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  #1  
Old 01-26-2014, 03:25 PM
Grozmok Grozmok is offline
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Originally Posted by Ceythos [You must be logged in to view images. Log in or Register.]
Originally we were shooting for death mechanics similar to Vanguard's - exp debt, gear durability hit, and leaving a tombstone. The more we've talked about it though, we're considering going with something a bit more severe - nothing set in stone just yet, though.
Having an attachment to the outcome is important but I think too severe will drive away players.

I think this too is about striking a balance.
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  #2  
Old 01-26-2014, 03:30 PM
Ceythos Ceythos is offline
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Originally Posted by Grozmok [You must be logged in to view images. Log in or Register.]
Having an attachment to the outcome is important but I think too severe will drive away players.

I think this too is about striking a balance.
Couldn't agree more. Death should be feared, but it also shouldn't kick you too hard in the privates every time, either. Otherwise you end up getting far more frustration than enjoyment. Also if it's *too* harsh, it could lead to discouraging exploration.
  #3  
Old 01-27-2014, 05:11 AM
Kuldiin Kuldiin is offline
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Originally Posted by Ceythos [You must be logged in to view images. Log in or Register.]
Couldn't agree more. Death should be feared, but it also shouldn't kick you too hard in the privates every time, either. Otherwise you end up getting far more frustration than enjoyment. Also if it's *too* harsh, it could lead to discouraging exploration.
Make it zone based? The tougher the zone, the greater the reward, but also the harsher the penalty. Can't handle the penalty? Then stay the hell away from the zone!

Im sure I'm not alone in saying I want there to be zones I literally fear to enter.
Last edited by Kuldiin; 01-27-2014 at 05:13 AM..
  #4  
Old 01-29-2014, 06:24 PM
Aeolwind Aeolwind is offline
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Quote:
Originally Posted by Ceythos [You must be logged in to view images. Log in or Register.]
Also if it's *too* harsh, it could lead to discouraging exploration.
I don't see this as a bad thing. EQ made you pay, dearly, for being curious. The punishment should be as severe and rewarding.

Hill giants in WC, Sand Giants in NRo/Oasis.
Lord Shinree.
Gryphons in EC.
Babinsbort in Befallen.
Kithicor Forest at night.
Kizdean Gix

Make the game feel like it is actively out to 'get' the player. Adversarial confrontation with a AI. Example: You got killed by a HG in WC while camping dervs, and then on your CR you get gaffled by a gryphon in EC so you hug the wall on your 3rd trip only to aggro the god awful rare spawn of Lord Shinree and take another face plant. It 'feels' like the game is out to get you.

Getting curb stomped by something 20 levels above you for example, should be less punishing than getting taken out by 'appropriate' encounters. Also, corpse retrieval, it needs to be there.

The sense of urgency of rez and rot timers were awesome. The guild I was in rescued a pickup raid that Nilbog was apart of on EMarr from Fear. It was at the 23rd hour for some of those folks, so corpse rot was staring them in the face and, what they had killed had repopped already. The sense of urgency & excitement we felt jumping in with 12 to break Fear I think during Kunark was astounding. I still get stoked when I think about it.

That feeling was created by a difficult zone and a sense of urgency. Clearing TOV was nothing compared to that Fear rescue. AOW wasn't even there. Me yelling "dick in yo ass bitch" in the middle of LOIO and getting reported after finally downing Xenovorash after several failed tries because of bugs was REALLY close 2nd however. But, that is associated with the game being 'out to get you' scenario.
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  #5  
Old 01-26-2014, 02:30 PM
Rec Rec is offline
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It's in the faq you lazy bastards
  #6  
Old 01-26-2014, 07:56 PM
Pringles Pringles is offline
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Apparently it came out in the KTAM interview that some of the devs play here on p99........

Listening to it now but thats pretty cool. http://173.193.205.96:2197/ondemand/...019%202014.mp3
  #7  
Old 01-26-2014, 08:11 PM
Rhambuk Rhambuk is offline
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Originally Posted by Pringles [You must be logged in to view images. Log in or Register.]
Apparently it came out in the KTAM interview that some of the devs play here on p99........

Listening to it now but thats pretty cool. http://173.193.205.96:2197/ondemand/...019%202014.mp3
couldnt click the link but that is pretty cool that they play here.
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  #8  
Old 01-26-2014, 08:14 PM
cyryllis cyryllis is offline
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backed pantheon with $100, but I'm sad to say I am not really sure if they will reach their goals. Hopefully some crazy people out there toss in a few grand each. Dont have high hopes- but maybe something great will happen
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  #9  
Old 01-26-2014, 08:26 PM
stormlord stormlord is offline
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I wonder what the popularity of cross-server travel or mentoring down AND up would be? Personally, I'm beginning to think as long as the game is trying to challenge us and is able to explain these things with lore and it all fits together then I'm not sure I'm against it. Typically I would be, but that's because the games which do these things first are usually the casual ones. I guess it depends how it's done. If I can group with someone on any server and get going in an instance almost immediately, how is reputation and a sense of community or home going to be preserved? Wouldn't that be like playing in a sea of other players? Maybe it could somehow and I'm open to it, I just hope some resemblance to a smaller-scale environment can be preserved.

I do think players like us as a community have to be more open to these sorts of things. An interesting idea is if they're going to use these typically casual features, why not innovate on them? So rather than just copying XYZ features from other MMO's, take em and rethink them on some level to make them Pantheon-esque. This way it's distinctive and if players are critical of it they can't say it's - in precise terms - cloned.

Imagine for a moment through some miracle Pantheon passes the kickstarter and proceeds to pass its future budget goals and launches in 2017-2020 and does so in a reasonably bug free fashion with a game that has enough in common with other modern mmo's that when players play it they don't immediately criticize it. If the game stays niche and doesn't adopt some of the modern features it'll be a lot easier to criticize. And when a game is criticized in various reviews other players will be less likely to give it a try.

Brad has stated they expect upwards of 25,000 to 50,000 players. In my mind, that means they should be developing this game with the expectation their population will be considerably more casual. If they do this then this can give them some extra room for error. The future is very hard to predict, after all.

The sooner Brad and his team can "casualize" the Pantheon vision the better for its future. If they can do this while convincing the majority of us it's still an EQ-like game then it has a chance.

Just having "Brad McQuaid" on the game gives me a feeling of nostalgia. I wonder if anyone else feels that? I want to see Brad make a game that works and doesn't fall apart like the last one did.
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Last edited by stormlord; 01-26-2014 at 08:54 PM..
  #10  
Old 01-26-2014, 08:06 PM
Grozmok Grozmok is offline
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There's a shocker!

It's the best 'vanilla' EverQuest experience you can get IMO.

SOE tried to do it, but fucked up their own shit lol
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Quote:
Originally Posted by Milo Cooper, Senior Artist, SOE
Shut up and give me my ten bucks per month, little man. My Porsche needs some performance upgrades.
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