Based on the class info I've seen this far, I'm hoping that there will be enough utility to limit multi-boxing. But I'm wondering if the dev's are taking this into consideration and whether they plan to try and design the game in such a way as to really limit this, or if they will simply embrace it?
Also, the footage we've seen so far shows groups moving through content, which is awesome. I am curious to see if spawn camps will be a thing or not. Even for just the basic exp grind pull camps, not necessarily for named mobs.
10.4 Will multi-boxing be allowed in Pantheon?
"Our reaction to multi-boxing is to try something first before we even entertain the idea of artificially restricting it. We want to make combat, especially mid and higher level combat, so tactically intense, with so much going on, so much to do, so much to counter, so many companions to keep alive and the timing of many abilities crucial, that multi-boxing is extremely difficult if not impossible and likely far inferior to having an actual real person in your group."
XP Chains from FFXI would go a long way toward solving this issue. We'll see if they are considered.
No worries at all. I would recommend checking out this thread as well:
https://www.pantheonmmo.com/content/forums/topic/8530/frequently-asked-questions
Plenty of good information in there that you would have to otherwise go digging for. Hope it helps!
Boxing will be around, but not in previous forms. The ability system will be involved enough that it will limit the ability to box more than 2-3 chars effectively. Don't get me wrong, there are some people that have the set-up and skills to do more. I personally will be hanging up my box skills and playing this solo.
As far as camps go, yes people will pick locations that will enable easy pulls near safe areas. The reason the streams were moving through content is because that was the purpose of the stream. To showcase content and skills/abilities and classes. Not to show a group at a camp EXP grinding.
As a person who has multi-boxes in pretty much every MMO I've every played, the key thing I've learned is that the more characters you try to add, the less attention each subsequent class should require yet still perform its primary function adequately.
Classes requiring positioning, like a Rogue, makes that class require more attention where as a Wizard or even Summoner perhaps, do not need to worry about such things. Through creative /assist macros you very well may be able to run a wizard with little effort. I haven't seen anything in the livestreams yet that raises any red flags which would make me believe multiboxing will be any more difficult than in previous games though that could change...but I still doubt it very much.
I don't think xp chains solve anything with multiboxing OneAD. It ehances good groups, but it doesn't make boxing useless, just even less effective, as would bad group be. Ehancing synergies, selection and twinked characters won't make the game worse for boxers.
I'm fine with people boxing from time to time, I just don't hope to see them permacamping a named area for themselves, because that would remain selfish. They will of course, remain less powerfull than a full played group, due to rythm/cadence beeing quite slowish.
Adding a time to kill variable helps deliver on:
"We want to make combat, especially mid and higher level combat, so tactically intense, with so much going on, so much to do, so much to counter, so many companions to keep alive and the timing of many abilities crucial, that multi-boxing is extremely difficult if not impossible and likely far inferior to having an actual real person in your group."
It's not universally applicable but it works while people are grinding XP and that's a pretty common occurence in MMO's. That philosophy should obviously extend way deeper than the XP grind but either way it would still be a net positive for something that will happen every day on every server.
That's really subjective, honestly the best way is just to make the combat pace challenging and choices worthwhile, with ennemies coming in hard to single pulls to keep everyone on their toes.
Bringing a time limit variable that is a game mechanic exterior to logic just to make things challenging sounds more like duct tape to me. I know you like it, maybe too much, but I think it's mostly because it was in your first MMO and felt exciting, new and rewarding back then. We remain molded by our first experiences in any matter, but theses molds are setting our personal tastes for years to come, and aren't a solution that would please everyone or solve every problem.
I like his ghost/clone example. I have not played a game with that mechanic. I know that when i have limited time to raid i would rather have a mob i can spawn with a turnin or have a mob that is basically always up. So be it ghosts or lockout timers or some other function(even instancing in some situations) that allows for people to go to kill something and have it available is beneficial to the game as a whole.
I prefer that mobs spawn more frequently with lockout timers so that guilds do not monopolize content. But ghosts are an alternative that holds some benefits and fits some of the lore of the game with Wraiths and such. You reward those prepared for the full version and those that wish to even just attempt the event/mob get the chance.
I'm curious how these rules will work on PvP servers. I've played other MMO's where mboxing was allowed and it utterly ruined the PvP experience by becoming a total grief-fest. 6-20 wizards focus firing single targets or players. Insta-death. -.-
oneADseven said:10.4 Will multi-boxing be allowed in Pantheon?
"Our reaction to multi-boxing is to try something first before we even entertain the idea of artificially restricting it. We want to make combat, especially mid and higher level combat, so tactically intense, with so much going on, so much to do, so much to counter, so many companions to keep alive and the timing of many abilities crucial, that multi-boxing is extremely difficult if not impossible and likely far inferior to having an actual real person in your group."
An amusingly contradicting statement from VR. It's pretty obviousy that they have anti boxing in mind when designing the gameplay.
Keno Monster said:oneADseven said:10.4 Will multi-boxing be allowed in Pantheon?
"Our reaction to multi-boxing is to try something first before we even entertain the idea of artificially restricting it. We want to make combat, especially mid and higher level combat, so tactically intense, with so much going on, so much to do, so much to counter, so many companions to keep alive and the timing of many abilities crucial, that multi-boxing is extremely difficult if not impossible and likely far inferior to having an actual real person in your group."
An amusingly contradicting statement from VR. It's pretty obviousy that they have anti boxing in mind when designing the gameplay.
Making the game challenging so you need to be concentrating to play one character and can't just spam a macro isn't 'anti-boxing' it's pro-gaming.
disposalist said:Keno Monster said:oneADseven said:10.4 Will multi-boxing be allowed in Pantheon?
"Our reaction to multi-boxing is to try something first before we even entertain the idea of artificially restricting it. We want to make combat, especially mid and higher level combat, so tactically intense, with so much going on, so much to do, so much to counter, so many companions to keep alive and the timing of many abilities crucial, that multi-boxing is extremely difficult if not impossible and likely far inferior to having an actual real person in your group."
An amusingly contradicting statement from VR. It's pretty obviousy that they have anti boxing in mind when designing the gameplay.
They very clearly have boxing in mind when desigining the game.
Making the game challenging so you need to be concentrating to play one character and can't just spam a macro isn't 'anti-boxing' it's pro-gaming.
It will be a good thing if they make group-content challenging to the point where it's almost impossible to multi-box a content designed for a full group and be successful. At the same time, if they are going to deliver on their statements about having some things for solo players to do, multi-boxing will be a huge advantage compared to solo'ing.
This has been discussed and answered folks, closing it down, please check the FAQ as it has a lot of work put into it with a lot of valuable information to help answer questions you may have, also there have been many discussions that you can find via the search function to help get a better understanding where the team and the community stand on some topics.