What is the best game system, mechanic or feature you have experienced that you would like to see in Pantheon? #mmo #communitymatters
Pre combat upgrade SWGs skill trees? *duck*
- Alternatively Path of Exile character customization web, specifically for future alternative advancement esc systems.
Not sure how if this would/could fit into Pantheon, but some of my personal favorite systems/Features are,
Lineage 2: as a duel wielding warrior. Taking two independent weapons to the local blacksmith (NPC) and merging them into a set with new or better stats (one icon).
Horizons: Empires of istaria (Later Renamed to Istaria: Chronicles of the Gifted) : Community exploration and building/crafting as a team. To get to some areas the crafters would have to work together. Getting to a new island would require a bridge to be built by the players, that needed resources from all types, and very large amounts. The same with players housing, as a player you place the deed down and add gold to your budget, and crafters would add the needed resources for payment. Additionally the Mining nodes were located around actual mines, meaning less running and more socializing with fellow crafters.
TW2: Favorite Spell system
FerroSteel said: Skillchains/magic bursts in FFXI. Would love to to something of that nature in pantheon
I would add XP Chains to that list -- those 3 things together were incredible. FFXI's version of Remort (Subclassing) was probably my favorite MMO feature from any game.
I never played FFXI or EQOA so I cannot agree with oneADseven specifically - but I would heartily endorse almost any good subclass or alternate advancement (AA) or other character customization system.
If you cannot have every aspect on one character this is a wonderful incentive to try alts if there is a class you really like. Especially if the customization comes as you level and doesn't start at maximum level.
If you *can* have every aspect on one character this is a wonderful type of character improvement that gives a reason to do things at maximum level without being forced to do certain specific things (dailies or a limited number of high level raids or dungeons).
If this counts as agreeing with someone else and lets me also give my own answer - I will suggest a Vanguard type of crafting system. By this I do not mean what items can be crafted - I mean the mechanical process of actually doing the crafting. The tools used and how you interacted with them.
Ideally crafting should not be doable while afk as in many games, should involve interaction (something happens and you need to respond - whether a problem or simply you being told how well you did in step one and have a choice of what to try in step 2) and should not be real time. If it is real time it should give time to think and react not reward quick reflexes over strategic planning and measured response.
Archeage had many things I liked. I think I've mentioned the gliders in several other threads already. It was just incredible fun to spread your wings (so to speak) and glide down while enjoying the landscape from above. Flying into the sunset? You could do that! :)
Or the boats, sailing there was phenomenal. Stopping on the high sea and jumping into the ocean to dive to the floor and care for your coral garden, or harvest rocks underwater. While seeing your boat from below. So much fun!
Iirc, there were no mounts in Archeage. But I really didn't miss them, because you could sail, you could glide, and there were also public carts that you could ride. And there were are few airships also between continents.
No fast travel otherwise. And it worked nicely!
Kilsin said:What is the best game system, mechanic or feature you have experienced that you would like to see in Pantheon? #mmo #communitymatters
The best mechanic I've experienced mmos is ship travel in EQ. There is something so immersive, to me, about needing to travel by ship. I know that ships have been a PITA for some games to maintain but, to this day, I think of crossing the Ocean of Tears.
On a side note, I never came to like the translocators.
Kilsin said:What is the best game system, mechanic or feature you have experienced that you would like to see in Pantheon? #mmo #communitymatters
I don't know tbh. I have played so many MMOs and one thing I learned is some amazing mechanics wouldn't work well with other types of MMOs. Some mechanics are just bad, but others that are pretty amazing probably wouldn't work in Pantheon. I would need to test the game before I would give an answer to what would be a good mechanic for w/e Pantheon ends up being.
HemlockReaper said:Not sure how if this would/could fit into Pantheon, but some of my personal favorite systems/Features are,
Lineage 2: as a duel wielding warrior. Taking two independent weapons to the local blacksmith (NPC) and merging them into a set with new or better stats (one icon).
Istaria: Community exploration and building/crafting as a team. To get to some areas the crafters would have to work together. Getting to a new island would require a bridge to be built by the players, that needed resources from all types, and very large amounts. The same with players housing, as a player you place the deed down and add gold to your budget, and crafters would add the needed resources for payment. Additionally the Mining nodes were located around actual mines, meaning less running and more socializing with fellow crafters.
TW2: Favorite Spell system
Fixed it
A similar topic this past fall... Kilsin Moderator 8356 posts October 4, 2018 7:03 AM EDT Old vs New - What are some of the older and newer combinations of mechanics/features/systems that you - personally - would like to retain in Pantheon? #PRF #MMORPG #MMO #communitymatters Combat Ability Chains...Vanguard Bandoliers for weapon swapping...EQ Trebuchet and Ballista...ESO Hate List...Vanguard (without any UI meter) Shared Bank Account...EQ/Vanguard "Epic" Quest, Weapon/Gear/Flying Mounts...EQ/VG GM Events...VG Raid Mob Lockouts...VG
Update...
Harvesting... I made a small fortune selling wood in Vanguard, guild halls, houses, and ships kept me busy. I really enjoy harvesting in this game the chance of pristine and rares was good and like the function of group harvesting for more yield, that was smart. The ability to skin even some raid bosses with certain tools was also clever.
Proccing Weapons... My rl brother and I spent hours farming proccing weapons in Vanguard, dual-wielding to healing proc weapons as warrior was huge when we use to pvp and or fight mobs, me being a ranger with less than par heals, these procs added up.
UPDATE 2
Fall Damage
Climbing going to be a feature in Pantheon...I assume falling will be a factor, so being able to level a skill that will help maybe wise. Vanguard has a this option.
Gyldervane said:I would say probably an AA-type system of horizontal character skill progression. Nothing that would blur class or archetype lines--but a system that would allow the player to customize their character to a small degree with special abilities and traits.
An AA system is certainly a good one if it's thought out well. There certainly needs to always be something to work towards in an MMO. If you run out of solid goals that's when things start to become stale.
I'm not sure I can name any one single system. There are so many that have to work together in harmony to make the magic. Crafting is certainly a big one. I want to see a really good crafting system. As HemlockReaper noted above Horizons, now called Istaria, had a pretty good crafting system in how it was set up. Though my experience came at around the launch of that MMORPG rather than its later variant, it was pretty good having dedicated harvesting areas and crafting areas as well as coordination between players. Though I'm still a fan of the Vanguard system a bit more, a well-thought amalgamation of that, Vanguard, and SWG's systems could potentially lead to something wholy original.
Aside from those two, there have been experiments with dynamic content over the years and it would be great if we could see that taken to the next step and beyond. Earlier games like Tabula Rasa and Warhammer Online brought some of the earliest dynamic content with "Public Quest" type activities that would be expanded on by later generation MMORPGs. GW2 gave decent random zone content. And I had a blast in the early days of RIFT with the zone invasion events. Unfortunately, these never really made any real impact and eventualy just became stale and repetitive. But the content can offer a lot if it can be expanded upon and innovated on in some way. I know Ashes of Creation aims to do some interesting stuff with this akin to what EverQuest Next would have done had it not been cancelled. And right now we have no idea what this sort of content might look like in Pantheon. So that's one I'd like to see/hear more about.
But there's really a ton of things I'd like to see to be honest.