Forums » General Pantheon Discussion

Just wanna say the Disposition system sounds great!

    • 3 posts
    April 5, 2019 12:41 PM PDT
    I think props should be said for good ideas and the Disposition System sounds great!

    I think this would help with the monotony of fighting the same mobs over and over again.

    I know they copied it from Shadows of Mordor but I think this implementation works really well and it’s perceptive of the Dev team to see it working well in Pantheon.
    • 1436 posts
    April 5, 2019 1:07 PM PDT

    or did shadows of mordor copy VR? DUN DUN DUNNNNNNNN~

    • 97 posts
    April 5, 2019 4:03 PM PDT

    EQ1 had this to an extent and I'm glad to see it return!

    • 1714 posts
    April 6, 2019 12:11 AM PDT

    stahan said: I know they copied it from Shadows of Mordor

     

    oh come on, games have had "dispositions" for near on 40 years. 


    This post was edited by Keno Monster at April 6, 2019 12:12 AM PDT
    • 3852 posts
    April 6, 2019 8:24 AM PDT

    What Keno Monster said. Some CRPGs had this before the internet, much less before the MUDs and MMOs.

    • 51 posts
    April 6, 2019 7:35 PM PDT

    The only thing I would like to see is a way to hide the info of what mob has which disposition.  I'd like to see it tied into the perception system or maybe an Analyze skill. If the skill isn't high enough you don't know how the mobs will react. Just a thought.

    • 16 posts
    May 31, 2019 5:10 PM PDT

    Disposition System™

    • 531 posts
    June 1, 2019 2:00 AM PDT

    everett said:

    The only thing I would like to see is a way to hide the info of what mob has which disposition.  I'd like to see it tied into the perception system or maybe an Analyze skill. If the skill isn't high enough you don't know how the mobs will react. Just a thought.

     

    That would certainly make things more "interesting" ;)

     

    And I hope that dispositions will be random and not set that eg. in ork camp the orc spawning closest to the river will always be pyrofobic and the one at the very center will always be alarmist.


    This post was edited by Hegenox at June 1, 2019 7:56 AM PDT
    • 1921 posts
    June 1, 2019 5:40 PM PDT

    A logical consequence of the disposition system is that invis and hide/sneak/move-silently all become basically worthless for the purpose for which they exist.

    Which is fine, I could (if desired) still play a monk and FD my way wherever I want to go, it just seems a bit odd to completely remove the value of some class defining skills or powerful spells.  It also means using hide/sneak/move-silently or invis to "scout" becomes ~impossible, because as soon as you know about the disposition that can see you, you're (seen and) dead.

    Personally, I'm fine with dispositions in theory, as long as they don't nullify the reason for invis and hide/sneak/move-silently.  I'm all for random, but this kind of random isn't going to make those classes that want to utilize those skills feel all warm and fuzzy. :)  Hopefully they make some tuning adjustments to the implementation of mechanic before Alpha, by either eliminating the dispositions that remove the value of / reason for invis and hide/sneak/move-silently, or some other adjustment that accomplishes the same goal.
    Or they could just leave it like this and all scouts are Monks. /shrug

    • 3237 posts
    June 1, 2019 7:41 PM PDT

    That's a valid concern Vjek because there is historical precedence of that happening in EQ2.  There were a bunch of mobs that could detect stealth/invis that were otherwise fooled by FD, making monks the premier "scout" class in the game.  The irony is that there was a "scout" archetype ... and monks weren't part of it.  They were a fighter.  I'd wager that monks won't be exempt from the truesight disposition in Pantheon.  There hasn't been a ton of official information revealed on the disposition system yet but I shared some theory crafting ideas a few months ago:  https://www.pantheonmmo.com/content/forums/topic/10304/behind-the-design-dispositions


    This post was edited by oneADseven at June 1, 2019 7:47 PM PDT
    • 1584 posts
    June 2, 2019 5:09 AM PDT

    Me personally I don't see a reason for having I visibility spell, I mean they alrdy have it to where you can run by mobs that are green to you, I mean I see the convenience of it but I could also see people using it to get low level characters to destinations they don't belong in the first place, and as for stealth and all that just make it strong and have mobs that are holding lanterns and such or strong clues that they can see invisible and such, but have a skill to where they can focus the attention of their aggro range in a certain direction or simply confused, and have FD not be as strong as it usually is in mmos so theirs always the fear of failing, we don't need prefect pulls all the time, the fact that we usually do in games is part of the reason it got boring anyway.

    Just realized how far off topic this topic got and fell into doing the same, sorry about that, but my opinion of what I was saying remains, 

    As for the actually to pin that feature as been around longer than I've been alive and that's saying something.


    This post was edited by Cealtric at June 2, 2019 5:23 AM PDT
    • 91 posts
    June 2, 2019 8:37 AM PDT
    I know why they limit the ability for inivs against high level mobs...having the added risk of a random dispo at spawn sounds fun, but invis should be strong enough to handle to give a fighting chance and make the mechanic useful against some if not most dispos