Forums » General Pantheon Discussion

Limiting gameplay quest availability

    • 627 posts
    August 31, 2020 11:05 PM PDT
    So with the latest video where quest is locked behind factions and standings towards certain races.

    How difficult will it be to do standart quest as an Ogre Direlord and Human Cleric?

    Will it be somthing that will be a thing throughout the entire lvling experiance? Or will players have options to do neutral quest even in an area where ur race is hated?
    • 129 posts
    September 1, 2020 5:01 AM PDT

    BamBam said: So with the latest video where quest is locked behind factions and standings towards certain races. How difficult will it be to do standart quest as an Ogre Direlord and Human Cleric? Will it be somthing that will be a thing throughout the entire lvling experiance? Or will players have options to do neutral quest even in an area where ur race is hated?

    If they do something similar to Everquest, you will be able to farm specific mobs to gain specific reputation towards a faction.

    Usually, the newbie area mobs are linked to the faction of the nearby faction.

    Bring your DireLord to the Human newbie area, farm the newbie mobs and you'll get positive Faction Hits for the Human Faction.

    Once your Faction Reputation is good enough, Human quests will be available to your Ogre DireLord.

    In theory :P

    • 1303 posts
    September 1, 2020 7:12 AM PDT

    Quest availability based on race or class (or faction, or level, or skill, or any number of other things) is a near universal characteristic of MMO's. I would expect it to be a thing here. In fact it sounded to me like it'll be even more so a thing based on what you have done in the past. Probably progressively so the longer you play and the more you advance. They've eluded to it repeatedly with the Perception system already, saying that just because you're at an XYZ coordinate in the game at which a perception trigger exists you wont necessarily trigger it unless you've met certain criteria. 

    And I'd imagine that there will be nuetral quests that will both be readily available and locked behind the same kinds of personal history gates as others. 

     

    • 808 posts
    September 1, 2020 7:12 AM PDT

    bobwinner said:

    BamBam said: So with the latest video where quest is locked behind factions and standings towards certain races. How difficult will it be to do standart quest as an Ogre Direlord and Human Cleric? Will it be somthing that will be a thing throughout the entire lvling experiance? Or will players have options to do neutral quest even in an area where ur race is hated?

    If they do something similar to Everquest, you will be able to farm specific mobs to gain specific reputation towards a faction.

    Usually, the newbie area mobs are linked to the faction of the nearby faction.

    Bring your DireLord to the Human newbie area, farm the newbie mobs and you'll get positive Faction Hits for the Human Faction.

    Once your Faction Reputation is good enough, Human quests will be available to your Ogre DireLord.

    In theory :P

     

    This...I have a Necro Iksar that is chummy with the Paladins in North Freeport. :)   Took a whole lotta orc killin.

    • 936 posts
    September 1, 2020 8:30 AM PDT

    I cant see cleric NPCs ever talking to player Dire Lords and vice-versa, so I am doubtful (from what I saw of the video) that you will be able to overcome every initial limit. IMO, rightly so.

    • 903 posts
    September 1, 2020 2:02 PM PDT
    I hope that the process for gaining faction is more interesting and nuanced than "kill 200 X". Mass murder really shouldn't be how an "evil race" character shows that they're not evil.

    Ideally, the world will be full of NPCs and how we treat them (defending, ignoring, attacking) will influence our factional standing. And this should include hard choices--we should lose faction with one side when we gain it with another. The more dangerous the risk you take, the more impacctful the faction change should be. An Ogre risking his life to protect dwarves from a Scar attack (fighting higher con mobs) should count for a lot more than an ogre farming grey con mobs. And failing to come to the aid of NPCs of your faction should also harm your standing, at least a little.

    Other options would be to sabotage quests by giving information on it to an enemy faction (an ogre passing along a secret plan to the dwarves, for example). At the very least, this should unlock that opposite-factiion NPC and allow you to begin your realignment.
    • 1281 posts
    September 1, 2020 2:27 PM PDT

    BamBam said: So with the latest video where quest is locked behind factions and standings towards certain races. How difficult will it be to do standart quest as an Ogre Direlord and Human Cleric? Will it be somthing that will be a thing throughout the entire lvling experiance? Or will players have options to do neutral quest even in an area where ur race is hated?
    Well, you are looking at this from the perspective of an Ogre Direlord playing in the Human starting area (Thronefast). Unless you go out of your way to travel across the world as an Ogre into the Human starting city, this simply won't happen. You'll have starter quest, perception, and lore around the Ogre starting area (Broken Maw) that Human's won't be able to use.


    This post was edited by bigdogchris at September 1, 2020 2:36 PM PDT
    • 2419 posts
    September 1, 2020 5:23 PM PDT

    bobwinner said:

    If they do something similar to Everquest, you will be able to farm specific mobs to gain specific reputation towards a faction.

    In theory :P

    I specifically asked Jopppa if every faction, regardless of its initial state (ally, indifferent, kos, etc) could either be ruined (ending up KOS through some action) or raised, even raised out of KOS.  His response that while pretty much every faction can be ruined through actions, there will be some factions that cannot be improved.

    Unfortunately I disagree with that approach.  Every faction should have some faction that dislikes them and others that do such that you could take actions against their enemies to gain their favor while ruining the other.  The more interweaved the factions are the better I say.

    • 1785 posts
    September 1, 2020 5:34 PM PDT

    On quests - 

    I think it's important for us to remember that Pantheon is probably *not* going to be a quest-heavy game, like some that we may be used to.  It's not that there won't be quests, but the team has said a few times that they want those quests to feel meaningful, and the community has been *extremely* vocal about this as well in the past.  I think it's very likely that we will see more stringent faction requirements along with other prerequisites on quests in Pantheon than what we're used to in previous games.

    On faction - 

    Personally, I strongly feel that faction mechanics need to evolve from what we saw in EQ and other games of its generation.  We like to look at faction as something that we should be able to easily manipulate by slaughtering things - ie, if I want the dark myr to like me I go kill ten thousand elves or something.  The problem with that though is that it's a very primitive system and as players learn the best things to kill to raise their faction, it becomes very easily abused.  Left to go on long enough, faction effectively becomes meaningless.

    While fighting someone's enemies should help with gaining faction, I don't think that it should be the only requirement.  If you want to get in good with a race or culture that you are KOS to, you're going to need to really earn their trust - and that needs to require something above and beyond simple mass murder.

    Bottom line, my opinion is that faction needs to stay meaningful in Pantheon, and that means it needs to have more depth than simply what we've killed lately.


    This post was edited by Nephele at September 2, 2020 2:42 PM PDT
    • 753 posts
    September 2, 2020 9:07 AM PDT

    Vandraad said:

    I specifically asked Jopppa if every faction, regardless of its initial state (ally, indifferent, kos, etc) could either be ruined (ending up KOS through some action) or raised, even raised out of KOS.  His response that while pretty much every faction can be ruined through actions, there will be some factions that cannot be improved.

    Unfortunately I disagree with that approach.  Every faction should have some faction that dislikes them and others that do such that you could take actions against their enemies to gain their favor while ruining the other.  The more interweaved the factions are the better I say.

    Indeed...one-way factions are kind of pointless. Particularly when you start out KOS already (iirc EQ had some such..).

    I think modifiers could make sense however: For example, race A might gain faction X easily, while race B might get a negative modifier to faction gain for being a "natural enemy". So they could gain that faction, but slower than race A.

    As for starting quests: IMO this should be done similar to EQ. You couldn't simple take your DE and head over to Freeport (tho for some class/deity combinations it might work) to quest there. Even if you were not KOS, you would probably have dubious faction, so noone would give you quests. This is how it should be IMO, to have a believeable world.

    • 1921 posts
    September 2, 2020 9:31 AM PDT
    Vandraad said: ... Every faction should have some faction that dislikes them and others that do such that you could take actions against their enemies to gain their favor while ruining the other.  The more interweaved the factions are the better I say.

    Yep, agreed. The problem is, if you have factions that can be raised, there needs to be a point to raising them. If you could raise your faction with a "KoS to everyone" group, then you could walk through their areas without being attacked.

    At a glance; If harvest/resource/quest nodes exist there, you could then consume that content with impunity.

    I'm not saying it shouldn't be that way, (IMO it would be awesome) I'm just saying their other design decisions are fundamentally at odds with a more "balanced world" approach to factions.

    There should also be more than one way to raise those opposing factions, too, (aside from the combat loop) but this isn't the game for that, so far.
    This post was edited by vjek at September 2, 2020 9:31 AM PDT
    • 453 posts
    September 2, 2020 9:37 AM PDT

    Also if they dont put as much effort behind each faction, race and class with the story I would be shocked. RPGs should always be built with doors opening and closing by the choices you make. Im sure no matter what you play, you will find lots of fun stuff just for you. 

    • 1921 posts
    September 2, 2020 11:09 AM PDT
    Objectively, I doubt they could, Nanfoodle. That would require adding things like home cities and/or kingdoms for every humanoid / intelligent / sentient faction or race.

    That wasn't even in EQ1 for Orcs and/or Goblins, and they were probably the most common KoS non-playable factions in the game.

    Again, it -should- be like that, but that amount of scope creep would likely postpone launch indefinitely. If we're lucky, we might just see equal amounts of content for evil races as good, but even on that front, I wouldn't be shocked to see a disparity.
    • 612 posts
    September 2, 2020 11:49 AM PDT

    Don't forget about Alignment. Joppa explained that there will be both faction (your reputation with a specific group) and also Alignment (based on the Good or Bad things you might have been up to).

    Joppa said: "You can't talk about having an open and living breathing world without having real dynamic faction relationships between the different denizens of the world. From the get go you will be making decisions, performing actions, that will start to effect your faction with certain races and other factions within the game world. It's not limited to factions. Alignment will also play a role. We will see some of that in the perception system where not only are your decisions and actions effecting your faction alignment with other denizens of the world, but you will also be progressing along a moral alignment as well. So you may have some NPCs that respond to faction, and you may have some that respond to alignment. And you may have some that respond to both. Our hopes is that it will create a pretty deep system of interaction between NPCs and the other denizens of the world as your character takes shape throughout the game." (Source)

    • 936 posts
    September 3, 2020 6:58 AM PDT

    I am looking forward to restrictive factions and alignments. It makes sense to me that if my race/class is hated by NPCs, that I will suffer their wrath. It also makes sense that if I improve my faction at the expense of another, that I will benefit and suffer equally.

    Killing good guys will get you in with the bad guys, but you should also become less and less welcome with the good ones as you go. It is a role playing game and your choices and actions should make a difference to all you encounter. I would expect both a positive and negative effects on the NPCs of the game as I make my choices. 

    I think there is too much expectation on everything being available to all characters, being friends with every quest giver seems ridiculous to me. Killing with impunity seems ridiculous too. If I help a sworn enemy then I would expect my current friends to question my motives and eventually say enough is enough.

    • 453 posts
    September 3, 2020 7:48 AM PDT

    vjek said: Objectively, I doubt they could, Nanfoodle. That would require adding things like home cities and/or kingdoms for every humanoid / intelligent / sentient faction or race.That wasn't even in EQ1 for Orcs and/or Goblins, and they were probably the most common KoS non-playable factions in the game.Again, it -should- be like that, but that amount of scope creep would likely postpone launch indefinitely. If we're lucky, we might just see equal amounts of content for evil races as good, but even on that front, I wouldn't be shocked to see a disparity.

    I think you are looking at this with a narrow view. Even when you look at WoW and their quests, they were designed for grouping, class quests, faction quests, crafting type quests and everyone quests. Not hard too do. So all quests in Pantheon could be grouped in the same way. Race quests (dont need allot of them) faction quests (some for each race) Deity quests (again you dont need tones) Quests for everyone (the majority or what they need to design) Joppa has already said your deity and class will affect what you will interact with and we seen one example of that. Of corse there will be more. 

    • 1921 posts
    September 3, 2020 6:12 PM PDT
    The context of my reply was in response to your previous post in the thread, in particular.. " Also if they don't put as much effort behind each faction ... with the story I would be shocked " The implication I draw from your statement is that every faction might, would, could or should get the same amount of story, or content as playable races. I don't think they have the time, resources or budget for such an endeavor with all the resulting content demands.
    • 999 posts
    September 3, 2020 7:09 PM PDT

    Nephele said:

    On quests - General Pantheon Discussion

    I think it's important for us to remember that Pantheon is probably *not* going to be a quest-heavy game, like some that we may be used to.  It's not that there won't be quests, but the team has said a few times that they want those quests to feel meaningful, and the community has been *extremely* vocal about this as well in the past.  I think it's very likely that we will see more stringent faction requirements along with other prerequisites on quests in Pantheon than what we're used to in previous games.

    It may not be a quest heavy game, but, I could also see factions playing a role in the perception system as well - being KoS to a lot of NPCs may limit your ability to obtain triggers that may be inside cities, or peception quest? lines leading to cities etc.  With the introduction of the Perception system, I actually think Pantheon will have many quests, they will just be reimagined using that system and not obtained how a player would traditionally do so in an MMORPG. 

    • 627 posts
    September 5, 2020 10:12 PM PDT
    How will it work for a Human Direlord? Is he also kill on sight inside the human cities?
    • 394 posts
    September 5, 2020 10:53 PM PDT
    I'm willing to bet a DL would be KoS to Paladins and other goody goody types.
    Qeynos had that wandering druid that would harrasse low level Necros and SK
    • 627 posts
    September 5, 2020 11:06 PM PDT
    I hope they reconcider class kos. How do a npc exactly know im a DL especially from far away?

    Race kos is fine, "look lads an Ogre lets bash Its skull in!"
    • 394 posts
    September 6, 2020 9:27 AM PDT
    It wasnt so much that your class made you KoS as it was the starting faction level you started with.
    If the paladin guild and the direlord guild hate one another then starting in favorable faction to one will be lower in the other.
    • 936 posts
    September 7, 2020 1:35 AM PDT

    Im fine with race KoS, reputation KoS and faction Kos, what you do should matter and what you choose should matter. In a world where you can create carnage, I would expect that world to retaliate. KoS, NPCs not willing to interact, no go areas should be there. If you want those interactions, then make different choices. 

    As long as there is another way to achieve whatever it is you want to do, then I have no problems with a game that is making you slow down and look around before you rush head long for the next update point.


    This post was edited by chenzeme at September 7, 2020 6:09 AM PDT