Forums » General Pantheon Discussion

Other than cash shops, P2W...

    • 193 posts
    April 3, 2019 2:22 PM PDT

    What's one thing you don't want to see in Pantheon?

    • 1033 posts
    April 3, 2019 2:29 PM PDT

    Mainstream design concepts taking precedence. If it does, or is weighted too heavy to it (or if I have no option to avoid it through a special server), I won't bother even installing it. 


    This post was edited by Tanix at April 3, 2019 2:29 PM PDT
    • 1785 posts
    April 3, 2019 2:39 PM PDT

    Giant bees/wasps.  It's true, I have a fear of bees and wasps in real life.  Not ridiculously so, but when I see giant bees in games, it icks me out a bit.

    As for mechanics or concepts, I think anything should be fair game as long as it makes sense for the vision and tenets that the world is being built around.  It's the end experience that matters most, not the component parts :)

     


    This post was edited by Nephele at April 3, 2019 2:40 PM PDT
    • 1484 posts
    April 3, 2019 2:44 PM PDT

    One thing ? Really hard honestly.

     

    I'd go for "A way to grind alone from 1 to level max, partaking with others as little as possible".

     

    I really want this game to be true to it's group experience, even if you can start a decent group at 3 and every other players up to 6 is a warmed bonus, I don't want to feel like I can take everything alone or with my beloved. I want to make friends and find good players, or not so good ones, while going further.

    • 668 posts
    April 3, 2019 2:48 PM PDT
    Don’t want to see max players after a month, seriously needs to be a longer grind to max level.
    • 1921 posts
    April 3, 2019 2:52 PM PDT

    Class limits by race.
    Race limits by class.
    Tradeskill limits by character, but not by account.
    Equippable items as loot.
    Currency as loot.
    Static loot tables.
    Static drops.
    Static spawn locations.
    Static node locations.
    Competitive harvesting.
    Competitive loot.
    Inability to re-mem spells in combat.
    Player to player trading.
    Classes that fully perform 3 or 4 roles.
    /follow
    Out of combat abilities used to offset in combat effectiveness.
    A* pathing.
    Built in voice chat.
    Competitive epic-quest mobs.
    A permissive boxing policy.
    Malicious training via Feign Death.
    Trivial loot code.
    --

    Oh... sorry, just ONE? :)

    • 1 posts
    April 3, 2019 3:24 PM PDT

    I know it was part of the old school experience, but I do not want to see currency adding to your weight/weighing you down.

    • 2419 posts
    April 3, 2019 3:24 PM PDT

    vjek said:

    Class limits by race.
    Race limits by class.
    Tradeskill limits by character, but not by account.
    Equippable items as loot.
    Currency as loot.
    Static loot tables.
    Static drops.
    Static spawn locations.
    Static node locations.
    Competitive harvesting.
    Competitive loot.
    Inability to re-mem spells in combat.
    Player to player trading.
    Classes that fully perform 3 or 4 roles.
    /follow
    Out of combat abilities used to offset in combat effectiveness.
    A* pathing.
    Built in voice chat.
    Competitive epic-quest mobs.
    A permissive boxing policy.
    Malicious training via Feign Death.
    Trivial loot code.
    --

    Oh... sorry, just ONE? :)

    Guess you're gonna be really unhappy!

    • 200 posts
    April 3, 2019 3:55 PM PDT
    Frivolous loot and Mana/health potions. Not a fan.
    • 40 posts
    April 3, 2019 4:09 PM PDT

    Scalable mobs to your level everywhere you go.

    XP leveling curve so fast you only get to experience content once before you've outgrown it.

    • 154 posts
    April 3, 2019 7:16 PM PDT

    - Stupid boring quests that the gaming industry feed us for a decdade. I would rather have to hear or read some clues with the perception system and explore with my friends. 

    - I do not want exclamation point on top of NPC, and arrow guiding me to where I need to go. I want a map that does reveal my position. Players would need to memorize important elements of their surrondings, use a compass and key locations to know where they are. Outward has done a tremendous job on this. Players would be able to edit their map as they explore and discover important things.

    - I do not want the game to be design in a way that it is allowing players to speed level and be max level in a few days. I'd like Pantheon to be an accomplishement, I'd like all players to be proud of their character, and the time and efforts they put in it. 

    • 197 posts
    April 3, 2019 7:29 PM PDT
    Lol Nephele...I agree giant bees in games (and RL) suck.

    I would say any kind of daily/weekly login reward nonsense would be my answer here. Anything that tries to give me a reason to play the game other than the game itself. Not that I think there is any chance something like that would make its way into Pantheon, but just in case.
    • 769 posts
    April 3, 2019 9:20 PM PDT

    Quite a few things to suggest, but I'll have to follow Therek on this; 

    A game that puts out daily/hourly/weekly reward systems is really destroying my fun factor. As it feels really cheap and uninventive.

    So I hope I don't see that in Pantheon.

    • 228 posts
    April 4, 2019 2:48 AM PDT

    Teleportation over long distances.


    This post was edited by Jabir at April 4, 2019 2:49 AM PDT
    • 62 posts
    April 4, 2019 3:29 AM PDT

    Percipiens said:

    What's one thing you don't want to see in Pantheon?

     

    casuals. they complain too much about not having enough time and want the entire game to bend to their existence.

    • 78 posts
    April 4, 2019 5:46 AM PDT
    @ Zaktaros : That's just an unfair statement. Especially when you consider that one's definition of casual is much different than another. Someone who loathes video games may say an hour a day is just way too much, and they're officially labeled as a "gamer" to that person. I play maybe 3-4 hours a day average over a weeks time and I consider myself a serious gamer. I have seen just as many occurrences of "hardcore" players ruin games. Afterall some of them are responsible for rushing through content, and then griping everywhere that a game sucks because there's nothing to do. If there are too many "hardcore" players than people like me (the not too hardcore player) feel a little need to rush also to keep up with the masses. If however there were more casuals and grouping remained easy at lower levels, I would take the time to actually enjoy the leveling experience and get a tradeskill etc.. This is truly from real life mmo experience, not just blowing smoke. However, a casual player that complains about not being able to keep up and wants rules to bend for them exclusively : massive rest xp, xp potions etc yes I agree with you, they've no business here.
    • 3237 posts
    April 4, 2019 6:33 AM PDT

    Zerging

    Instancing

    Quest Hubs

    Quad-Kiting

    Flying Mounts

    Single Hotbar Limit

    Boring Racial Traits

    Personal Loot System

    Content Circumvention

    Groundhog Day Syndrome

    Twitch Style or DDR Combat

    Return of a boring Skill System

    Lack of Group Interdependence

    Lack of breadth/depth when it comes to AI

    Anything that violates the established game tenets

    Over-emphasis on micro-play at the expense of macro-play

    Allowance of multi-boxing, add-ons that affect player performance

    Lack of innovation in order to appease those looking for an EQ redux

    The old "Feign Death" exploit being touted as some sort of emergent gameplay

    Emphasis on removing the ability for players to make their female characters look sexy

    XP Curve where it's more efficient to focus on easy/blue content than challenging white and above content

    "Spirit of the Game" that isn't consistent with an open/free world where resources can and will be hotly contested

    • 3852 posts
    April 4, 2019 7:29 AM PDT

    One thing I don't want to see that I think I *may* see given the game's design objectives. 

    A game that not merely encourages group play and rewards it better than alternatives - but one that mandates it by not having areas with soloable mobs at or near level. 

    Yes allowing solo play to get you to maximum level conveniently is *bad*. I agree.

    But not having it at all for the times when grouping is not feasible is *also* bad.

    • 1033 posts
    April 4, 2019 8:59 AM PDT

    Wrong thread


    This post was edited by Tanix at April 4, 2019 9:01 AM PDT
    • 1436 posts
    April 4, 2019 9:03 AM PDT

    vjek said:

    Class limits by race.
    Race limits by class.
    Tradeskill limits by character, but not by account.
    Equippable items as loot.
    Currency as loot.
    Static loot tables.
    Static drops.
    Static spawn locations.
    Static node locations.
    Competitive harvesting.
    Competitive loot.
    Inability to re-mem spells in combat.
    Player to player trading.
    Classes that fully perform 3 or 4 roles.
    /follow
    Out of combat abilities used to offset in combat effectiveness.
    A* pathing.
    Built in voice chat.
    Competitive epic-quest mobs.
    A permissive boxing policy.
    Malicious training via Feign Death.
    Trivial loot code.
    --

    Oh... sorry, just ONE? :)

     

    sounds like gentrification

    • 1921 posts
    April 4, 2019 9:29 AM PDT

    Wouldn't hurt,imo, to expand the target demographic a tiny bit.  Just a teeny bit of head room.. :)
    But yes, most of the things on that list are going to be in Pantheon, so.. it does hopefully make people go "Hmmmm".

    • 305 posts
    April 4, 2019 9:43 AM PDT

    Level Scaling (including mentoring)

    Transmog (armour dye)

    LFD (automatic matchmaking)

    Catch-up "mechanics" (meaning nerfs to older raids/content)

    Personal Loot System

    "normalization" of stats (where they scale because of balance)

     

    and my biggest one: Obtuse information, such as abilities, stats, skills and anything else relevant has lackluster information on what it depends on or affects. If I play a game mystery is fine BUT THE RULES OF THE GAME SHOULD NOT BE A MYSTERY.

    • 1033 posts
    April 4, 2019 9:46 AM PDT

    Spluffen said:

    and my biggest one: Obtuse information, such as abilities, stats, skills and anything else relevant has lackluster information on what it depends on or affects. If I play a game mystery is fine BUT THE RULES OF THE GAME SHOULD NOT BE A MYSTERY.

    Not sure what you mean? 

    Do you mean basic skills and abilities generally being described (ie Agility being explained as the ability to move in a graceful manner and that it has an effect on certain skills, etc...)

    Or do you mean them handing you the detailed formulars on hit/miss percentage, armor calculations, etc...? 

     

    • 200 posts
    April 4, 2019 10:09 AM PDT

    Pyye said: Don’t want to see max players after a month, seriously needs to be a longer grind to max level.

    ohhh yea this! there needs to be a like button on these forums! maybe the new one.

    • 370 posts
    April 5, 2019 12:38 PM PDT

    I don't want quest hubs. If I show up in a town and there are 6-8 NPCs with quests to hand out I can gurantee I'm not reading all of them. I would rather have 1 NPC with a quest that takes as long as those other quest then nets me the same EXP as those other quests. Make quests more than just "go kill 10 rats".