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  1. Earlier
  2. kelenin

    Has the average gamer level diminished?

    It's likely been so long since he played EQOA, he probably didn't think about sitting to med. On to the main point of this thread, though. I don't feel there has been a decline in the competency level of the average gamer, I think it's more that the games recently haven't required as much competency in general, and when you get to a part of the game that does, people haven't practiced the good habits needed in those areas of the game. If the game challenged the players from the beginning, or at least early on, then the players will begin to form good habits that translate into the tougher parts of the game. Then when they're done doing the more challenging content, they go back to the normal content of the game and reinforce their easy mode habits.
  3. Philo

    Has the average gamer level diminished?

    He said he played EQOA, didn't you have to sit to med? At the very least he said he played Pantheon for a half an hour to get ready for the stream...and he didn't figure that out? That seems about as basic as you can get. I don't claim to know anything about eqoa...I was to involved in EQ when it was released. That comment on the forums, that obviously bothered you about eqoa, was because the person I was responding to was describing EQOA in a way that made it sound very easy. You are taking it out of context. I know you you have strong feelings about that because you never played EQ and it seems like most people on the forum did but that's not what this is about. That kid is probably better than your average "current" mmo gamer. I don't want him anywhere near my groups. Granted, the lvl of play/teamwork in the streams is always very low but, man...that one stood out as very bad. And it's going to be even worse... Edit: I just looked it up...yes you had to sit to gain mana in eqoa.
  4. 1AD7

    Has the average gamer level diminished?

    I don't see what EQOA has to do with anything ... I know you have made comments elsewhere that suggests it was an easy game or whatever. A lot of games utilize water for some sort of mana regen ... sitting to meditate was obviously an EQ thing so unless he played that game it would make sense that he would be looking for other methods to regen. I can't remember how it worked in EQOA but I know EQ2/FFXI both used food/water for out of combat regen. I think WoW did the same. If his character starts off with water (like you do in most games) it's generally a ration that increases out of combat regen.
  5. Philo

    Has the average gamer level diminished?

    I know you all saw it and its old news at this point...but it made me think of this thread. That koopatrooper stream. He's a gamer. He played EQOA. He's a twitch streamer... He doesn't know to sit to gain mana faster. He is looking through his inventory clicking on water thinking it will give him mana. Watching that makes me feel like the average competency level is waaay below what I give people credit for. I wouldn't want to group with that guy let alone have him represent my game on a twitch stream. PUGing on release is going to be a nightmare.
  6. 1AD7

    Website Maintenance

    We are currently working on updating the website. Please excuse the default theme while we work on restoring the aesthetics.
  7. 1AD7

    Cartography

    I'll try to post some follow-up material as soon as I can get the rest of the site restored, hopefully by tomorrow. You are correct though @Philo -- finding a way to give value to the profession in-game that can't be achieved with out-of-game window tabbing is the biggest challenge for making a profession like this worthwhile.
  8. Philo

    Cartography

    I think it is a common question: How would you make a cartography system that can't be bypassed by simply looking up a map on a webpage? It seems like there would have to be some in game benefit. I guess it could just be tied into the scribe profession and could be used as a way to get skill ups. What other ideas do you have 187?
  9. Philo

    Website Bugs & Errors

    You are probably aware...but the white background makes the white text unreadable unless it is highlighted.
  10. 1AD7

    Cartography

    Cartography has been discussed for years within the Pantheon community. I would venture to say that the majority of players don't want to see the traditional "Press M and a fully drawn out map opens up" kind of experience. Furthermore, GPS indicators are basically viewed as the plague. When you combine both of them, a lot of players end up opening their maps and focusing on a little dot that represents their character in the world while they travel or adventure, and will do this for extended periods of time. Doing so takes away from the beauty, luster, and sense of exploration from the world itself and causes serious issues with the "It's about the journey, not the destination" argument. I think a fog of war mechanic could be really beneficial for both map-makers, and map-users. If a cartographer wants to create a map, they must be physically present in the area they are trying to record. For players that purchase maps, they would start off as a basic shell -- only after exploring an area will the fog of war dissipate and finer details start to emerge on the parchment. There is plenty of merit in the idea that having the ability to create player-made maps would be good for immersion, social interaction, commerce, and achievement. Cartography would be a great crafting profession for explorer types as it would allow them to enjoy a sense of progression that is tied into their preferred playstyle. After doing some research on the Bartle Study ( https://en.wikipedia.org/wiki/Bartle_taxonomy_of_player_types ) it would seem to me that cartography could be enjoyable for most player types. Explorers seem like the natural fit, but as an Achiever, I must admit that a feature like this would be really appealing to me as well. Socializers could also benefit from a variety of cartography-induced scenarios. Whether it's assisting another player who is making a map or trying to communicate an interpretation of a map in their possession to friends, there are ample opportunities for social interaction. Due to the nature of how player-made maps could work, bartering would also be commonplace. I would like to propose a rough outline of how this feature could work. Feel free to respond with any observations/comments/feedback. Map Types: Interior: Interior maps would be used for large structures (Castles, Cathedrals, Temples, etc), Caves, Crypts, Tunnels, etc. Exterior: Exterior maps would be used for zones. These would basically offer a birds eye view of any exterior zone. Markers could be used to notate a POI that might require it's own interior map. Bundle: Advanced cartographers could create magical maps that transition from exterior to interior when you cross coordinate thresholds. (These are much more difficult to make.) Map Resources: Ink (Drops from NPC's but requires refining from an alchemist before it can be scribed to parchment) Black Ink would be used to create the outline (outer shell pre-fog of war) for exterior zones. Blue Ink would be used to shade in tundras, glaciers, or bodies of water that you can swim in. (Can use multiple shades) Green Ink would be used to notate forests, grass, gardens, crop fields. (Can use multiple shades) Brown ink would be used to identify soil, swamps (can't swim in these), sand, rock. (Can use multiple shades) Grey Ink would be used to identify mountains, walls, structures. Red Ink would be used to describe custom markers (Emblems) as determined by the cartographer. (Can scribe text onto parchment and create textual references for NPC's, POI's or Perception Triggers) Emblems (Emblems would be a "skill" for cartographers, perhaps they can only utilize so many per day based on their skill level, method of skill ups TBD) Stars would be used to notate a POI. Exclamation points would be used to notate an NPC. Question marks would be used to notate a possible perception trigger. Additional Shapes (Waves, Mountain Caps, Trees, tents, keeps, campfires, signposts, steins (taverns!), etc) Parchment (If ink fades, you can return to your cartographer for recoloring) Crude Paper would deteriorate after 30 days. Only black/green/brown/blue inks are compatible. Standard Paper would deteriorate after 60 days. Only black/green/brown/blue inks are compatible. Crude Parchment would deteriorate after 90 days. All inks are compatible, but red/grey inks will fade. (Weather can expedite fading) Standard Parchment would deteriorate after 120 days. All inks are compatible, but red/grey inks will fade. (Weather can expedite fading) Vellum would be permanent. All inks are compatible, but red/grey inks will fade. (Weather can expedite fading) Uterine Vellum would be permanent. All inks are compatible, and will never fade. Codex (These would be rare drops from the world loot table and players are free to affix them to their maps as they see fit) Basic codex would slow down deterioration and any ink fading by 25% Quality codex would slow down deterioration and any ink fading by 50% High Quality codex would eliminate deterioration and slow down any fading by 75% That's about it for now. I'm not trying to propose a fully fleshed out cartography system, just wanted to get a conversation going. I know some folks will probably cringe as soon as they see the emblem explanations and that's okay. I think it's important to realize that all of these things will exist on 3'rd party websites anyway. If cartography is going to be a meaningful profession, crafters should be able to compete with the world wide web. I am particularly interested in ideas that could offer them any sort of value that could earn the business of folks who would otherwise be a window tabber as I feel this is the biggest obstacle in making a profession like this work. Maybe cartographers could trade their emblems to other players (they become no-trade at that point), allowing consumers to mark down their own POI's or references as they see fit. I'm sure there are plenty of potential conflicts that can be found in this post ... feel free to critique, but kudos to anybody who contributes any feedback or ideas that could improve or expand upon what is here.
  11. 1AD7

    Dual Specialization

    Paladin & Summoner both added. 1 class to go!
  12. greens

    Has the average gamer level diminished?

    Yep, once money is the only goal, not challenge or fun, then challenge and fun are gone. Games used to be amazing because they existed at all. Now they're only amazing if they make money. Quite a difference. As a consequence, players don't need to be good, they just need to be wealthy. When you can open your wallet and buy victory, you don't have to get good.
  13. 1AD7

    Has the average gamer level diminished?

    It all boils down to game design. Games like WoW lead people around on rails. You don't need to travel to the dungeon, you just queue up. You don't need to know the mechanics of a boss fight, you just use DBM and follow the flashing prompts on your screen. You don't need to explore, you just follow the magical waypoint. Overall, I agree with you that the average player appears to be less likely to understand the ropes of their character. When players aren't properly motivated to strive for excellence, they settle for mediocrity. Games needs to be challenging and mistakes need to be punished. Playing at a high level needs to be recognized ... not with an achievement, but with good game design that allows exceptional players to feel like their effort actually amounts to something. If you can half-ass your way through the entire game then what's the point of putting your best foot forward?
  14. I'm going to use this to post a hypothetical question just to get it off my chest in a forum that isn't heavily used. I have noticed over the last handful of years that there has been a steep decline in the competency level of the "average" gamer. Why is that? Maybe it's because online games are more main stream which pulls from a wider demographic of people? Maybe its because games are mostly ftp and they draw in the lowest common denominator of players? The people around me, that play a similar amount of time, are in the same guild etc., seem to be MUCH worse on average than players who played a similar amount 10 years ago or more. So much so that at this point some of them are spending decent chunks of money in cash shops each month and are just keeping up or are well below where my characters progress is and I am completely ftp. This isn't a brag...my characters that I am referring to are very mediocre. I definitely am not "hardcore" the way I play these games. I am what I consider to be a casual player...though I do prefer to be efficient with my time. I don't think my gaming skills have increased. If anything they have dropped off. I definitely am not as focused and don't spend the time playing that I once did so that can't be the reason that I am noticing this trend. This seems like it is a reoccurring incident at this point. I have seen this happen in a couple games. Is it just me or have others noticed this as well? ...the reason may be due to not playing games that use a purely subscription model that draws in more dedicated players...maybe? Unsure. Hopefully Pantheons subscription based model will solve this issue but it is a bit concerning and there is no guarantee. It could be the effect of a generation of younger players who have never had the option to play a challenging mmo so many never learned to play efficiently. There were no consequences for playing inefficiently so this style of gameplay has not been adopted?...at least as far as the middle of the road, non "hardcore" players are concerned? I swear the average player is MUCH worse than they used to be around a decade or more ago. Is it just me? Maybe I am just unlucky to have noticed this repeatedly?
  15. Beefcake

    Interview with Ceythos about Crafting in Pantheon

    If you are going to violate the TOS by sharing one crafter account, then yes, the system will not encourage socialization. With any system, if you cheat, it will not work as promised. The key, is to stop the cheaters and let the system work as intended. As far as the definition of pure crafter, I believe that is intended to be a character that does not really gain adventurer levels. It’s just for crafting and depends on others for the mats. I do this often in EQ2.
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