I don't know about you, but I am super excited about the direction VR is now heading in terms of terrain design. I absolutely love the revamped zones Blackrose Keep and the new Thronefast.
These zones now feel so much more rugged and mysterious. The abrupt rises and dips in the terrain mesh as well as the spacing between vertical rock elements within the zone more readily obstruct the view of what lies ahead, making for a much more dangerous journey. I just love it!
I don't expect every zone to be a mirror image of this, but I think VR is finally starting to implement key aspects of terrain design in a way that makes it necessary to exercise caution beyond just doing so in the deepest and darkest places of terminus, because now in these places you never know what could be just a stones throw away.
Looks absolutely great as an initial part of the world to enter as a new human Shaman.
I love how it's open with little hand-holding, not a themepark. Human Dire Lord? Well, you're automatically KoS to some stuff even though you're human, just like EQ.
If you want to follow the obvious starting quest you can, if you want to just run off on your own adventure, you can!
It's the perfect blend of old style adventure MMOs and modern systems, exactly what Pantheon is aiming to be.
And the UI is coming along so nicely!
I love it. I don't know what other people are complaining about, last night's stream is the most fleshed out Pantheon has ever looked. It was the first time that it looked like an actual game, not just a tech demo or concept piece. I think others are underestimating how difficult and time consuming it is to bring all of those individual technical systems together into a single coherent experience for the player.
Really love what was shown last night, and I can't wait for Alpha proper to start so I can finally jump in myself.
I enjoyed what I saw as well. I think adding climbing to the game totally revolutionized how they design zones. Kinda explains why PA5 has taken 2 years. The game has almost been totally rebuilt graphically in that time.
if all areas are like this, what I like is each area you are in is close enough yet the end of the area is far enough away (to see something coming) but not the end. You can just see around the corner of the end of the area you are in to see it open into another, new area. Like when he went up that small hill (even greyboxxed) and just above and on that rise there was an new spot with skeletons roaming in a "new" area.
I wish he had dived into the pond - lol.
Manouk said:if all areas are like this, what I like is each area you are in is close enough yet the end of the area is far enough away (to see something coming) but not the end. You can just see around the corner of the end of the area you are in to see it open into another, new area. Like when he went up that small hill (even greyboxxed) and just above and on that rise there was an new spot with skeletons roaming in a "new" area.
I wish he had dived into the pond - lol.
I was bummed about this too. The Shaman trainer's name was "Master Fauln". As in Fall In. He's right there on the ledge overlooking the pond, I feel like that was an obvious easter egg or hint there to jump in the water off the cliff.