accounts on forums to promote his project. He gets zero dollars from me. He is the perfect example of how to not run a kickstarter campaign and develop games. Pass.
  • Fractal_AnalogyFractal_Analogy Member UncommonPosts: 350
    Originally posted by vesuvias
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

     

    Why are you concerned about children/kids and soft-shell humans? (explain plz)

    We all know as children get a laptop they start playing online games. Pantheon is not making a MMO for these toddlers. These teenagers are no part of the equation (not one bit) and not the demographic fit for Pantheon, even if there are 20 million incessant kids trying-up all the free to play. Again, those 12 to 24 year olds essentially do not matter one bit to this project and Visionary Realms doesn't need to worry about making them happy, or cater to their incessant cries. This is an adult-minded MMORPG.

    Oddly, most teenagers have no money and lack patience & have little internal fortitude (ie: rage quit). A few things required to play Pantheon. SO maybe that is why you are laughing, because you can not see yourself playing Pantheon. Even though some day you will really, really want to.

     

    Right now there are millions of people who are abstaining from MMORPGs, because there are no "Game Worlds" out there, worth our time. Obviously It was not worth many people's time to play ArchAge for free, because their Character has no future, because the game world has no future. Thus, it is a waste of time to invest in building a character.

    MMORPG players simply want a home they can settle down in for the next 4 to 7 years. Chasing every free game that comes out fueled by children with no money has really been daunting these last 5 years. Nothing within the Pantheon project, or Visionary Realms signals alarms. This project is heads down.

    Children need not apply. I am happy to see new sub based games coming to the forefront. It is what this genre needs.

     

    Watch & learn.

  • vandal5627vandal5627 Member UncommonPosts: 788
    Originally posted by Fractal_Analogy
    Watch & learn.

    We have a comedian in here. :)

  • KarbleKarble Member UncommonPosts: 750
    Originally posted by Fractal_Analogy

    There is no calculations.

     

    World of Warcraft is a $15'ish/ month game. Pantheon is aimed at a different crowd, an older crowd whom do not want to exist within a $13/month world. (It is a waste of their time).

     

    That is where Pantheon: Rise of the Fallen, a premium, full fledged MMORPG comes in. With active Game Master and guides. If you do not understand, that is ok.

    Like I said, watch and learn. This game will re-establish the MMORPG era.

     

    You have a good point here. This game is targeting people with more expendable income since it's the generation that had gaming pc's in a time when only wealthy or hobby driven had rigs powerful enough to play.

    I could see raising the bar here to maybe $25 for one month chunks, $20 a month for 3 months, $18 a month for  6 months and $15 a month for once a year. This model would keep the bar set high enough to keep out free to play griefing, And generally raise  the level of player intelligence, and probably friendliness. It will be interesting as time goes to see how this developers further. I don't personally believe in crowd sourcing products like software myself, but it's good to see that enough people believe in this product to have gotten it this far. It does seem that with a smaller team and the crowd funding, they wouldn't need to charge as high a monthly to be able to recoup development costs and start making profits.

  • Fractal_AnalogyFractal_Analogy Member UncommonPosts: 350
    Originally posted by Karble
    Originally posted by Fractal_Analogy

    There is no calculations.

     

    World of Warcraft is a $15'ish/ month game. Pantheon is aimed at a different crowd, an older crowd whom do not want to exist within a $13/month world. (It is a waste of their time).

     

    That is where Pantheon: Rise of the Fallen, a premium, full fledged MMORPG comes in. With active Game Master and guides. If you do not understand, that is ok.

    Like I said, watch and learn. This game will re-establish the MMORPG era.

     

    You have a good point here. This game is targeting people with more expendable income since it's the generation that had gaming pc's in a time when only wealthy or hobby driven had rigs powerful enough to play.

    I could see raising the bar here to maybe $25 for one month chunks, $20 a month for 3 months, $18 a month for  6 months and $15 a month for once a year. This model would keep the bar set high enough to keep out free to play griefing, And generally raise  the level of player intelligence, and probably friendliness. It will be interesting as time goes to see how this developers further. I don't personally believe in crowd sourcing products like software myself, but it's good to see that enough people believe in this product to have gotten it this far. It does seem that with a smaller team and the crowd funding, they wouldn't need to charge as high a monthly to be able to recoup development costs and start making profits.

     

    Correct.

    Those Patrons who are at the core interest of oldschool MMORPGs (ie: Pantheon, Crowfall, Shroud, etc) are not worried about monthly payments. They will simply slap $250+ on their CC and be done for the year.

    There is simply no need to finance a game for them. (How much does it cost to take a date to the NHL playoffs again?)

     

    Are some of you learning yet?

  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by Dullahan
    Originally posted by EdgeX
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Tell that to Crowfall.

    Crowfall was pretty much the opposite of Pantheon.  Artcraft spent a year preparing their marketing campaign, creating art assets and building a demo.  People here actually speculated that Crowfall would begin alpha at the end of its 40 day countdown.

    Meanwhile, Pantheon was merely a dream and did not inspire such confidence, yet still made it over halfway to their goal.

    Oh they definitely marketed it amazingly. At the end of the day though, they still haven't shown much of anything besides some art and ideas. Unless you count that combat video that looked like it was made in a week.

  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by Fractal_Analogy
    Originally posted by Karble
    Originally posted by Fractal_Analogy

    There is no calculations.

     

    World of Warcraft is a $15'ish/ month game. Pantheon is aimed at a different crowd, an older crowd whom do not want to exist within a $13/month world. (It is a waste of their time).

     

    That is where Pantheon: Rise of the Fallen, a premium, full fledged MMORPG comes in. With active Game Master and guides. If you do not understand, that is ok.

    Like I said, watch and learn. This game will re-establish the MMORPG era.

     

    You have a good point here. This game is targeting people with more expendable income since it's the generation that had gaming pc's in a time when only wealthy or hobby driven had rigs powerful enough to play.

    I could see raising the bar here to maybe $25 for one month chunks, $20 a month for 3 months, $18 a month for  6 months and $15 a month for once a year. This model would keep the bar set high enough to keep out free to play griefing, And generally raise  the level of player intelligence, and probably friendliness. It will be interesting as time goes to see how this developers further. I don't personally believe in crowd sourcing products like software myself, but it's good to see that enough people believe in this product to have gotten it this far. It does seem that with a smaller team and the crowd funding, they wouldn't need to charge as high a monthly to be able to recoup development costs and start making profits.

     

    Correct.

    Those Patrons who are at the core interest of oldschool MMORPGs (ie: Pantheon, Crowfall, Shroud, etc) are not worried about monthly payments. They will simply slap $250+ on their CC and be done for the year.

    There is simply no need to finance a game for them. (How much does it cost to take a date to the NHL playoffs again?)

     

    Are some of you learning yet?

    I feel like you should check out this game called Pathfinder Online. I think you'd fit in well with the delusional fan base over there.

  • EdgeXEdgeX Member UncommonPosts: 39
    Originally posted by Karble
    Originally posted by Fractal_Analogy

    There is no calculations.

     

    World of Warcraft is a $15'ish/ month game. Pantheon is aimed at a different crowd, an older crowd whom do not want to exist within a $13/month world. (It is a waste of their time).

     

    That is where Pantheon: Rise of the Fallen, a premium, full fledged MMORPG comes in. With active Game Master and guides. If you do not understand, that is ok.

    Like I said, watch and learn. This game will re-establish the MMORPG era.

     

    You have a good point here. This game is targeting people with more expendable income since it's the generation that had gaming pc's in a time when only wealthy or hobby driven had rigs powerful enough to play.

    I could see raising the bar here to maybe $25 for one month chunks, $20 a month for 3 months, $18 a month for  6 months and $15 a month for once a year. This model would keep the bar set high enough to keep out free to play griefing, And generally raise  the level of player intelligence, and probably friendliness. It will be interesting as time goes to see how this developers further. I don't personally believe in crowd sourcing products like software myself, but it's good to see that enough people believe in this product to have gotten it this far. It does seem that with a smaller team and the crowd funding, they wouldn't need to charge as high a monthly to be able to recoup development costs and start making profits.

    Are you really equating income to intelligence? I don't even know where to begin with that, so I won't.

  • MrMelGibsonMrMelGibson Member EpicPosts: 3,039
    Originally posted by Fractal_Analogy
    Originally posted by vesuvias
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

     

    Why are you concerned about children/kids and soft-shell humans? (explain plz)

    We all know as children get a laptop they start playing online games. Pantheon is not making a MMO for these toddlers. These teenagers are no part of the equation (not one bit) and not the demographic fit for Pantheon, even if there are 20 million incessant kids trying-up all the free to play. Again, those 12 to 24 year olds essentially do not matter one bit to this project and Visionary Realms doesn't need to worry about making them happy, or cater to their incessant cries. This is an adult-minded MMORPG.

    Oddly, most teenagers have no money and lack patience & have little internal fortitude (ie: rage quit). A few things required to play Pantheon. SO maybe that is why you are laughing, because you can not see yourself playing Pantheon. Even though some day you will really, really want to.

     

    Right now there are millions of people who are abstaining from MMORPGs, because there are no "Game Worlds" out there, worth our time. Obviously It was not worth many people's time to play ArchAge for free, because their Character has no future, because the game world has no future. Thus, it is a waste of time to invest in building a character.

    MMORPG players simply want a home they can settle down in for the next 4 to 7 years. Chasing every free game that comes out fueled by children with no money has really been daunting these last 5 years. Nothing within the Pantheon project, or Visionary Realms signals alarms. This project is heads down.

    Children need not apply. I am happy to see new sub based games coming to the forefront. It is what this genre needs.

     

    Watch & learn.

    You make a lot of big claims with zero evidence to back it.  Thinking this game is going to have huge numbers of subs is hilarious at best.  The only people who want this old style game are the old bitter vets who can't adapt to new games.  The truth is, you are no longer the demographic that publishers/developers are making games for.  They could really care less about you, since you are such a tiny % of the mmo gamers out there.  You can keep dreaming though.  

     

    Oh ya, the only person who is going to watch and learn is you.  I can't wait to rub this thread in your face when this game doesn't launch or closes up shop in a few months because very few will care about it.

  • Fractal_AnalogyFractal_Analogy Member UncommonPosts: 350
    Originally posted by EdgeX
    Originally posted by Dullahan
    Originally posted by EdgeX
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Tell that to Crowfall.

    Crowfall was pretty much the opposite of Pantheon.  Artcraft spent a year preparing their marketing campaign, creating art assets and building a demo.  People here actually speculated that Crowfall would begin alpha at the end of its 40 day countdown.

    Meanwhile, Pantheon was merely a dream and did not inspire such confidence, yet still made it over halfway to their goal.

    Oh they definitely marketed it amazingly. At the end of the day though, they still haven't shown much of anything besides some art and ideas. Unless you count that combat video that looked like it was made in a week.

     

     

    Visionary Realms has not marketed their game yet. Their goals are not set in stone recently, but have been held for nearly two decades. Dating back to Dungeon & Dragons era of dice throwing and random role-playing happenstance, was the norm. Where a role was to be mastered.

    This project is nearly 10 months in and Visionary Realms progress is what brings me to the table. You make it sound as if their progress has been lacking. And that alone means you are not as educated on Pantheon as you should be. They will get the proper funding.

     

    There really is no point in arguing. When Alpha 2 comes, many will get to see if the net-code and combat are up to snuff. If so, any graphic laying (anonymous eye candy, etc) will become trivial. This game is based on it core mechanics & game world.

     

    Watch & learn.

     

  • JackCracker411JackCracker411 Member UncommonPosts: 69
    Originally posted by Fractal_Analogy
    Originally posted by EdgeX
    Originally posted by Dullahan
    Originally posted by EdgeX
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Tell that to Crowfall.

    Crowfall was pretty much the opposite of Pantheon.  Artcraft spent a year preparing their marketing campaign, creating art assets and building a demo.  People here actually speculated that Crowfall would begin alpha at the end of its 40 day countdown.

    Meanwhile, Pantheon was merely a dream and did not inspire such confidence, yet still made it over halfway to their goal.

    Oh they definitely marketed it amazingly. At the end of the day though, they still haven't shown much of anything besides some art and ideas. Unless you count that combat video that looked like it was made in a week.

     

     

    Visionary Realms has not marketed their game yet. Their goals are not set in stone recently, but have been held for nearly two decades. Dating back to Dungeon & Dragons era of dice throwing and random role-playing happenstance, was the norm. Where a role was to be mastered.

    This project is nearly 10 months in and Visionary Realms progress is what brings me to the table. You make it sound as if their progress has been lacking. And that alone means you are not as educated on Pantheon as you should be. They will get the proper funding.

     

    There really is no point in arguing. When Alpha 2 comes, many will get to see if the net-code and combat are up to snuff. If so, any graphic laying (anonymous eye candy, etc) will become trivial. This game is based on it core mechanics & game world.

     

    Watch & learn.

     

    I'm behind Pantheon.  I am very much looking forward to it's release.  I will be playing the EQ progression server to hold me over until then.  However... I think you are overly optimistic about how well this game is going to perform.  If they get 200K subs... I would be very impressed.  I would consider that a HUGE success.  But.. there's no way they are doing that at $25 a month.  That's a big paywall.  I make good money too.. and I still wouldn't pay that.  Mostly on principle.  Personally... $15 is the max for me.  And I feel that they should go even lower.  Somewhere between $5.99 and $9.99.  They probably won't.. but that's just my opinion on the sub fee.  I think that the closer you get to $5.99... the more likely people are going to setup recurring billing and just forget about it.  Even if they take a hiatus from the game.  

  • SovrathSovrath Member LegendaryPosts: 32,939
    Originally posted by JackCracker411
     

    I'm behind Pantheon.  I am very much looking forward to it's release.  I will be playing the EQ progression server to hold me over until then.  However... I think you are overly optimistic about how well this game is going to perform.  If they get 200K subs... I would be very impressed.  I would consider that a HUGE success.  But.. there's no way they are doing that at $25 a month.  That's a big paywall.  I make good money too.. and I still wouldn't pay that.  Mostly on principle.  Personally... $15 is the max for me.  And I feel that they should go even lower.  Somewhere between $5.99 and $9.99.  They probably won't.. but that's just my opinion on the sub fee.  I think that the closer you get to $5.99... the more likely people are going to setup recurring billing and just forget about it.  Even if they take a hiatus from the game.  

    I'm like you, I'm behind the game and if it's released I'll be there at launch. But I absolutely don't believe it's going to pull in numbers that even the AAA games have a hard time getting from a larger mmo playerbase that was most likely brought in by WoW (with the exception of some of the eastern games).

     

     

    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 
  • Fractal_AnalogyFractal_Analogy Member UncommonPosts: 350
    Originally posted by MrMelGibson
    Originally posted by Fractal_Analogy
    Originally posted by vesuvias
    Originally posted by Dullahan
    Originally posted by EdgeX
     

    Still laughing. That's why he couldn't even get a successful kickstarter going, because people care so much about this game.

    The kickstarter failed because they rushed it.  The kickstarters that make 100k+ generally have more to show to convince people that they are capable of bringing their idea to fruition.  In Pantheon's case, they made over 400k on basically an idea and little else.  Honestly that says a lot.  I don't remember any unsubstantiated idea ever making that much on a kickstarter.

    If they were to go to kickstarter with a demo today I have full confidence that it would fund.  However, they are more interested in investors than working towards and managing another crowdfunding campaign.

     

    As far as potential playerbase is concerned, it will really depend on the level of polish Pantheon has at launch.  Their "niche" people like to talk about is probably the biggest niche in the mmorpg market.  Millions of people have played EverQuest and its hands down the most talked about and missed MMO discussed on these forums.  If Visionary Realms manages to make good on their promises producing an experience akin to classic Everquest, I wouldn't bat an eyelash if their playerbase grew to over 500k.

    Look I get why the old vets want. And honestly I hope Pantheon scratches your collective itches but you need to be realistic. EQ was a timing aboration for that type of gameplay. It's a different world now, there are plenty of MMORPGs out there that won't require the type of commitments this game will. It wasn't uncommon in the EQ days for people to have 100+ /played days on their character in order to reach max level(pre-Kunark level 50). That type of long leveling requires a great deal of repeated playing the same content over and over again, that just will not be tolerated in today's environment by most people.

    I know the EQ vets will simply blame this on an ADD population, but honestly it was never healthy to spend 8 hours everyday on a single video game. For the vast majority there just isn't that much time in the day for them to spend. Olympic level atheletes don't spend that much time training. You cannot possibly expect a game to require that much time and for it to be anything but niche. Online worlds simply aren't that deep and rich (and won't be for a long time) to warrent most people devoting 1/3 of their lives to them.

     

    Why are you concerned about children/kids and soft-shell humans? (explain plz)

    We all know as children get a laptop they start playing online games. Pantheon is not making a MMO for these toddlers. These teenagers are no part of the equation (not one bit) and not the demographic fit for Pantheon, even if there are 20 million incessant kids trying-up all the free to play. Again, those 12 to 24 year olds essentially do not matter one bit to this project and Visionary Realms doesn't need to worry about making them happy, or cater to their incessant cries. This is an adult-minded MMORPG.

    Oddly, most teenagers have no money and lack patience & have little internal fortitude (ie: rage quit). A few things required to play Pantheon. SO maybe that is why you are laughing, because you can not see yourself playing Pantheon. Even though some day you will really, really want to.

     

    Right now there are millions of people who are abstaining from MMORPGs, because there are no "Game Worlds" out there, worth our time. Obviously It was not worth many people's time to play ArchAge for free, because their Character has no future, because the game world has no future. Thus, it is a waste of time to invest in building a character.

    MMORPG players simply want a home they can settle down in for the next 4 to 7 years. Chasing every free game that comes out fueled by children with no money has really been daunting these last 5 years. Nothing within the Pantheon project, or Visionary Realms signals alarms. This project is heads down.

    Children need not apply. I am happy to see new sub based games coming to the forefront. It is what this genre needs.

     

    Watch & learn.

    You make a lot of big claims with zero evidence to back it.  Thinking this game is going to have huge numbers of subs is hilarious at best.  The only people who want this old style game are the old bitter vets who can't adapt to new games.  The truth is, you are no longer the demographic that publishers/developers are making games for.  They could really care less about you, since you are such a tiny % of the mmo gamers out there.  You can keep dreaming though.  

     

    Oh ya, the only person who is going to watch and learn is you.  I can't wait to rub this thread in your face when this game doesn't launch or closes up shop in a few months because very few will care about it.

    You are right I am not going to adapt my massive guild, just to play twitch combat in EverQuest Next. You are 100% right.

    But then again, we jam out Battlefield4 when in the mood for twitching. Adults do not have to follow tripe'ish MMO garbage aimed at children, to get a pro-twitch session going. Uno?

    Only children need a one-fits-all MMO blanky.

     

     

    And again, no need to attack me, try and refute me. I have no feeling in play, nothing more than my professional opinion. As I work with demographics. I am here because this project interests me greatly. I intent to watch its progress closely because I think methodical works and Brad is that. I am also a fan of his Vision.

    Now Mel, here is some food for thought:

    For starters, How many people are playing EQ and EQ2 right now..? How many of them wouldn't want to play EQ3..?  (ie: Pantheon)

     

    Get back with us on that. Perhaps we will give you a bit of respect & stop laughing at your baseless troll-arguments.

     

  • Fractal_AnalogyFractal_Analogy Member UncommonPosts: 350

    JackCracker4.

    An honest question, would an extra $100 a year really kill it..? And do you think you are one of the 250k potential customers?

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