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Visionary Realms Tackles Your Questions About the Mana Climate

SBFordSBFord Former Associate EditorMember LegendaryPosts: 33,129

imageVisionary Realms Tackles Your Questions About the Mana Climate

Last week, the Pantheon: Rise of the Fallen team took to the MMORPG.com pages to reveal the game’s mana climate in an exclusive developer diary. Along the way, more than a few questions came up from the community. After looking over the questions, the Pantheon devs chose ten to answer today to provide more clarity and information about mana climate.

Read the full story here



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Comments

  • ChaserzChaserz Member RarePosts: 336
    edited May 2016
    One of the many factors I like about Pantheon is their open communication and receptive feedback from their fans, industry professionals like MMORPG.com, and the public. Join in the discussion/feedback on their Facebook page: https://www.facebook.com/pantheonmmo/?fref=nf
  • AenraAenra Member UncommonPosts: 45
    Thank you for answering my questions guys :)
    And very glad to know the system will be fully fleshed out, ie affecting non-combat scenarios ^^

    Pride, honour and purity

  • goozmaniagoozmania Member RarePosts: 394
    edited May 2016
    I don't want to be a negative Nancy, but I don't like the idea. It sounds like it will be a requirement for grouping and raiding to slowly walk to some far away area to fill up your relic, before you can go to your actual objective.
    That sounds like an uninteresting waste of time to me. When you remove the lore or cool aspect of something and apply it to a game people poor hundreds of hours into, it simply becomes a tedious side quest.
  • SamhaelSamhael Member RarePosts: 1,534
    I wish the questions had been more directly answered. There's quite a bit of side-stepping here. My questions were totally skipped but I didn't expect that they'd want to answer them. :)
  • AmsaiAmsai Member UncommonPosts: 299
    Im not sure I understand your confusion. Colored mana is a boost not a must. So for example you want to cast fireballs...... cast them then. The red mana you can store in a relic just has an affinity with the fireball so it will boost it enough to matter but I dont expect OP levels of this. You can only hold 1 color of relic at a time. As for it being tedious? Probably depends on individual. But im gonna guess no more annoying then going shopping for potions.


  • SamhaelSamhael Member RarePosts: 1,534
    Amsai, I think the "must" part is because there may be extraordinarily tough encounters that rely on everyone having every possible boost or advantage. And if you don't want to be the one to bring the team down, you pretty much have to have all the boosts possible. Now if the game *doesn't* present challenges like that, it's one thing... but since this is supposed to be a tough game, it will quickly become a must.
  • AmsaiAmsai Member UncommonPosts: 299
    I could be wrong but in addition to challenge there is also the concept of interdependent gameplay and a community focus. This could translate into "more than one way to skin a cat" as well. I think other players or strategies will come into play as well. I dont mean to say 2 strong characters carrying the group or the like. Its just I think there will be some flexability in approach. And yes that might not be the case for the highest difficulty content but I dont have a problem with that. At that point players would likely be far enough and geared enough in their journey to have those relics anyways. Besides we dont know how the numbers scale. Im hoping for small incremental differences in gear. For instsnce: red relic increases fireball 20 points damage and super red relic increases it 25. Meanwhile a Druid could maybe create a red mana atmosphere for you. Ive been following a lot of dev comments, interviews and posts. So this is honestly the way I think it might flow.


  • AenraAenra Member UncommonPosts: 45

    goozmania said:

    I don't want to be a negative Nancy, but I don't like the idea. It sounds like it will be a requirement for grouping and raiding to slowly walk to some far away area to fill up your relic, before you can go to your actual objective.

    That sounds like an uninteresting waste of time to me.



    A good point, but not so sure if a relevant one.
    You can only have one relic of each 'colour' and you will have bonuses applied to older ones you've come across [aka you won't have to farm others for each and every encounter], so i don't see the tediousness factor.
    Likewise far as gameplay is concerned. Either it will be an area-wide effect (tactics), or a mob/boss effect (strategy). Both cases, you will be presented with some scenario you will be meant to understand first, navigate/overcome later. Doesn't have to be tedious now does it :)

    Last but not least, not sure if you're aware, but Pantheon is not aiming for 10 hour sessions, on the contrary in fact, it will have soft "downtimes". The rinse-n-repeat factor you may be alluding to won't be applying here.

    Pride, honour and purity

  • DullahanDullahan Member EpicPosts: 4,536

    goozmania said:

    I don't want to be a negative Nancy, but I don't like the idea. It sounds like it will be a requirement for grouping and raiding to slowly walk to some far away area to fill up your relic, before you can go to your actual objective.

    That sounds like an uninteresting waste of time to me.
    When you remove the lore or cool aspect of something and apply it to a game people poor hundreds of hours into, it simply becomes a tedious side quest.


    The relic mana is effectively a buff. Its temporary. Perhaps for a boss encounter or a raid, players may find themselves needing to charge up a relevant relic, but there has always been a greater time requirement associated with that type of content.

    Personally, I think relic mana should slowly drain after leaving an environment. That would help balance the issue and add more depth by requiring players to find a convenient source of mana in any given area. Sometimes it might be prudent for mana of a certain color to be unavailable.


  • TwoTubesTwoTubes Member UncommonPosts: 328
    edited May 2016
    goozmania said:
    I don't want to be a negative Nancy, but I don't like the idea. It sounds like it will be a requirement for grouping and raiding to slowly walk to some far away area to fill up your relic, before you can go to your actual objective.
    That sounds like an uninteresting waste of time to me. When you remove the lore or cool aspect of something and apply it to a game people poor hundreds of hours into, it simply becomes a tedious side quest.
    That was my first thought too.  I will wait and see how it is implemented. 

    I like Dullahan's idea that the relic should drain...hopefully quickly. 

    Otherwise it ends up being: 1:Clear to boss 2: Port everyone to relic recharge area and buff there while it charges 3: Port back and run to boss encounter while you still have some juice left in your relic and engage boss ASAP.

    I'm sure they wouldn't do that to us right?  Let's all wait and see.  Don't panic =).
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