Because Pantheon is a crowd funded game progress is naturally limited to funds available at any given point in time. This in itself is not a major problem, however keeping the masses aboard and stimulating further investment becomes increasingly difficult over time.
To increase alpha and beta participation in the game and expand the pledge base some involvement in the developement process must evolve.
Without compromising the current visions/development process I suggest that a feeling of involvement could be achieved by introducing a
Testors Training Tutorial which would use experiences and sequencies from pre-alpha to formalise the reporting techniques preferred by Vr developers
Soltar said:Because Pantheon is a crowd funded game progress is naturally limited to funds available at any given point in time. This in itself is not a major problem, however keeping the masses aboard and stimulating further investment becomes increasingly difficult over time.
To increase alpha and beta participation in the game and expand the pledge base some involvement in the developement process must evolve.
Without compromising the current visions/development process I suggest that a feeling of involvement could be achieved by introducing a
Testors Training Tutorial which would use experiences and sequencies from pre-alpha to formalise the reporting techniques preferred by Vr developers
It also works the other way, my friend, if we let people in before the game is ready or before the game can handle them we risk those people being unhappy and leaving, never to return.
It's a fine balance but luckily we have very experienced team members with years of experience in business and game development helping us in those areas, so once the game is ready and we're ready to manage more testers and able to collect all of their data we will move into the Alpha phase but taking devs away from the actual game to build a testing tutorial would be unwise :)
I'm very much looking forward to the contiued development of Pantheon. I'm looking forward to the upcoming Dev streams, the gameplay sessions, the class and gameplay systems reveals and all the new reveals VR has in store. My belief is that the game is coming and all the pre-release comments, good or otherwise will be replaced with an avalanche of post release comments. These forums will be a very different place when that happens. so, I'm just gonna enjoy the time we have now because it will never be this way again after release.
I'm an RPG, RTS and MMO junkie. I'll be trying out some MMOs(Guildwars 2, Rift) and playing some older games(Total Annihilation:Kingdoms, Starcraft 2), but they all seem like placeholders until Pantheon is released.
To do a Randy Random, Commitment mode, Hard, Rim World scenario with 50% world coverage. Making random picks at every stage. crew? blind random, Landing site? blind random, and getting far enough along to actually do an away mission or two and make it back to base camp with people in camp and people on away mission at same time. At least a three day one way trip which means they have to rest when they get there, which means making shelter at the mission site and all that entails and resting.
Thank you for your response to my suggestion made on January 3 rd your rationale is perfectly sound.
I still feel however that, just before releasing to alpha, a day or two spent on standardising reports would benefit all particularly those testing for the first time.
Enough said thank you again for reading
I wasn't really into virtual reality, but I received an Oculus Quest 2 for Christmas ..... and man is it fun. I want to complete Half-Life: Alyx (huge HL fan). I would also like to see if Elden Ring lives up to the hype. Then there's the obvious answer, play more Pantheon.
Northstar said:To enter Terminus and smite all that is unholy and undead as I start down the road to becoming a master of the Paladin
And when you fall in battle against our unholy/undead comrades, necromancers like myself look forward to enslaving your corpse to our bidding. Convenient thing is, you'll already have armor and weapon(s), thus reducing the overhead costs.