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Developer Round Table Recap - 1.18.15

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    • 9115 posts
    January 20, 2015 10:36 PM PST

    Highlights from Developer Round Table

     

    - Tenants list put onto Develper website

     

    - We are seeking funding/investor(s)

     

    - Long Beta full of testing hoping for 2016 through to whenever it’s ready

     

    - Unrestricted trial to level X then Subscription to continue playing

     

    - Pantheon will be closer to EQ but it will not be an EQemulator, Pantheon is its own game, the spiritual successor to EQ and VG

     

    - If mechanics don’t work during Alpha/Beta we will pull them out and try something else

     

    - Underwater Content

     

    - Environmental storytelling, immersion, drawn from real places, EQ/VG Influence

     

    - Dynamic events such as Orc invasions, night time events, lore friendly events like Wolf packs that hunt players in cold regions etc.

     

    - NPC AI – Smarter, harder to kill, behaviours that are more varied and that make more sense and that are interesting

     

    - Soloing topic addressed – Focus on group content but solo won’t be stopped, if you have the right gear, tactics and in the right area (skill/level appropriate) you can solo to some degree. We are not going to stop soloing.

     

    - Classes mean something, interdependence means something, no class should be able to do it all and teamwork will play a big part in the outcome of the battle.

     

    - No game mechanic to stop someone sneaking/soloing into a dungeon but it will be very difficult.

     

    - Group/Raid focussed game – Primarily sandbox though and solo won’t be stopped, some classes will be more soloable than others, as some will be more support related or Dps related etc.

     

    - Balancing classes is not going to be “make them all equal at soloing” it will be more like – is that class fun to play in a group, can that class contribute to a group – if not then it is a problem that we will address.

     

    - FD etc. great example of mechanics used by players to create emergent game play.

     

    - Achievement system – Every so many levels complete a task, talk to an NPC, explore a region, explore a dungeon and take out a boss or find a rare item, it could be any number of things but they get you to experience this world full of content/lore…there has been discussion on renaming this to "Rites of Passage" and the discussion continues on the forums.

     

    - Pantheon has the same goal as VG in starting in different places – which is a challenge to the team to create content that you can’t complete with just one character, we want replayability with new characters, alts, new races, new regions and new experiences.

     

    - You will need to earn things by way of quests, abilities, spells, achievements, killing bosses, making scrolls, finding rare spawns, camping a mob for a drop etc. If you want an epic weapon, you need to go on an epic adventure.

     

    - Not everything will be on a merchant in the city, you can’t just buy everything, you can’t just buy all your spells and abilities, you need to be out there in the world exploring, risk vs reward…those rewards include items, spells, abilities and your tasks necessary to achieve the next level/tier.

     


    This post was edited by VR-Mod1 at February 7, 2015 5:49 PM PST