My friend really loves that game, but I'm not into shooters. I do like the concepts of Tarkov and yes it does prove there is an audience for difficult games, so did Cuphead. Pantheon can certainly fill a niche in the MMO market if it sticks to it's guns. I believe the age of the WoW clones is ending and hopefully Pantheon leads the way!
As someone who plays Escape From Tarkov, just yes. I love hardcore, challenging, and punishing games. There's a huge audience for these types of games and they are becoming popular again. Look at Sekiro too. I feel like they've been off the market for so long that lots of younger players are actually excited to try something that they perceive as "new". Escape from Tarkov did it for FPS, Sekiro did it for Action-Adventure, it's time for Pantheon to fill that void in the MMORPG genre.
i don't think losing loot would work in pantheon. since gameplay revolves around progression, it would be counterproductive unless mob drops would be increased to compensate for loss of gear. another point of contention is that there isn't enough skill expression(meaning i can't tell the difference between the class and the player). if it was a non-tab targeting(meaning i have to aim my skills) with animation locks(gcd), then maybe the system could be put in place.
we can take a look at eso, gw 2, or bdo for example for skill expression.
those combat models could incorporate an escape from tarkov model.
stellarmind said:i don't think losing loot would work in pantheon. since gameplay revolves around progression, it would be counterproductive unless mob drops would be increased to compensate for loss of gear. another point of contention is that there isn't enough skill expression(meaning i can't tell the difference between the class and the player). if it was a non-tab targeting(meaning i have to aim my skills) with animation locks(gcd), then maybe the system could be put in place.
we can take a look at eso, gw 2, or bdo for example for skill expression.
those combat models could incorporate an escape from tarkov model.
I think you're looking at the comparison too literally. In a MMO I like the idea of corpse runs and (eventual) corpse rot/item loss, but not instant item loss upon death such is the case with Tarkov.
I think the main takeaway here is that challenging games are on the rise and there is clearly an audience for them.
Flossie said:I think you're looking at the comparison too literally. In a MMO I like the idea of corpse runs and (eventual) corpse rot/item loss, but not instant item loss upon death such is the case with Tarkov.
I think the main takeaway here is that challenging games are on the rise and there is clearly an audience for them.
but.. that's what makes tarkov challenging. u die you lose it all. zero sum survivor takes what he loots. gear doesn't mean everything as one could be outplayed or outskilled. it has huge player expression. want to run around and shotty people in the face? sure. want to loot and ninja out? sure. want to snipe from across the map? well that's a bit situational, but sure. that's a huge part of the challenge is it not? we know item loss isn't going to be a thing in pantheon so the only penality is running back to my body and some exp loss. having unlimited lives when the game never ends makes it so much easier.
take mario for example:
when i have 3 lives, the game is exponentially more challenging because i can't make as many mistakes.
put in the cheat code or do the turtle 99 lives exploit, boom the game becomes easier because the penality of death isn't daunting when i have unlimited lives.
one could argue the greatest challenge in mmo is finding good teammates that one works well with, their tolerance for failures and the time they can allocate to the game.
so in teh quest for challenge and the downsides here is to, increasing the time for rez, corpse run and the cost to repair is the penality.
challenge is subjective. if i find las12 difficult to use with my apm hovering around 30, to someone like 187 at 200+apm, las12 is like taking blue angels pro stunt pilot to fly a paper airplane.