Forums » General Pantheon Discussion

The Myths and Fallacies of MMO design

    • 1434 posts
    January 8, 2017 10:35 PM PST

    Liav said:

    Kilsin said:

    Vanguard actually had this, one bank per continent, three banks in total (until later when they merged them all with a very low population) but it worked very well when the game was at its peak and encouraged travel and thinking about where you stored items :)

    Weird, it never really impacted my gameplay that way for me personally. Instead, I just got 3x the amount of bank space that I would normally, which I was grateful for.

    Probably because not long after launch, they made it so you could fast travel anywhere in minutes using riftways. It will probably be a little more noticeable in Pantheon.

    • 844 posts
    January 9, 2017 9:01 AM PST

    Kilsin said:

    bigdogchris said:

    Aradune said:

    Banks will most likely be local, not global.

    That's going to be interesting to see how it works in a big game.

    I hope you guys would also consider doing a shared bank so you can move items between characters on the same server. Sometimes it can be hard to find someone you trust to 'hold' items for you. It could be as simple as bank and money slot in the bank UI that is accessible by all of your characters.

    Vanguard actually had this, one bank per continent, three banks in total (until later when they merged them all with a very low population) but it worked very well when the game was at its peak and encouraged travel and thinking about where you stored items :)

    Really? I found the bank/continent to be highly inconvenient. Also the limit on how much plat a character could have was a joke. As a serious crafter/merchant in VG it was extremely annoying to have to deal with the stupid restrictions created. When programmers start writing code to defeat hacking and cheating that hurts game play, there is a problem.

    • 844 posts
    January 9, 2017 9:04 AM PST

    Dullahan said:

    Liav said:

    Kilsin said:

    Vanguard actually had this, one bank per continent, three banks in total (until later when they merged them all with a very low population) but it worked very well when the game was at its peak and encouraged travel and thinking about where you stored items :)

    Weird, it never really impacted my gameplay that way for me personally. Instead, I just got 3x the amount of bank space that I would normally, which I was grateful for.

    Probably because not long after launch, they made it so you could fast travel anywhere in minutes using riftways. It will probably be a little more noticeable in Pantheon.

     

    The release of flying mounts also changed a lot of travel related complaints and issues. Albeit only elite players had flying mounts for a good while when they were first released, due to the complexity and skill required to complete the quest line.

    • 6 posts
    January 9, 2017 5:49 PM PST

    Levitate + sow was pretty much the equivelant of a flying mount in EQ. Pretty similar. Didn't have levitate? Ask a player.

    Fast travel existed and required player interaction.

    Corpse recovery sometimes required player interaction. Either through summons or someone dragging it. You also needed to interact to get that xp back. 

    No maps forced interaction between players to get to desired locations. 

    Power to the players instead of the rails keeps people interested in investing their time. People don't feel empowered if they can kill 20 things instantly on a 20 button cycle, they feel empowered if they can bring something to the table that no one else can.

    • 9115 posts
    January 9, 2017 7:20 PM PST

    zewtastic said:

    Kilsin said:

    bigdogchris said:

    Aradune said:

    Banks will most likely be local, not global.

    That's going to be interesting to see how it works in a big game.

    I hope you guys would also consider doing a shared bank so you can move items between characters on the same server. Sometimes it can be hard to find someone you trust to 'hold' items for you. It could be as simple as bank and money slot in the bank UI that is accessible by all of your characters.

    Vanguard actually had this, one bank per continent, three banks in total (until later when they merged them all with a very low population) but it worked very well when the game was at its peak and encouraged travel and thinking about where you stored items :)

    Really? I found the bank/continent to be highly inconvenient. Also the limit on how much plat a character could have was a joke. As a serious crafter/merchant in VG it was extremely annoying to have to deal with the stupid restrictions created. When programmers start writing code to defeat hacking and cheating that hurts game play, there is a problem.

    I think that is more personal opinion, though, isn't it? I liked it, you disliked it, others had their opinions which were mixed for and against but in the end, the system itself is fine and does what it is intended to do, travel to separate locations, populate different cities, meet new people, see new sights, not stand in a central location and be able to manage everything without moving.

    • 2130 posts
    January 9, 2017 7:25 PM PST

    I kind of get it but, the novelty of seeing new sights wears off once you've seen it already. As for meeting new people, that might happen once?

    The only thing it seems to practically introduce is a time sink. EQ had banks all over the world that weren't regional and we didn't stand in a central location to manage everything. It just seems like a needless time/travel sink to me.

    I'm all for requiring people to invest time and  travel around the world, but I just don't see banks being a place where it's necessary to inject it.

    • 9115 posts
    January 9, 2017 8:51 PM PST

    Liav said:

    I kind of get it but, the novelty of seeing new sights wears off once you've seen it already. As for meeting new people, that might happen once?

    The only thing it seems to practically introduce is a time sink. EQ had banks all over the world that weren't regional and we didn't stand in a central location to manage everything. It just seems like a needless time/travel sink to me.

    I'm all for requiring people to invest time and  travel around the world, but I just don't see banks being a place where it's necessary to inject it.

    This is a general statement on my behalf but I am using your post to start it off because you got me thinking. :)

    Think of it as creating opportunities for the players, we don't hold your hand and tell you to go over here, bank and speak to little johnny, make friends and group together or else /shakes fist, it is more about creating opportunities and leaving the rest up to you. If we create a centralised banking system, everyone on every server will stand in a crowded bank, spamming, yelling jokes and LFG messages, trying to sell stuff out of convenience of being in one spot, if we break that up and create the opportunities of moving people around, spreading them out then you now have new experiences and opportunities that can arise from travelling to and from these locations, finding player made selling spots (EQ Tunnel), different pricing in different continents due to supply/demand and ease of trade/location etc. if I sold leather out of one continent's bank because the farming spot was 5-10 mins away it would sell for peanuts and be common, if I travelled across the lands to another continent with the added danger of dying, losing my load etc. the price would be increased, creating a nice player driven economy with the allowance for variations, not a standard set fee for everything.

    Add in the chances of meeting new people, making new friends, added dangers, finding a guild (for those who don't come with a pre-determined and well-established guild), travelling experiences etc. you get more of an immersive game experience overall, there are more pros to this system than cons and the biggest con people speak of is convenience or lack thereof, we are not making a convenient game, you can play anything within the last 10 years and have automated group finding systems, automated banking systems, instanced dungeons with preset matchmaking systems, automated travel systems, you name it, removing all of the potential experiences along the way from manually engaging in those things with other players.

    The banks are just one part of a bigger overall theme/system to encourage meaningful travel, socialisation, interaction and immersion, it plays a small but important part in our overall game design and removing little parts like this make the other parts less attractive and ultimately leave holes in the system and overall player experience.

    I highly recommend waiting to see how it works and feels in Pantheon first hand when we move into testing than having people trying to critique and give opinions on these systems before they have even been tried and tested, based on previous game experiences that most people haven't played in their original form for 10-20 years. It is great to discuss these things in detail and to reminisce but it can come dangerously close to people judging and writing off entire systems, mechanics and features based on previous experiences in other games and that is when we run the risk of turning against something without giving it a proper chance to succeed, no one will know how it works in Pantheon until they try it for themselves ;)

    • 2130 posts
    January 9, 2017 9:06 PM PST

    If you can pull off making it as meaningful as you make it sounds, then I look forward to it. In Vanguard it was simply an arbitrary time sink, so I'd like to see it executed well and actually matter the way you say it will if that is how it is to be implemented. As with most things, we'll see, I suppose.

    • 839 posts
    January 9, 2017 9:23 PM PST

    Just a memory of working with distance related to banking in EQ... 

    I remember one of my Wizzie friend back in EQ turning a tidy profit loading up himself with all the loot and low value coins we had accumulated from mobs that were weighing us down till he could hardly move from being encumbered then gate to the bank and vendors to sell / exchange coins. and then port back to the nearest spire bringing back the exchanged plat and taking a cut... worked great for all parties involved and it was a player driven solution to the sparsity of banks that i thought was another great example of devs creating a world that felt "real" and had hurdles but we players of the world found our own ways to work with them which is much more satisfying than a magically summonded banker :p

    Hardship -> Solution -> Satisfaction... usually makes for a better life experience in my opinion!

    • 9115 posts
    January 10, 2017 1:29 AM PST

    Liav said:

    If you can pull off making it as meaningful as you make it sounds, then I look forward to it. In Vanguard it was simply an arbitrary time sink, so I'd like to see it executed well and actually matter the way you say it will if that is how it is to be implemented. As with most things, we'll see, I suppose.

    It may not work, it may be boring or we may not implement it properly but we at least want to try first and get everyone to help us test it to see if it does work ;)

    • 9115 posts
    January 10, 2017 1:29 AM PST

    Hokanu said:

    Just a memory of working with distance related to banking in EQ... 

    I remember one of my Wizzie friend back in EQ turning a tidy profit loading up himself with all the loot and low value coins we had accumulated from mobs that were weighing us down till he could hardly move from being encumbered then gate to the bank and vendors to sell / exchange coins. and then port back to the nearest spire bringing back the exchanged plat and taking a cut... worked great for all parties involved and it was a player driven solution to the sparsity of banks that i thought was another great example of devs creating a world that felt "real" and had hurdles but we players of the world found our own ways to work with them which is much more satisfying than a magically summonded banker :p

    Hardship -> Solution -> Satisfaction... usually makes for a better life experience in my opinion!

    I tend to agree mate ;)

    • 68 posts
    January 10, 2017 6:37 AM PST

    Kilsin said:

    Liav said:

    I kind of get it but, the novelty of seeing new sights wears off once you've seen it already. As for meeting new people, that might happen once?

    The only thing it seems to practically introduce is a time sink. EQ had banks all over the world that weren't regional and we didn't stand in a central location to manage everything. It just seems like a needless time/travel sink to me.

    I'm all for requiring people to invest time and  travel around the world, but I just don't see banks being a place where it's necessary to inject it.

    This is a general statement on my behalf but I am using your post to start it off because you got me thinking. :)

    Think of it as creating opportunities for the players, we don't hold your hand and tell you to go over here, bank and speak to little johnny, make friends and group together or else /shakes fist, it is more about creating opportunities and leaving the rest up to you. If we create a centralised banking system, everyone on every server will stand in a crowded bank, spamming, yelling jokes and LFG messages, trying to sell stuff out of convenience of being in one spot, if we break that up and create the opportunities of moving people around, spreading them out then you now have new experiences and opportunities that can arise from travelling to and from these locations, finding player made selling spots (EQ Tunnel), different pricing in different continents due to supply/demand and ease of trade/location etc. if I sold leather out of one continent's bank because the farming spot was 5-10 mins away it would sell for peanuts and be common, if I travelled across the lands to another continent with the added danger of dying, losing my load etc. the price would be increased, creating a nice player driven economy with the allowance for variations, not a standard set fee for everything.

    Add in the chances of meeting new people, making new friends, added dangers, finding a guild (for those who don't come with a pre-determined and well-established guild), travelling experiences etc. you get more of an immersive game experience overall, there are more pros to this system than cons and the biggest con people speak of is convenience or lack thereof, we are not making a convenient game, you can play anything within the last 10 years and have automated group finding systems, automated banking systems, instanced dungeons with preset matchmaking systems, automated travel systems, you name it, removing all of the potential experiences along the way from manually engaging in those things with other players.

    The banks are just one part of a bigger overall theme/system to encourage meaningful travel, socialisation, interaction and immersion, it plays a small but important part in our overall game design and removing little parts like this make the other parts less attractive and ultimately leave holes in the system and overall player experience.

    I highly recommend waiting to see how it works and feels in Pantheon first hand when we move into testing than having people trying to critique and give opinions on these systems before they have even been tried and tested, based on previous game experiences that most people haven't played in their original form for 10-20 years. It is great to discuss these things in detail and to reminisce but it can come dangerously close to people judging and writing off entire systems, mechanics and features based on previous experiences in other games and that is when we run the risk of turning against something without giving it a proper chance to succeed, no one will know how it works in Pantheon until they try it for themselves ;)

     

    Ill be honest, being that a large percentage of the player base will be people from EQ this is going to happen anyway. If you have these "local" only auction houses the player base will just find a zone like EC thats central enough and the spam fest will begin. However novel local auction houses are they dont work. There will be only one spot to stand around and do this not many. This i sjust human nature, the path of least resistance. The only way to stop this would be to make the travel so long, so tedious its easier to form many and I dont think this will happen.


    This post was edited by beautifully at January 10, 2017 6:41 AM PST
    • 9115 posts
    January 10, 2017 4:04 PM PST

    beautifully said:

    Kilsin said:

    Liav said:

    I kind of get it but, the novelty of seeing new sights wears off once you've seen it already. As for meeting new people, that might happen once?

    The only thing it seems to practically introduce is a time sink. EQ had banks all over the world that weren't regional and we didn't stand in a central location to manage everything. It just seems like a needless time/travel sink to me.

    I'm all for requiring people to invest time and  travel around the world, but I just don't see banks being a place where it's necessary to inject it.

    This is a general statement on my behalf but I am using your post to start it off because you got me thinking. :)

    Think of it as creating opportunities for the players, we don't hold your hand and tell you to go over here, bank and speak to little johnny, make friends and group together or else /shakes fist, it is more about creating opportunities and leaving the rest up to you. If we create a centralised banking system, everyone on every server will stand in a crowded bank, spamming, yelling jokes and LFG messages, trying to sell stuff out of convenience of being in one spot, if we break that up and create the opportunities of moving people around, spreading them out then you now have new experiences and opportunities that can arise from travelling to and from these locations, finding player made selling spots (EQ Tunnel), different pricing in different continents due to supply/demand and ease of trade/location etc. if I sold leather out of one continent's bank because the farming spot was 5-10 mins away it would sell for peanuts and be common, if I travelled across the lands to another continent with the added danger of dying, losing my load etc. the price would be increased, creating a nice player driven economy with the allowance for variations, not a standard set fee for everything.

    Add in the chances of meeting new people, making new friends, added dangers, finding a guild (for those who don't come with a pre-determined and well-established guild), travelling experiences etc. you get more of an immersive game experience overall, there are more pros to this system than cons and the biggest con people speak of is convenience or lack thereof, we are not making a convenient game, you can play anything within the last 10 years and have automated group finding systems, automated banking systems, instanced dungeons with preset matchmaking systems, automated travel systems, you name it, removing all of the potential experiences along the way from manually engaging in those things with other players.

    The banks are just one part of a bigger overall theme/system to encourage meaningful travel, socialisation, interaction and immersion, it plays a small but important part in our overall game design and removing little parts like this make the other parts less attractive and ultimately leave holes in the system and overall player experience.

    I highly recommend waiting to see how it works and feels in Pantheon first hand when we move into testing than having people trying to critique and give opinions on these systems before they have even been tried and tested, based on previous game experiences that most people haven't played in their original form for 10-20 years. It is great to discuss these things in detail and to reminisce but it can come dangerously close to people judging and writing off entire systems, mechanics and features based on previous experiences in other games and that is when we run the risk of turning against something without giving it a proper chance to succeed, no one will know how it works in Pantheon until they try it for themselves ;)

     

    Ill be honest, being that a large percentage of the player base will be people from EQ this is going to happen anyway. If you have these "local" only auction houses the player base will just find a zone like EC thats central enough and the spam fest will begin. However novel local auction houses are they dont work. There will be only one spot to stand around and do this not many. This i sjust human nature, the path of least resistance. The only way to stop this would be to make the travel so long, so tedious its easier to form many and I dont think this will happen.

    It isn't just EQ, it was like that in VG, Rift, WoW and many other games, it is human nature but if we spread the banks out, the groups of large people spread out, creating opportunities to have new experiences, populating areas and bringing areas to life with players.

    We want people to find an awesome spot and gather like in the EQ tunnel, that is players doing what they want and creating something that fits their needs, it wasn't a developer made choke point that you were forced into and that is the freedom we want the players to have so they can create places like that themselves and encounter more experiences travelling to and from those places.

    • 780 posts
    January 10, 2017 5:41 PM PST

    Kilsin said:

    Liav said:

    I kind of get it but, the novelty of seeing new sights wears off once you've seen it already. As for meeting new people, that might happen once?

    The only thing it seems to practically introduce is a time sink. EQ had banks all over the world that weren't regional and we didn't stand in a central location to manage everything. It just seems like a needless time/travel sink to me.

    I'm all for requiring people to invest time and  travel around the world, but I just don't see banks being a place where it's necessary to inject it.

    This is a general statement on my behalf but I am using your post to start it off because you got me thinking. :)

    Think of it as creating opportunities for the players, we don't hold your hand and tell you to go over here, bank and speak to little johnny, make friends and group together or else /shakes fist, it is more about creating opportunities and leaving the rest up to you. If we create a centralised banking system, everyone on every server will stand in a crowded bank, spamming, yelling jokes and LFG messages, trying to sell stuff out of convenience of being in one spot, if we break that up and create the opportunities of moving people around, spreading them out then you now have new experiences and opportunities that can arise from travelling to and from these locations, finding player made selling spots (EQ Tunnel), different pricing in different continents due to supply/demand and ease of trade/location etc. if I sold leather out of one continent's bank because the farming spot was 5-10 mins away it would sell for peanuts and be common, if I travelled across the lands to another continent with the added danger of dying, losing my load etc. the price would be increased, creating a nice player driven economy with the allowance for variations, not a standard set fee for everything.

    Add in the chances of meeting new people, making new friends, added dangers, finding a guild (for those who don't come with a pre-determined and well-established guild), travelling experiences etc. you get more of an immersive game experience overall, there are more pros to this system than cons and the biggest con people speak of is convenience or lack thereof, we are not making a convenient game, you can play anything within the last 10 years and have automated group finding systems, automated banking systems, instanced dungeons with preset matchmaking systems, automated travel systems, you name it, removing all of the potential experiences along the way from manually engaging in those things with other players.

    The banks are just one part of a bigger overall theme/system to encourage meaningful travel, socialisation, interaction and immersion, it plays a small but important part in our overall game design and removing little parts like this make the other parts less attractive and ultimately leave holes in the system and overall player experience.

    I highly recommend waiting to see how it works and feels in Pantheon first hand when we move into testing than having people trying to critique and give opinions on these systems before they have even been tried and tested, based on previous game experiences that most people haven't played in their original form for 10-20 years. It is great to discuss these things in detail and to reminisce but it can come dangerously close to people judging and writing off entire systems, mechanics and features based on previous experiences in other games and that is when we run the risk of turning against something without giving it a proper chance to succeed, no one will know how it works in Pantheon until they try it for themselves ;)

     

    Well, I agree that it's worth a shot.  The bank situation alone won't do it, but I'm eager to see the other parts of this plan.  I assume there will be no instant item mail?  If there is, and you do end up having regional markets, people will just have a character in each and switch/mail when necessary.

    • 6 posts
    January 11, 2017 10:13 AM PST

    That was a good read.

    I think quite a few of us are looking to get back that feeling of danger in a mmorpg. I know we will never get that same feeling as we all have experience playing these types of games but corpse runs without in-game maps is one of the features that will at least help bring some of that feeling back. However, in my opinion I don’t think corpses should decay with gear on them. Some people might not have time in the next week to do a corpse run; they shouldn’t be penalized because they have to do things in real life.

    I think a way around this would be… after a set duration of time (a week?) the corpse decays and the items show up on a merchant where you have to pay to get it back. It doesn’t ruin immersion as the merchant could have stumbled upon your corpse, looted it, and is now selling your gear. Player is penalized by a week? without their good gear and a fee for buying that gear back.

    • 2886 posts
    January 11, 2017 10:17 AM PST

    Qailias said:

    That was a good read.

    I think quite a few of us are looking to get back that feeling of danger in a mmorpg. I know we will never get that same feeling as we all have experience playing these types of games but corpse runs without in-game maps is one of the features that will at least help bring some of that feeling back. However, in my opinion I don’t think corpses should decay with gear on them. Some people might not have time in the next week to do a corpse run; they shouldn’t be penalized because they have to do things in real life.

    I think a way around this would be… after a set duration of time (a week?) the corpse decays and the items show up on a merchant where you have to pay to get it back. It doesn’t ruin immersion as the merchant could have stumbled upon your corpse, looted it, and is now selling your gear. Player is penalized by a week? without their good gear and a fee for buying that gear back.

    I suggest you do a forum search for "corpse runs" or "death penalty" as this topic has been discussed ad nauseam in MANY threads which include a lot of good input from community and developers alike. You're definitely not alone in your opinion. But I would hate to see this thread deteriorate into another circular discussion about the death penalty.

    • 844 posts
    January 11, 2017 10:22 AM PST

    Kilsin said:

    zewtastic said:

    Kilsin said:

    bigdogchris said:

    Aradune said:

    Banks will most likely be local, not global.

    That's going to be interesting to see how it works in a big game.

    I hope you guys would also consider doing a shared bank so you can move items between characters on the same server. Sometimes it can be hard to find someone you trust to 'hold' items for you. It could be as simple as bank and money slot in the bank UI that is accessible by all of your characters.

    Vanguard actually had this, one bank per continent, three banks in total (until later when they merged them all with a very low population) but it worked very well when the game was at its peak and encouraged travel and thinking about where you stored items :)

    Really? I found the bank/continent to be highly inconvenient. Also the limit on how much plat a character could have was a joke. As a serious crafter/merchant in VG it was extremely annoying to have to deal with the stupid restrictions created. When programmers start writing code to defeat hacking and cheating that hurts game play, there is a problem.

    I think that is more personal opinion, though, isn't it? I liked it, you disliked it, others had their opinions which were mixed for and against but in the end, the system itself is fine and does what it is intended to do, travel to separate locations, populate different cities, meet new people, see new sights, not stand in a central location and be able to manage everything without moving.

    No, if you were not highly involved with the crafting sphere, continental banking did not affect you. But otherwise it was a huge inconvenience. I'm not really sure why they even created three seperate banks, they had to know it would be problematic. The basic concept behind having banks is that they offer you access to your funds at varying locations, thus the idea that it stopped at the edge of a continent is ridiculous.

    • 3237 posts
    January 11, 2017 10:34 AM PST

    I'm in favor of local banking for all of the reasons that Kilsin mentioned, same with the AH.  Maybe have a blackmarket available like WoW did where you pay an increased broker fee to have access to other continents AH.

    • 2886 posts
    January 11, 2017 11:05 AM PST

    This may or may not be a bad idea, but I keep thinking about how interesting it would be to be able to rob banks in the game. Localized banks seem to support this a little bit, but I'm not sure. Bear with me. It of course would be very difficult/risky to rob a bank, and the robber wouldn't be able to get away with any items - only gold.  

     


    This post was edited by Bazgrim at January 11, 2017 11:05 AM PST
    • 6 posts
    January 11, 2017 11:15 AM PST

    What's your meaning of robbing a bank?

    Is this player stored money at the local bank? If you rob it the players that stored money at that bank would have less the next time they look? This would have to be a PVP ruleset server and I would think players would probably want some way of at least defending it from happening.

     

    • 97 posts
    January 11, 2017 11:24 AM PST

    I had a max crafter in all 6 spheres in VG and continental banking never bothered me.  I had a house on Qalia, with a broker, bank and crafting station nearby.  I went out of my way to make sure I only kept crafting stuff in qalia bank.   Also, my weaponsmith was a miner, leatherworker a skinner, tailor a reaper, and so on to keep the raw mats on the toons that needed them.  5 of my 6 crafters were mainly crafters 1st, and only high enough level adv wise to survive in areas they needed to harvest in.  So there bags were mainly crafting/harvesting stuff as well, and banks were barely used.  I will say my weaponsmith that raided that was an MT, did my mining/quarrying, and max diplo did have major storage issues, and it was I would have to spend more time with him clearing out spaces and making room.  I would not have had him raid if I could go back and do it again.  I would say the issue was not banking, but lack of storage on toons to do all 4 spheres and be able to keep everything where you needed it. 

    • 2886 posts
    January 11, 2017 12:07 PM PST

    Qailias said:

    What's your meaning of robbing a bank?

    Is this player stored money at the local bank? If you rob it the players that stored money at that bank would have less the next time they look? This would have to be a PVP ruleset server and I would think players would probably want some way of at least defending it from happening.

    Yes that is what I mean. Perhaps the amount stolen would be equally distributed among each person that has money stored at that location. And I also agree there would definitely have to be some sort of counterplay. PvP might work.

    • 144 posts
    January 11, 2017 12:08 PM PST

    Hoping not to see things be too conventient, but I definteily do not want to see total pain in the butt to get to a bank etc

    MMO's are all about honing down the sharp edged fine line between fun and frustration though, and realism vs annoying pr however anyone wants to look at it.

    City banks are awesome, maybe the idea of a regional bank in a few spots throughout the world would be cool as long as there are only a couple and they are equally remote to get to, who knows. Some food for thought for the devs.

    • 9115 posts
    January 11, 2017 4:01 PM PST

    zewtastic said:

    Kilsin said:

    zewtastic said:

    Kilsin said:

    bigdogchris said:

    Aradune said:

    Banks will most likely be local, not global.

    That's going to be interesting to see how it works in a big game.

    I hope you guys would also consider doing a shared bank so you can move items between characters on the same server. Sometimes it can be hard to find someone you trust to 'hold' items for you. It could be as simple as bank and money slot in the bank UI that is accessible by all of your characters.

    Vanguard actually had this, one bank per continent, three banks in total (until later when they merged them all with a very low population) but it worked very well when the game was at its peak and encouraged travel and thinking about where you stored items :)

    Really? I found the bank/continent to be highly inconvenient. Also the limit on how much plat a character could have was a joke. As a serious crafter/merchant in VG it was extremely annoying to have to deal with the stupid restrictions created. When programmers start writing code to defeat hacking and cheating that hurts game play, there is a problem.

    I think that is more personal opinion, though, isn't it? I liked it, you disliked it, others had their opinions which were mixed for and against but in the end, the system itself is fine and does what it is intended to do, travel to separate locations, populate different cities, meet new people, see new sights, not stand in a central location and be able to manage everything without moving.

    No, if you were not highly involved with the crafting sphere, continental banking did not affect you. But otherwise it was a huge inconvenience. I'm not really sure why they even created three seperate banks, they had to know it would be problematic. The basic concept behind having banks is that they offer you access to your funds at varying locations, thus the idea that it stopped at the edge of a continent is ridiculous.

    I explained why in another post above. https://www.pantheonmmo.com/content/forums/topic/4820/the-myths-and-fallacies-of-mmo-design/view/post_id/83444

    It isn't ridiculous at all, again, that is your personal opinion, not all banks are connected around the world, banks here in Australia wouldn't give you money, just like I couldn't withdraw money from a US or EU bank, there are also local and community banks that don't even work with the big banks and in Terminus we will test with a bank on each continent to see how well it works in our game with other systems in place that complement the travel and experiences.

    Basically, we are not making a "convenient" game and it creates opportunities for experiences, which is the building block for any game with RPG in the title.

    • 9115 posts
    January 11, 2017 4:05 PM PST

    Gragorie said:

    I had a max crafter in all 6 spheres in VG and continental banking never bothered me.  I had a house on Qalia, with a broker, bank and crafting station nearby.  I went out of my way to make sure I only kept crafting stuff in qalia bank.   Also, my weaponsmith was a miner, leatherworker a skinner, tailor a reaper, and so on to keep the raw mats on the toons that needed them.  5 of my 6 crafters were mainly crafters 1st, and only high enough level adv wise to survive in areas they needed to harvest in.  So there bags were mainly crafting/harvesting stuff as well, and banks were barely used.  I will say my weaponsmith that raided that was an MT, did my mining/quarrying, and max diplo did have major storage issues, and it was I would have to spend more time with him clearing out spaces and making room.  I would not have had him raid if I could go back and do it again.  I would say the issue was not banking, but lack of storage on toons to do all 4 spheres and be able to keep everything where you needed it. 

    Yeah, I had a similar story and character set up man and without any issues either, I kept crafting mats/gear on Qalia, combat/raid on Thestra and Misc and other bits and pieces on Kojan and I actually enjoyed travelling around to those places.

    We will need to make sure our bank space is big enough to contain everything comfortably because we also will require players to store climate gear etc. for different weather and elements.