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#1
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![]() Sounds a bit like the way the abilities worked in DAoC.
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#2
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![]() It'll be itneresting to see how the systems in Pantheon evolve.
I particularly liked this comment from earlier on the kickstarter comments page: Quote:
https://www.kickstarter.com/projects...allen/comments I really like that comment because it highlights an important point, in my mind. If you're going to require skills be trained, do in such a way it happens more naturally as a result of the gameplay. Standing still and casting a spell repeatedly (and uselessly) to train it is not fun because there's no gameplay mixed in to keep you occupied. I hope Brad can keep all this in mind so as to not repeat mistakes made in EQ. This is the same reason I did not like camping. Figuring out a camp is fun because there're things to do in the process of figuring it out. However, after that it's repetition. Oftentimes, you'd just be sitting there and hiding and afking for 10 to 20 minutes. It's possible you may be in a camp where you'd be continually killing things to get the ph to pop, but even in that case you're still killing the same things over and over, resulting in repetition. If Brad can resolve all this somehow by making loot acquisition less repetitious, it'd be a great sign. In modern MMO's the answer to loot acquisition and camping seems to be a continual flow of quests moving you around. Because you're being moved around and engaged in the quests, there's less repetition. In the process of loot acquisition you're actively playing and going to new areas, thus avoiding having to camp. One other note about quests is they're handmade, not random. Many games try to insert random content, but it always seems to be less effective at producing enjoyment because it's computer generated. Perhaps knowing this can make finding a solution easier, so you don't rely too much on random things. And one finale note about repetition. The reason it happens is because developers fail to create enough content to keep players occupied. The secondary reason it happens I feel is because some developers use it as a means to separate players, so that some can rise above the others. This usually happens in more competitive games. The problem is repetition is not fun and by enforcing it a game will become exclusive and more isolated. Bottom line, repetition is a poor substitute for content AND competition. It's not what makes games great.
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
Last edited by stormlord; 01-26-2014 at 02:30 PM..
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#3
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![]() I like the concept of practice to get the skill up, but in the spectrum of fun vs tedious, EverQuest was way far on the tedious end.
I think a system like that can be implemented that strikes a balance so you aren't standing around in the EC tunnel casting your shit over and over lol
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#4
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#5
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![]() Ive backed Pantheon with $100 dollars!
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#7
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![]() skilling up was only annoying because a class wouldn't get an ability of that school at an early level. Even if it's from a lame spell at least we will have access to something from the beginning to use in the course of normal play and it won't turn into this have to sit somewhere casting over and over for half the day.
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#8
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![]() Any thoughts on your death mechanic yet?
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#9
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EQ2 had it nailed at its launch, super hardcore. If someone in your group died you'd all lose XP. I remember a group wipe in some CB type zone and everyone raging in group chat [You must be logged in to view images. Log in or Register.] | |||
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#10
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