Ballast/bouyancy mechanics?
Here you are, levitated (median weight X/Y) running. Cast mount and you drop significantly, lose mount and shrink self and you shoot up dramatically. Encumbered with ore and you can barley walk, cast lev and you can run- inches above the ground but endurance is sapped quickly and a step down is a fall- you fall over the edge of the step on a stairway for instance and hit with all the weight possibly causing injury then are poofed up an inch from the lev as before. So even minor obstacles are a thing if used in this way.
Same thing in water but with known bouyancy/pressure effects I.e. without acclimation, and over (median X/Y) weight you shoot down through water risking skull crushing pressure, instead of being able to swim down. Likewise upwards, "the bends". Lev in water is like a bubble around you, no pressure acclimation and you shoot up too fast causing your blood to boil. Over median weight and you shrink in water, faster plummet. Encumbered and shrunk and lev cast slows decent but its still fast.
Who uses the winding roads, when a straight line is often faster.....
Travel... make it less beneficial to travel off the beaten path. The roads should offer no reduction in speed, bush, swamps, and other terrain can offer slight speed reductions.
Paxis said:Who uses the winding roads, when a straight line is often faster.....
Travel... make it less beneficial to travel off the beaten path. The roads should offer no reduction in speed, bush, swamps, and other terrain can offer slight speed reductions.
I cant remember what game it was now, but they were talking about roads granting a speed boosting buff to get players to want to use them for travel. You would get across the zone faster and it helped with the aesthetics. Not sure what ever happened to it, but my counter is if rare resources will be cross level ranges then you would always want to go off the path to look around as you traveled.
One consideration is just how VR handles solo play versus group play. They have made clear that content will almost entirely be designed for group play but that they will have things for soloers to do as well.
My hope is that dungeons will be exclusively group at or near level. With landscape soloable other than any group content that they put in specific areas for specific reasons.
If I am right it will be quite feasible to go cross country other than in much higher level areas. If I am wrong exploration will be a nightmare if any random mob you stumble into may be intended for a group to fight.
dorotea said:If I am wrong exploration will be a nightmare if any random mob you stumble into may be intended for a group to fight.
I got the impression they were leaning towards having godmode from level ranges / gear. I don't know it it will be as drastic as WoW for instance but most the world will likely look at you as a living god.
@counterfleche
That is something I have wondered ever since seeing the HD character models a while back. The gnome faceplates especially have me curious. I can't help but keep going back to thinking of an evil gnomish smiler. A necromancer with a grin so big it is unsettling. Would be so annoying if 1/3 gnomes all had the same face.
Fulton said:If you enter combat while levitated, wouldn't you be knocked back every time the MoB hits you, since you have no base by which to support yourself?
If that were true then how would someone with levitate move around at all, let alone while remaining upright?
Iksar said:Fulton said:If you enter combat while levitated, wouldn't you be knocked back every time the MoB hits you, since you have no base by which to support yourself?
If that were true then how would someone with levitate move around at all, let alone while remaining upright?
I always assumed it was expelling-gas propulsion. :)
Jobeson said:dorotea said:If I am wrong exploration will be a nightmare if any random mob you stumble into may be intended for a group to fight.
I got the impression they were leaning towards having godmode from level ranges / gear. I don't know it it will be as drastic as WoW for instance but most the world will likely look at you as a living god.
Not at all, most group mobs will be impossible to solo. We've seen them 2-3 shot the DPS and Healing classes in various streams.
You'll never be seen as a living god in Pantheon, it'll be nothing like WoW's AoE multi-mob nuking carnage.
Ezrael said:Not at all, most group mobs will be impossible to solo. We've seen them 2-3 shot the DPS and Healing classes in various streams.
You'll never be seen as a living god in Pantheon, it'll be nothing like WoW's AoE multi-mob nuking carnage.
These vids are of creatures the similar level. I would love to see how a lvl 50 fares against lvl 35s. I would honestly prefer to be wrong. I want them to go back to the D&D level difficulty where your ability to solo is laughable even when the target would be far below your group. We do not have a solid answer on how scaling will work in Pantheon though so that is why I said "leaning towards" I still have hope I am wrong!
VR spitballed players will replace gear every 10-15 levels. This means there will be a noticable difference in stats on that gear. Add in the option of the generic 'defense' skill we saw in the game will mess with the hit chance of creatures based purely on levels. Hopefully Pantheon will not pull a full WoW/EQ/EQ2/SWTOR/ESO/RIFT/etc godmode, but people openly push for grey enemies to being paper targets to have a "feeling of progression."
So it is not only the MMO Trope, but people on the forums push for it, and everything we have seen so far supports it. My guess is a wizard will have more HP, AC, and avoidance than a tank that is ~15 levels lower.
edit: My point was most "random mobs" while traveling would be laughably weak due to the god mode progression. You would need to be careful of appropriately leveled mobs. They will hopefully be very difficult.