Forums » General Pantheon Discussion

In your opinion...

    • 2138 posts
    May 24, 2019 9:29 AM PDT

    SWG: Crafting

    Vanguard: Diplomacy

    Fallout3: Quest design (new vegas especially)

    EQ1: Graduated or Epic quests/ Faction - with a Pantheon twist, have them being useful and cool at all stages of completion. (coldain shawls/ring/Qeynos badge of Honor)

     

     

    • 74 posts
    May 24, 2019 10:48 AM PDT

    EQ1 aa,s sistem

    • 36 posts
    May 24, 2019 10:47 PM PDT

    Vanguard - Bloodmage style healing/class as a whole.

    EQ - Having to sort through dialogue looking for clues as to what to ask next for a quest.  It was both annoying and drug you into the game.

    Vanguard - Diplomacy

    EQ - Faction system depth.

    • 646 posts
    May 25, 2019 7:33 AM PDT

    Oh goodness...

    As far as features I wish I could find in more games - Rift or WildStar's wardrobe and housing systems. Goodness they are/were wonderful and amazing and the best incarnations of such systems in any MMO.

    Combat-related, I really enjoyed GW2's combo system. It rewards engagement with other classes' mechanics without punishing you for not making use of it. It's pretty complex, but in a good way.

    Aaand... FFXIV's job quests. I always love when individual class lore gets some love. The stories for the job quests in FFXIV are often interesting, sometimes impactful, sometimes funny.

    • 59 posts
    May 25, 2019 11:15 AM PDT

    EQ1 's spell/ability system, where you only had what, 9 at a time that could be usable unless you took a time out to prepare again. It added strategy to your loadout, because you couldn't redo it in combat easily, and you didn't always have access to everything.

    • 185 posts
    May 25, 2019 11:31 AM PDT

    EQOA Class Mastery system/ AA system for sure!

     

    Otherwise you're just a genaric cookie cutter class build with nothing to do at max level but grind crafting materials and raid once a week

    • 2756 posts
    May 26, 2019 6:49 AM PDT

    This might be controversial, but I really liked the multi-class system in Rift and that you could completely respec and try different builds.  You could either follow a recommended and developer-designed build (very simple) or could go completely a la carte and design your own (often very complex).

    Now I know that that is really *not* what Pantheon is going to do and I'm absolutely fine with your class being your class and that's it - just saying that, as far as class design systems go, I really enjoyed being able to customize and test and retry and undo and redo etc etc my class.

    For me, learning how to use my class abilities and growing as a character is a big part of the enjoyment.  I will thoroughly enjoy trying every class and race in Pantheon and taking months to settle on a couple of mains.  It was, though, a nice system to choose Warrior, Cleric, Mage or Rogue and then build that character from skill trees in up to 3 different sub-classes like in Rift.

    I was reminded of it when playing Titan Quest and Grim Dawn recently where you mix two classes and it's a lot of fun either trying for a 'power' build that synergises best or picking one that is much more 'interesting' even though it's more difficult to play.

    Possibly not too helpful, sorry Kilsin!  Maybe there will be AAs or something later in game that let you alter/expand/tailor your class 'build' in some way.  I know it's tricky to do well, though!

    • 168 posts
    May 26, 2019 10:57 AM PDT

    Kilsin said:

    What is the best game system, mechanic or feature you have experienced that you would like to see in Pantheon? #mmo #communitymatters

    3 way faction 24/7/365 never ending RvR for objectives in its own RvR zones ala DAoC. There was ALWAYS something going on even at 3 in the morning. These goals often were community activities where you would have to team up with random others in the off hours to complete that goal, objective, or purpose (take or repair a keep, capture a Relic, open the dungeon Darkness Falls).

    • 116 posts
    May 27, 2019 9:13 AM PDT

    GW2 (GuildWars 2) dynamic level adjustmet system wherein you were down-leveled to lower level zones. This kept zones always relevant and challenging. 

    Naturally, you were never scaled up to levels you had not earned already, but it made running with lower level friends/groups fun again and older zones were always an option for new content, quests, etc. 

    • 374 posts
    May 27, 2019 9:23 AM PDT

    That's the feature I imagine they are adding in PROTF.  It solves a lot of problems with game experiences being ruined by a single max level toon who wants to be a d*.  I'm not a fan of this feature in GW2 but I can't imagine what else they'd be able to do to keep open world dungeons troll-free.  Maybe because I haven't had enough coffee yet. 

     

    editing already...  MAYBE not.   I mean you lose all prestige of being max level when you're deleveled ...and I've always had the feeling that VR doesn't want to dimish a players sense of pride in accomplishments.     

    I'd really love to read a devs thoughts on this system...  


    This post was edited by Tigersin at May 27, 2019 9:25 AM PDT
    • 116 posts
    May 27, 2019 1:34 PM PDT

    Tigersin said:

    That's the feature I imagine they are adding in PROTF.  It solves a lot of problems with game experiences being ruined by a single max level toon who wants to be a d*.  I'm not a fan of this feature in GW2 but I can't imagine what else they'd be able to do to keep open world dungeons troll-free.  Maybe because I haven't had enough coffee yet. 

     

    editing already...  MAYBE not.   I mean you lose all prestige of being max level when you're deleveled ...and I've always had the feeling that VR doesn't want to dimish a players sense of pride in accomplishments.     

    I'd really love to read a devs thoughts on this system...  

    Good point, but I think it admirably upholds the tenet of Risk vs Reward.

    Werent able to get that unobtanium drop at level? No problem, dynamically de-level and camp that drop anytime you can, you’ll still have earned it!

    • 417 posts
    May 27, 2019 2:47 PM PDT

    I know this is a real stretch but I would love to see a diplomacy system that plays like a CCG ala Eternal. The different races would be the themes behind the different colors. As you travel you learn different methods/strategies (represented by cards) and when you want to influence someone you play your deck against theirs.

    • 238 posts
    May 27, 2019 2:59 PM PDT

    There are two major ones for me.

    1. Elder Scrolls- The endless crafting bag that allows players to store every crafting material. It saves SOOOOOO much bag space and bank space. I recently started playing Final Fantasy XIV and I really miss the undedicated bag space that this featured allowed in Elder Scrolls. I also miss the organization that came with this bag as it can be a huge pain having to go through every bag/ bank slot looking for a specific material. 

    2. I really missed the AA system in Ever Quest. It was nice to continue the advancement of my character after hitting max level, or during periods when I didn't have much time to play. 

    BONUS!!!! 

    One thing that I DON'T miss the achievement system in WoW. I hate this system with a passion for two reasons.

    1. Raid bosses had achievements tied to them and unless you had X achievement pugs were probably going to turn you down. It really put a dampener on the player community, grouping, and raiding.  PLEASE DO NOT DO THIS!. It is one thing to have achievements for professions, quest lines (as long as they are not raiding dependent), collection items, specific mob types killed, but please do not tie them into raid bosses. If you want to add achievements to raid bosses instead consider having special vendors that are locked to players and require the player to kill a certain boss before they are willing to sell to that player.

    2. The other aspect of this system that I found to be a huge let down is the fact that there is no way to utilize the achievement points. The system was introduced in 2012 and still seven years later there is no special vendor that allows players to cash in these points for mounts/ pets/ other cosmetic items. 

    • 107 posts
    May 27, 2019 7:41 PM PDT
    Wildstar housing. It gave excellent housing item collection gathering, an entire new profession, and the most versatile housing system ever to exist in an mmo.
    • 1456 posts
    May 27, 2019 10:03 PM PDT

    "In your opinion..."

    Possibly a click bait filter?

    • 79 posts
    May 28, 2019 6:27 AM PDT

    I know I sound like a broken record at this point but, EQ Necromancer... For the love of all that is unholy.

    • 453 posts
    May 28, 2019 6:57 AM PDT

    I like in ESO where you can change your spells and skills to your play style. A few other MMOs have done this and I loved it. So say a DD for example has the following attributes. 

    1. Damage

    2. Small DoT that follows after the DD hits

    3. Cast time

    So as you level this DD would have its own skill tree but you would not get enough skill points to max out every skill. Going down the Damage line, 1st click would increase the DD's damage by 3%, 2nd click by 5% and 3rd 10%. Going down the DoT path you could change the DoT damage to a HoT for you on first click, 2nd 5% bigger HoT and 3rd click 8% bigger HoT.

    Little things like this can be done so they are little changes but can make each person experience with the class unique and bring a small flavor change to the team depending on what person they play with. This would add class and team synergies. Also respecing your skill points and changing them could make a class you played for years something refreshing. These changes should be flavor and not change the class role dynamic. 

    • 453 posts
    May 28, 2019 7:03 AM PDT

    zendrel said: Wildstar housing. It gave excellent housing item collection gathering, an entire new profession, and the most versatile housing system ever to exist in an mmo.

     

    I loved the housing system but for one thing. The upkeep tax that went with it. If I have earned a house and made it my own, I dont want to lose it because I stopped paying the tax. I did love the housing system in WS very much though. 

    • 453 posts
    May 28, 2019 7:06 AM PDT

    Grayel said:

    GW2 (GuildWars 2) dynamic level adjustmet system wherein you were down-leveled to lower level zones. This kept zones always relevant and challenging. 

    Naturally, you were never scaled up to levels you had not earned already, but it made running with lower level friends/groups fun again and older zones were always an option for new content, quests, etc. 

    I would love to see this, also with that. I loved how when you did lower level content you were rewarded at your level for drops and cash, not the few coppers the mobs dropped when you were low level and also the exp was scalled to make it worth playing as well. Not as good as doing content your level but still worth it to go help a guildie or friend. This kept people coming back to lower level zones and teaming with everyone. 

    • 531 posts
    May 31, 2019 3:40 PM PDT

    I was always into character customisation, theorycrafting and so on, so the more different things to adjust the better - thats why I loved early games from Fallout franchise - attributes, skills, "leveled"-perks, "quest"-perks and eq on top of that -  it was always great. And going further into it, there is even better thing - don't know if there is a "proper" name for it but i've always called it: "skilling" - the more you've performed given action the better you were in it - so casting given buff a lot would make it more potent - either by extending its duration or giving it more power, perhaps even after a long training the skill would gein properties or change its nature - so sometimes lower level character could potentially have better skills than high level char. Some would say that it disturb balance - but isn't it how it is in the real life?