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Old 03-18-2019, 05:32 PM
Caldwin Caldwin is offline
Sarnak


Join Date: Mar 2010
Posts: 233
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Quote:
Originally Posted by Foxplay [You must be logged in to view images. Log in or Register.]
Simply put, the theme park ride MMO doesn't work unless you have a very large development team that can routinely crank out good quality content, simply put this is because players will chew thru their content far faster than they expect as well as can keep up with (Also...a large development team is of course...expensive) - In order for Pantheon to succeed it will need to work on and improve the sandbox model that Everquest had or possibly an even better Sandbox experiance than Everquest, just give players a world they want to interact with that provides them a meaningful experiance with a multitude of things to do, rather than funneling them into a few select theme park "rides = raids"

Also I'm not saying theme park style MMO raids cant be fun... I certainly had fun in a few of them, RIFT - Hammerknell raid was quite a lot of fun for me. But from a player perspective it seems like a unwinnable battle for the dev's to continually keep up with their player base, while also releasing good quality content that the players will like... Make the game too grindy or over-tuned raid encounters in order to try and time-gate the players artificially and the vast majority % of players feel left out and are unhappy with the game. Don't make it grindy or raid encounters hard enough and the players quickly reach the current "finish line" and want more content... if they don't get more content fast enough they start leaving the game
Maybe have some randomness to the game. And also, make it so new content doesn't obsolete older content. Maybe level restrictions. Maybe have a decay on items based on the intended or mob level vs player level, or at least a degradation of stats based of the difference that will improve as the player increases levels and/or skills.

The main issues I see with Everquest, which is amplified on P99, is twinkage that allow players to take on content that was not intended, plus the knowledge of exactly what to expect from a mob or camp. Some randomness might help in that regard.
 


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