Pantheon Dev Blog Details PvP Plans, Instancing And More - MMORPG.com
Recently, Pantheon's Brad McQuaid has posted a few items to the game's blog on a variety of subjects, specifically touching on PvP and Instancing in Pantheon.
Dynamic Threat Assessment? I can't see that being a popular decision with the "hard-core old-school EQ1 with modern graphics" crowd. Instancing via phasing. A mix of common mobs and private mobs, including a boss for every group. Sounds like exclusive camps are a thing of the past. That just doesn't sound like the EQ1 I played.
It's different, but not new. City of Heroes, ESO and probably many other games have done similar, if not the exact same thing.
Logic, my dear, merely enables one to be wrong with great authority.
Dynamic Threat Assessment? I can't see that being a popular decision with the "hard-core old-school EQ1 with modern graphics" crowd. Instancing via phasing. A mix of common mobs and private mobs, including a boss for every group. Sounds like exclusive camps are a thing of the past. That just doesn't sound like the EQ1 I played.
It's different, but not new. City of Heroes, ESO and probably many other games have done similar, if not the exact same thing.
Sure but Brad and company have said in the past that they don't want to make a clone of EQ1. That want to make a spiritual successor. Meaning some things were not going to be like EQ1. The funny thing is most people don't want to hear that. People who bring this up get attacked on the forums or on the reddit.
People hear what they want to hear I guess. They just hear clone of EQ1 everything else gets lost
Yep, Pantheon is setting itself up to disappoint everyone, IMO.
The hardcore old-school folks will be disappointed by all those modern features.
The modern players are all thinking this is going to be a game for nostalgic masochists.
I realize that the studio is afraid to lose their backers, hence the barely visible line in the sand, but they really need to come out and definitively state exactly what they are going for so that no one can misread it.
They are trying to straddle the line. We all know what happens when you try to please everyone.
Dynamic Threat Assessment? I can't see that being a popular decision with the "hard-core old-school EQ1 with modern graphics" crowd. Instancing via phasing. A mix of common mobs and private mobs, including a boss for every group. Sounds like exclusive camps are a thing of the past. That just doesn't sound like the EQ1 I played.
It's different, but not new. City of Heroes, ESO and probably many other games have done similar, if not the exact same thing.
Sure but Brad and company have said in the past that they don't want to make a clone of EQ1. That want to make a spiritual successor. Meaning some things were not going to be like EQ1. The funny thing is most people don't want to hear that. People who bring this up get attacked on the forums or on the reddit.
People hear what they want to hear I guess. They just hear clone of EQ1 everything else gets lost
Instancing has been a big no-no for many of the EQ1 vets. There are probably a hundred different posts all over this forum about how they want a "modern EQ1" and nothing more. These people seem to think they are the target market for Pantheon, and many have stated that is all they want. That definitely includes only open world content.
Changes, especially instancing, are likely to cause consternation in that mindset. So, I'm wondering who really is the target market for Pantheon, because this appears to be contrary to what many of the EQ1 faithful are already expecting. I hope that these people are flexible enough in their expectations to not get their emotions all hurt when the game they are expecting and the game that is delivered are fundamentally different at a philosophical level.
Logic, my dear, merely enables one to be wrong with great authority.
Instancing prevents a handful of powerful guilds from locking down content to where no one else can enjoy it.
Brad wants to have an open world that feels like a world, where players interact with one another and not one where people all go play in instances.
So he is searching for a solution to a solution. And that's starting to look like "phasing" from WoW. Which I hated.
Why not have instances that only become available when someone else has engaged the open world version of that content? Or, more restrictively, instances that only become available when the open world version of that content has been continuously engaged for 48 hours?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Instancing prevents a handful of powerful guilds from locking down content to where no one else can enjoy it.
Brad wants to have an open world that feels like a world, where players interact with one another and not one where people all go play in instances.
So he is searching for a solution to a solution. And that's starting to look like "phasing" from WoW. Which I hated.
Why not have instances that only become available when someone else has engaged the open world version of that content? Or, more restrictively, instances that only become available when the open world version of that content has been continuously engaged for 48 hours?
Phasing and Sharding areas has become very common in MMOs and some do it better than others. WoW was really bad and so is ESO as it become a wall where you could not team with just anyone. I dont mind what they do as long as we dont get that wall I was talking about.
As someone who tried PvP in Vanguard on launch day... Brad should really just focus on PvE and worry about adding PvP servers at a later date.
Dont expect a deep PvP experience like ESO or DAoC. EQ1 rules sets were fun but still no depth. There was a hardcore small group of PvPers that loved their PvP servers but myself I played EQ1 and DAoC at the same time as that was the best PvP experience at that time. This will be slightly more then checking a box as any PvPer who has been PvP MMOing for any length of time. A game needs to be built from the ground up with PvP in mind to add any depth. That being said, if they do the char copy command in Pantheon. I will be playing on a PvP server as well when Pantheon launches as I have a life now and dont have time to play 2 MMOs lol.
"The team behind Pantheon wants to build PvP on a solid PvE foundation."
This is a big mistake. Just build your foundation first and launch that and then see where it goes.
Instancing, phasing, and layering changes the feel of a game world, server, and community. It's not old school, it's modern design.
Are they building a classic style game or not?
The core of what they are bring back from EQ1 area is a interdependence of classes and people. Exploring without hand holding. Also iconic loot that will tell a story of where you have been and what you have killed. They have said over and over this will be a modern MMO with the tools that newer gamers will be looking for.
What I read didn't sound like instancing. I guess I'm not keeping up with all the lingo so I don't know if "phasing" is the right word for it or not.
He said if you are on a quest...mobs will spawn that only you (your group) can affect. So basically a goblin (or whatever) spawns which nobody else can attack and presumably it won't agro on anyone else. So you can go and do your thing for your quest without other people messing it up for you. That's what it sounded like to me.
Questions:
1. Does this only happen for quests?
2. How quest driven is this game going to be? I've been assuming it would be more like EQ which was mostly about grinding mobs rather than running around doing quests constantly.
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Ok, realistically there were problems with the way things worked in EQ and people are nuts if they think that should be ignored. Any high value mobs will be monopolized by no-life types if they have the opportunity to monopolize them. If Brad and Co. can find a way to prevent that without destroying the "open world" feel of the game then good for them.
"The team behind Pantheon wants to build PvP on a solid PvE foundation."
This is a big mistake. Just build your foundation first and launch that and then see where it goes.
Instancing, phasing, and layering changes the feel of a game world, server, and community. It's not old school, it's modern design.
Are they building a classic style game or not?
The core of what they are bring back from EQ1 area is a interdependence of classes and people. Exploring without hand holding. Also iconic loot that will tell a story of where you have been and what you have killed. They have said over and over this will be a modern MMO with the tools that newer gamers will be looking for.
Sorry Nan but that sounds like a bunch of PR marketing fluff. None of it means anything concrete or practical. They billed this game for old school MMORPG gamers. As it stands now it sounds like every other modern MMO.
Why would old school MMORPG gamers want to play yet another instanced and phased themepark?
They have not said the words you are using. They have said they are looking into ways of dealing with over camped areas. What that means people are guessing. Also bring back interdependence of classes is as old school as it gets. At the core, they are bringing back what made EQ1 great but if you think there will be no modern answers to problems, you have your wires crossed. You wont have a global AH but there will be auction house set to areas. There wont be a cross server group finders but they will have tools to help people on the same server find teams. This has been their goal since the outset of the game.
"The team behind Pantheon wants to build PvP on a solid PvE foundation."
This is a big mistake. Just build your foundation first and launch that and then see where it goes.
Instancing, phasing, and layering changes the feel of a game world, server, and community. It's not old school, it's modern design.
Are they building a classic style game or not?
The core of what they are bring back from EQ1 area is a interdependence of classes and people. Exploring without hand holding. Also iconic loot that will tell a story of where you have been and what you have killed. They have said over and over this will be a modern MMO with the tools that newer gamers will be looking for.
Sorry Nan but that sounds like a bunch of PR marketing fluff. None of it means anything concrete or practical. They billed this game for old school MMORPG gamers. As it stands now it sounds like every other modern MMO.
Why would old school MMORPG gamers want to play yet another instanced and phased themepark?
I'm thinking old school MMORPG gamers like me who welcome dev attempts to remove some of "the suck" from earlier designs without tossing the baby with the bathwater.
Can they pull it off? Who knows, but it's worth a shot in my book.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
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"The team behind Pantheon wants to build PvP on a solid PvE foundation."
This is a big mistake. Just build your foundation first and launch that and then see where it goes.
Instancing, phasing, and layering changes the feel of a game world, server, and community. It's not old school, it's modern design.
Are they building a classic style game or not?
The core of what they are bring back from EQ1 area is a interdependence of classes and people. Exploring without hand holding. Also iconic loot that will tell a story of where you have been and what you have killed. They have said over and over this will be a modern MMO with the tools that newer gamers will be looking for.
Sorry Nan but that sounds like a bunch of PR marketing fluff. None of it means anything concrete or practical. They billed this game for old school MMORPG gamers. As it stands now it sounds like every other modern MMO.
Why would old school MMORPG gamers want to play yet another instanced and phased themepark?
I'm thinking old school MMORPG gamers like me who welcome dev attempts to remove some of "the suck" from earlier designs without tossing the baby with the bathwater.
Can they pull it off? Who knows, but it's worth a shot in my book.
Yeah, there were a bunch of irritating design elements from those old games that caused me to ignore them (and the whole genre). If modern game designers recreate those 'sucky' elements, I'll ignore their games as well.
Spawn camping? See ya later!
If you are holding out for the perfect game, the only game you play will be the waiting one.
As someone who tried PvP in Vanguard on launch day... Brad should really just focus on PvE and worry about adding PvP servers at a later date.
It is not like those who want a PvP server will disappear if a server is not there at launch for them. I don't think this game has overreached so far but when you start getting bogged down with PvP issues it will have an impact.
"The team behind Pantheon wants to build PvP on a solid PvE foundation."
This is a big mistake. Just build your foundation first and launch that and then see where it goes.
Instancing, phasing, and layering changes the feel of a game world, server, and community. It's not old school, it's modern design.
Are they building a classic style game or not?
The core of what they are bring back from EQ1 area is a interdependence of classes and people. Exploring without hand holding. Also iconic loot that will tell a story of where you have been and what you have killed. They have said over and over this will be a modern MMO with the tools that newer gamers will be looking for.
Sorry Nan but that sounds like a bunch of PR marketing fluff. None of it means anything concrete or practical. They billed this game for old school MMORPG gamers. As it stands now it sounds like every other modern MMO.
Why would old school MMORPG gamers want to play yet another instanced and phased themepark?
I'm thinking old school MMORPG gamers like me who welcome dev attempts to remove some of "the suck" from earlier designs without tossing the baby with the bathwater.
Can they pull it off? Who knows, but it's worth a shot in my book.
What does that mean to "remove the suck" but not "throw the baby out with the bath water". You may as well say, "The maps look great! They're really bringing the community together."
I suppose it's the difference between providing a way for replacements to be teleported directly to the group wherever they are in the dungeon (or world) vs having the group trudge or fight their way back to the entrance before going forward as again.
Not saying Brad's keen on teleporting, I recall reading about a possible caravan for players to join so their characters can be transported by friends to a new location while they are afk.
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Dynamic Threat Assessment? I can't see that being a popular decision with the "hard-core old-school EQ1 with modern graphics" crowd. Instancing via phasing. A mix of common mobs and private mobs, including a boss for every group. Sounds like exclusive camps are a thing of the past. That just doesn't sound like the EQ1 I played.
It's different, but not new. City of Heroes, ESO and probably many other games have done similar, if not the exact same thing.
Sure but Brad and company have said in the past that they don't want to make a clone of EQ1. That want to make a spiritual successor. Meaning some things were not going to be like EQ1. The funny thing is most people don't want to hear that. People who bring this up get attacked on the forums or on the reddit.
People hear what they want to hear I guess. They just hear clone of EQ1 everything else gets lost
Yep, Pantheon is setting itself up to disappoint everyone, IMO.
The hardcore old-school folks will be disappointed by all those modern features.
The modern players are all thinking this is going to be a game for nostalgic masochists.
I realize that the studio is afraid to lose their backers, hence the barely visible line in the sand, but they really need to come out and definitively state exactly what they are going for so that no one can misread it.
They are trying to straddle the line. We all know what happens when you try to please everyone.
People said similar about WoW Classic though and it has made a lot of people happy.
Dynamic Threat Assessment? I can't see that being a popular decision with the "hard-core old-school EQ1 with modern graphics" crowd. Instancing via phasing. A mix of common mobs and private mobs, including a boss for every group. Sounds like exclusive camps are a thing of the past. That just doesn't sound like the EQ1 I played.
It's different, but not new. City of Heroes, ESO and probably many other games have done similar, if not the exact same thing.
Sure but Brad and company have said in the past that they don't want to make a clone of EQ1. That want to make a spiritual successor. Meaning some things were not going to be like EQ1. The funny thing is most people don't want to hear that. People who bring this up get attacked on the forums or on the reddit.
People hear what they want to hear I guess. They just hear clone of EQ1 everything else gets lost
Yep, Pantheon is setting itself up to disappoint everyone, IMO.
The hardcore old-school folks will be disappointed by all those modern features.
The modern players are all thinking this is going to be a game for nostalgic masochists.
I realize that the studio is afraid to lose their backers, hence the barely visible line in the sand, but they really need to come out and definitively state exactly what they are going for so that no one can misread it.
They are trying to straddle the line. We all know what happens when you try to please everyone.
Or we could let them develop their vision and reserve judgment until launch.
I don't know what to think about Pantheon at this point. I've backed it because I would feel like a hypocrite to say that I want to see a MMO that goes back to the roots of the genre, and brings back more of what made it appealing, inspiring companies like Blizzard to make something like WoW in the first place... and then not support a developer who's trying to make just that kind of game.
At the same time, I have very very tempered expectations for it, and it's due to the kind of "trying to have it both ways" I sense.
On one hand, they've said numerous times that they set out to make this game knowing it would only cater to a very specific, and smaller demographic, instead of trying to "appeal to everyone"; that they wanted to really serve that community as well as they could with the kind of experience they're seeking. That community being those who were weened on EQ1, FFXI, and other early 00's titles.
Using those specific titles as examples of who they're trying to draw in carries some very particular weight, as they were each known for being very slow-paced, challenging titles where reliance on other players existed in place of "convenience features".
For example, in FFXI, traveling to unlock an outpost so you could teleport there later was a meaningful goal. Yes it could take a while to get there, and yes you had to wait for your Nation to control its region, but once you had it, it saved you a *ton* of time later on.
And I'm sure everyone here who played those titles could give a list of such other examples.
All those things together is what made EQ1, FFXI and others the memorable experiences they were. Yes there was tedium, yes it could take a lot of time to complete a goal, yes dying could suck.
But then, by and large, players back then also approached the genre with different definitions of "meaningful progress", and were generally more patient about achieving things. They didn't *expect* that they'd clear a dungeon and gain 1 or more levels in a single session. They didn't consider the game "too much of a grind" if they didn't.
This idea that "people these days are busy with careers and families, etc, and don't have the time they had back then" is BS rationalizing. It's grounded in this myth that people who played MMOs back then were all kids living with their parents, and had all the time in the world. It just isn't true. People had lives and careers and families and were just as busy back in the early 2000's as they are now.
People's circumstances weren't so different. Their mentalities were, however. They understood their personal life circumstances were their own concern, and scheduled their playtime, and tempered their expectations accordingly. Conversely, these days, people believe their personal life circumstances are the developer's problem, and demand a MMO be designed around them. That's an important distinction that I don't see enough people acknowledge, sadly. Every time I see the "people don't have the time anymore that they had back then..." argument come up, I wince, because it's such shallow logic that falls apart once you think beyond the surface.
So, when Brad and Co. say that's what they're trying to create, for the players who miss that kind of experience", and then say "but we're going to add in some more modern conveniences for people with busy lives"... they're already giving me the impression of a company who's trying to please a crowd beyond the "smaller core group" they have always claimed to be focusing on. It can seem like they're trying to have their cake and eat it,too.. and that cake can come back to bite them.
So I really hope they're choosing their "modern features" very carefully, and are implementing them even moreso. Anything that "adds convenience" to a MMO tends to do so at the cost of some part of the bigger experience, be it community building, travel, exploration, etc.
I just hope they're remembering the "core demographic" Brad described and seemed to understand so well when he's described the vision for this title. I hope they're sincere in that stated goal, and aren't just blowing smoke to draw in those they claim to be catering to, only to pull a bait-and-switch later.
Dynamic Threat Assessment? I can't see that being a popular decision with the "hard-core old-school EQ1 with modern graphics" crowd. Instancing via phasing. A mix of common mobs and private mobs, including a boss for every group. Sounds like exclusive camps are a thing of the past. That just doesn't sound like the EQ1 I played.
It's different, but not new. City of Heroes, ESO and probably many other games have done similar, if not the exact same thing.
Sure but Brad and company have said in the past that they don't want to make a clone of EQ1. That want to make a spiritual successor. Meaning some things were not going to be like EQ1. The funny thing is most people don't want to hear that. People who bring this up get attacked on the forums or on the reddit.
People hear what they want to hear I guess. They just hear clone of EQ1 everything else gets lost
Yep, Pantheon is setting itself up to disappoint everyone, IMO.
The hardcore old-school folks will be disappointed by all those modern features.
The modern players are all thinking this is going to be a game for nostalgic masochists.
I realize that the studio is afraid to lose their backers, hence the barely visible line in the sand, but they really need to come out and definitively state exactly what they are going for so that no one can misread it.
They are trying to straddle the line. We all know what happens when you try to please everyone.
Or we could let them develop their vision and reserve judgment until launch.
That's my thought. Let's see if they can finish it and take it for what it actually is instead of what people would want "in their head." Which seems business as usual for some reason.
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That's my thought. Let's see if they can finish it and take it for what it actually is instead of what people would want "in their head." Which seems business as usual for some reason.
Because "what people have in their head" is based on very specific goals for the game, per the developers. It's based on lengthy posts, discussions, videos, interviews, etc.
I don't see the harm in people discussing their own thoughts or concerns about the game.
I'm sure even you have an imagined "ideal" of the game in your head, what you imagine it could be, Sovrath. And frankly, "let's just wait and see what happens" just seems like a non-opinion wrapped in some aloof self-image.. as though coming from someone who deems themself "more enlightened than the rabble". A bit pretentious, in other words.
"Lost Dungeons of Norrath breaks the mold of traditional zones by allowing every zone in the expansion to provide adventures for all groups between levels 20 and 65. Each time you embark on a new adventure, you're sent to one of 48 distinct dungeon zones, each customized with challenging monsters and traps tailored to the level of your group. This means, as long as you're over level 20, you'll have 48 challenging new dungeons to explore and conquer! "
That's my thought. Let's see if they can finish it and take it for what it actually is instead of what people would want "in their head." Which seems business as usual for some reason.
Because "what people have in their head" is based on very specific goals for the game, per the developers. It's based on lengthy posts, discussions, videos, interviews, etc.
I don't see the harm in people discussing their own thoughts or concerns about the game.
I'm sure even you have an imagined "ideal" of the game in your head, what you imagine it could be, Sovrath. And frankly, "let's just wait and see what happens" just seems like a non-opinion wrapped in some aloof self-image.. as though coming from someone who deems themself "more enlightened than the rabble". A bit pretentious, in other words.
I don't care if you think it's pretentious or not. That's on you.
Yes, I do have an idea of my "perfect game." Guess what? I never take that into any game I play. It's ridiculous to do so because I have no direct input. Should people talk about this game and what they want? sure why not! But it seems that there are so many people who have so much invested that one mention of something that isn't even clear, especially if they have not fully read what was being said, gets the "well I'm out." response.
Happens all the time here. So yeah, wish what you want to wish, discuss the game as it is developed. But if and when it launches it will be something that has a foot in what the game started out to be and then a foot into what could actually be created.
That's the another problem and one that the developers have to constantly battle, which is that if they need to make major changes or omit something or add something then suddenly the righteous start brandishing their pitchforks and screaming "you promised."
I and others have said it before and will say it again but developers are sort of damned if they do/damned if they don't. If they don't say anything then they are ignoring the playerbase, have gone dark, "it's vaporware." etc. If they do say things then they are held accountable to every single thing and nothing can change. Can't remove a city, can't remove a race or class, it all has to be there.
Believe me, I have my opinions, and I've made them clear from day one of posting on this forum. But I also know that my opinions are just that "my opinions" and I recognize they are opinions. The game will launch as it can, if it can, regardless of my opinions and I'll take it for what it is as I have not had one iota of power to change it one way or another.
That's called life. You take it as it comes and you make changes when you can and if you can't then you can stew in your own juices or accept it and move on.
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Logic, my dear, merely enables one to be wrong with great authority.
Logic, my dear, merely enables one to be wrong with great authority.
EQ2 had the best imaginable solution. Instances AND open world dungeons. Also, short instances deep within open world dungeons.
Brad wants to have an open world that feels like a world, where players interact with one another and not one where people all go play in instances.
So he is searching for a solution to a solution. And that's starting to look like "phasing" from WoW. Which I hated.
Why not have instances that only become available when someone else has engaged the open world version of that content? Or, more restrictively, instances that only become available when the open world version of that content has been continuously engaged for 48 hours?
EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests
Phasing and Sharding areas has become very common in MMOs and some do it better than others. WoW was really bad and so is ESO as it become a wall where you could not team with just anyone. I dont mind what they do as long as we dont get that wall I was talking about.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
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Dont expect a deep PvP experience like ESO or DAoC. EQ1 rules sets were fun but still no depth. There was a hardcore small group of PvPers that loved their PvP servers but myself I played EQ1 and DAoC at the same time as that was the best PvP experience at that time. This will be slightly more then checking a box as any PvPer who has been PvP MMOing for any length of time. A game needs to be built from the ground up with PvP in mind to add any depth. That being said, if they do the char copy command in Pantheon. I will be playing on a PvP server as well when Pantheon launches as I have a life now and dont have time to play 2 MMOs lol.
The core of what they are bring back from EQ1 area is a interdependence of classes and people. Exploring without hand holding. Also iconic loot that will tell a story of where you have been and what you have killed. They have said over and over this will be a modern MMO with the tools that newer gamers will be looking for.
He said if you are on a quest...mobs will spawn that only you (your group) can affect. So basically a goblin (or whatever) spawns which nobody else can attack and presumably it won't agro on anyone else. So you can go and do your thing for your quest without other people messing it up for you. That's what it sounded like to me.
Questions:
1. Does this only happen for quests?
2. How quest driven is this game going to be? I've been assuming it would be more like EQ which was mostly about grinding mobs rather than running around doing quests constantly.
-------------------------
Ok, realistically there were problems with the way things worked in EQ and people are nuts if they think that should be ignored. Any high value mobs will be monopolized by no-life types if they have the opportunity to monopolize them. If Brad and Co. can find a way to prevent that without destroying the "open world" feel of the game then good for them.
Can they pull it off? Who knows, but it's worth a shot in my book.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
Spawn camping? See ya later!
If you are holding out for the perfect game, the only game you play will be the waiting one.
It is not like those who want a PvP server will disappear if a server is not there at launch for them. I don't think this game has overreached so far but when you start getting bogged down with PvP issues it will have an impact.
Not saying Brad's keen on teleporting, I recall reading about a possible caravan for players to join so their characters can be transported by friends to a new location while they are afk.
"True friends stab you in the front." | Oscar Wilde
"I need to finish" - Christian Wolff: The Accountant
Just trying to live long enough to play a new, released MMORPG, playing New Worlds atm
Fools find no pleasure in understanding but delight in airing their own opinions. Pvbs 18:2, NIV
Don't just play games, inhabit virtual worlds™
"This is the most intelligent, well qualified and articulate response to a post I have ever seen on these forums. It's a shame most people here won't have the attention span to read past the second line." - Anon
People said similar about WoW Classic though and it has made a lot of people happy.
At the same time, I have very very tempered expectations for it, and it's due to the kind of "trying to have it both ways" I sense.
On one hand, they've said numerous times that they set out to make this game knowing it would only cater to a very specific, and smaller demographic, instead of trying to "appeal to everyone"; that they wanted to really serve that community as well as they could with the kind of experience they're seeking. That community being those who were weened on EQ1, FFXI, and other early 00's titles.
Using those specific titles as examples of who they're trying to draw in carries some very particular weight, as they were each known for being very slow-paced, challenging titles where reliance on other players existed in place of "convenience features".
For example, in FFXI, traveling to unlock an outpost so you could teleport there later was a meaningful goal. Yes it could take a while to get there, and yes you had to wait for your Nation to control its region, but once you had it, it saved you a *ton* of time later on.
And I'm sure everyone here who played those titles could give a list of such other examples.
All those things together is what made EQ1, FFXI and others the memorable experiences they were. Yes there was tedium, yes it could take a lot of time to complete a goal, yes dying could suck.
But then, by and large, players back then also approached the genre with different definitions of "meaningful progress", and were generally more patient about achieving things. They didn't *expect* that they'd clear a dungeon and gain 1 or more levels in a single session. They didn't consider the game "too much of a grind" if they didn't.
This idea that "people these days are busy with careers and families, etc, and don't have the time they had back then" is BS rationalizing. It's grounded in this myth that people who played MMOs back then were all kids living with their parents, and had all the time in the world. It just isn't true. People had lives and careers and families and were just as busy back in the early 2000's as they are now.
People's circumstances weren't so different. Their mentalities were, however. They understood their personal life circumstances were their own concern, and scheduled their playtime, and tempered their expectations accordingly. Conversely, these days, people believe their personal life circumstances are the developer's problem, and demand a MMO be designed around them. That's an important distinction that I don't see enough people acknowledge, sadly. Every time I see the "people don't have the time anymore that they had back then..." argument come up, I wince, because it's such shallow logic that falls apart once you think beyond the surface.
So, when Brad and Co. say that's what they're trying to create, for the players who miss that kind of experience", and then say "but we're going to add in some more modern conveniences for people with busy lives"... they're already giving me the impression of a company who's trying to please a crowd beyond the "smaller core group" they have always claimed to be focusing on. It can seem like they're trying to have their cake and eat it,too.. and that cake can come back to bite them.
So I really hope they're choosing their "modern features" very carefully, and are implementing them even moreso. Anything that "adds convenience" to a MMO tends to do so at the cost of some part of the bigger experience, be it community building, travel, exploration, etc.
I just hope they're remembering the "core demographic" Brad described and seemed to understand so well when he's described the vision for this title. I hope they're sincere in that stated goal, and aren't just blowing smoke to draw in those they claim to be catering to, only to pull a bait-and-switch later.
That's my thought. Let's see if they can finish it and take it for what it actually is instead of what people would want "in their head." Which seems business as usual for some reason.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
I don't see the harm in people discussing their own thoughts or concerns about the game.
I'm sure even you have an imagined "ideal" of the game in your head, what you imagine it could be, Sovrath. And frankly, "let's just wait and see what happens" just seems like a non-opinion wrapped in some aloof self-image.. as though coming from someone who deems themself "more enlightened than the rabble". A bit pretentious, in other words.
allowing every zone in the expansion to provide adventures for all
groups between levels 20 and 65. Each time you embark on a new
adventure, you're sent to one of 48 distinct dungeon zones, each
customized with challenging monsters and traps tailored to the level of
your group. This means, as long as you're over level 20, you'll have 48
challenging new dungeons to explore and conquer! "
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo