Forums » General Pantheon Discussion

Artifacts

    • 34 posts
    March 2, 2019 10:48 AM PST

    I was rewatching some old streams, and in a December 2016 stream with Coh they utilized the ring of anchors to combat a sort of "shadow aura" atmosphere outside of Amberfaet. In the description for the ring in the recent newsletter, however, it states "Ring of Anchors: Infused with the bitterness of the Dark Myr, this ring was designed to sink the wearer to the deepest reaches of the oceans". Will certain artifacts serve to combat multiple different atmospheres? From the description, it seems like the artifact will help characters surpass an atmosphere that prevents characters from getting to certain underwater zones/areas, but in the stream, they did not use it for this purpose. Do you guys think it's a multi-purpose ring, or that Visionary Realms simply decided to change the atmosphere that the artifact addresses? 

    • 1785 posts
    March 2, 2019 11:39 AM PST

    More likely there's two different rings (and two different atmospheres) :)

    • 287 posts
    March 2, 2019 11:40 AM PST

    From the description in the recent newsletter, it appears that articfacts can give multiple different benefits, and therefore we should be able to use them in different scenarios. Because atmospheres will have multiple negative effects, I imagine 1 artifact will exist that completely nullifies a given a given atmosphere and may also nullify a couple of negative effects from another atmosphere.

    • 2138 posts
    March 5, 2019 7:07 AM PST

    Nephele said:

    More likely there's two different rings (and two different atmospheres) :)

    I hope the irony of artifacts is preserved.  By that I mean how Devs will have a "blazing wand" drop in a deep underwater tomb (fire thing, in water, har har)

    • 1281 posts
    March 5, 2019 7:15 AM PST

    Mentira said:

    I was rewatching some old streams, and in a December 2016 stream with Coh they utilized the ring of anchors to combat a sort of "shadow aura" atmosphere outside of Amberfaet. In the description for the ring in the recent newsletter, however, it states "Ring of Anchors: Infused with the bitterness of the Dark Myr, this ring was designed to sink the wearer to the deepest reaches of the oceans". Will certain artifacts serve to combat multiple different atmospheres? From the description, it seems like the artifact will help characters surpass an atmosphere that prevents characters from getting to certain underwater zones/areas, but in the stream, they did not use it for this purpose. Do you guys think it's a multi-purpose ring, or that Visionary Realms simply decided to change the atmosphere that the artifact addresses? 

    Given that the Cohh video that you reference iis over two years old, they may have changed the name of that ring by now to better reflect what it does.  Keep in mind that that video wsa WAAAAAAY pre-Alpha and has had several major re-designs since then.

    • 1315 posts
    March 5, 2019 7:57 AM PST

    I think it’s a real shame if VR goes through the process of creating such interesting environmental effects to only have them be negated if you have gotten the right MacGuffin.  Eventually your MacGuffin collection will need to be on your person any time you leave the bank/house further soaking up your slot based inventory system (a volume-mass based inventory system rather than slot-100%wr would fix some of this if the MacGuffins were small and light).

    I would much rather see the environmental effects change your strategies and weapon/armor choices than dictate that you need to have a river polished moonstone on a unicorn mane string hanging about your neck.  At the most I would rather see anti-environment tools be limited consumables that you really need to decide the right time to use them for the most cost effective use.

    • 3852 posts
    March 5, 2019 8:06 AM PST

    I agree with Trasak, but something that helps a bit against certain environments may be a good thing to give as a reward for a major accomplishment, as distinct from an epic weapon for example. 

    A major weapon upgrade will be more unbalancing than, for example, an amulet of the ice dragon that reduces the impact of cold weather or sleet by 10%. 

    But as Trasak says please nothing even coming *close* to outright negating the effects of environment.

    • 808 posts
    March 5, 2019 8:51 AM PST

    Trasak said:

    I think it’s a real shame if VR goes through the process of creating such interesting environmental effects to only have them be negated if you have gotten the right MacGuffin.  Eventually your MacGuffin collection will need to be on your person any time you leave the bank/house further soaking up your slot based inventory system (a volume-mass based inventory system rather than slot-100%wr would fix some of this if the MacGuffins were small and light).

    I would much rather see the environmental effects change your strategies and weapon/armor choices than dictate that you need to have a river polished moonstone on a unicorn mane string hanging about your neck.  At the most I would rather see anti-environment tools be limited consumables that you really need to decide the right time to use them for the most cost effective use.

     

    Maybe if they made it so some (or all) artifacts, could be attached/imbued/combined to armor peices, that would help with the inventory issue.

    Cause I agree in a way, that we may already need to have several peices of a gear slot to deal with things like Fire Resists, Cold Resists, etc. Adding additional trinkets to that inventory just complicates things.

    And I really hope we have a good inventory management system, maybe even a customizable sorting setup. So I don't have to hover or click on every item I have to find what is what. I'd prefer to click a custom tab, and it shows me the items I put under that tab.

     

     

    • 438 posts
    March 5, 2019 9:26 AM PST
    Possibly having the items NO RENT so you’d need to acquire them again next time you tried to get into those zones with the climate
    • 1315 posts
    March 5, 2019 9:30 AM PST

    Mordecai said: Possibly having the items NO RENT so you’d need to acquire them again next time you tried to get into those zones with the climate

    Now thats an interesting idea Mordecai.  The items could even be environment items that players can move around to create areas of effect. This sort of thing could be used to stimulate movement around a dungeon area rather than just sitting in one spot grinding.  Once you give players reasons to move then you can create areas and encounters based on moving players rather than stable camps.

    • 190 posts
    March 5, 2019 9:21 PM PST

    If I need a NO RENT item to go into an area... it better be common enough to get within the first 15 minutes of my gaming session. Cause I'm not wasting longer than that per session to get into an area and then actually start clearing mobs.

    And something common is not what VR wants to create nor does your typical gamer. Getting these artifacts or items that help against environmental dmg should be memorable and a multi step quest. I'll sink a ton of time into that !

    They have shown the UI for equipping these items too. I dont think that's set in stone but it won't cause inventory management issues.


    This post was edited by Kastor at March 5, 2019 9:24 PM PST
    • 279 posts
    March 5, 2019 11:14 PM PST
    No rent items would need to dissolve off corpses then after being logged out, or the same work around we had in EQ for no rent keys would be used.
    • 438 posts
    March 6, 2019 5:41 AM PST
    @Kastor agreed on the time sink to acquire the item, however for a more challenging zone, I’d personally be ok if it were a bit more difficult to get.

    @Submistress yea my thought would be if you logged out there’s be say a 10min timer that if not logged in, the NO RENT item would be removed from the character that had it
    • 31 posts
    March 7, 2019 3:45 AM PST
    Can't say I would be a fan of 'no rent' items. May as well just have consumables then. No rent item collection would just end up being a 'pre-requisite daily quest' mechanic. Meaning we must complete a specific objectives that is the same every time we login and want to do go somewhere with a specific climate.

    Consumables/imbuable items/auras are the way forward for messing with atomospheres.

    In addition we are focusing on atomosphere mitigation however, if VR went a step further and explored harnessing atomosphere to create an advantage that would be a very interested side of the coin.
    • 612 posts
    March 16, 2019 7:08 PM PDT

    Mentira said: I was rewatching some old streams, and in a December 2016 stream with Coh they utilized the ring of anchors to combat a sort of "shadow aura" atmosphere outside of Amberfaet. In the description for the ring in the recent newsletter, however, it states "Ring of Anchors: Infused with the bitterness of the Dark Myr, this ring was designed to sink the wearer to the deepest reaches of the oceans". Will certain artifacts serve to combat multiple different atmospheres? From the description, it seems like the artifact will help characters surpass an atmosphere that prevents characters from getting to certain underwater zones/areas, but in the stream, they did not use it for this purpose. Do you guys think it's a multi-purpose ring, or that Visionary Realms simply decided to change the atmosphere that the artifact addresses?

    While there may be dozens of different atmosphere visuals for areas that cause negative effects, there will be a finite number of types of atmosphere types; such as 'Heat', 'Cold', 'Poison', etc... One other that they have revealed is 'Pressure'. Since pressure could be caused in different ways, so too could the Visual effect as shown in the game. So while the visual might show up as a Shadow Aura, the actual atmosphere effect it is causing is 'Pressure' as the shadows press in around you. This would be the same atmosphere effect caused by going down to the deepest parts of the Ocean as the 'Pressure' of the water crushes you at those depths. Therefore, an item as described that helps you withstand the 'Pressure' atmosphere effect at the bottom of the Ocean could also protect you from the Shadow Aura that causes the 'Pressure' effect from the dense shadows.