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1AD7

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Everything posted by 1AD7

  1. 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.
  2. 1AD7

    Website Maintenance

    We are currently working on updating the website. Please excuse the default theme while we work on restoring the aesthetics.
  3. 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.
  4. 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.
  5. 1AD7

    Website Bugs & Errors

    Just wanted to give a heads-up to everybody; we are awarding reputation points to anybody who uncovers a bug or error on our site. If you uncover an issue, please respond to this thread with details of your find. This is a community project and any/all help is greatly appreciated. Thank you!
  6. 1AD7

    Dual Specialization

    Bard: Bards can play multiple songs in harmony by using their instrument(s) and voice. Mana Regen / Movement Speed are core class songs. Rhapsody: Empower your allies with music and song; synergy extraordinaires, bards trained in the arts of Rhapsody focus on sustain. Hymn of Valor / Battle Cadence / Booming Jazz / Song of Stoneskin. Hymn of Nature: Elemental resistance buff (fire/ice/water/electric/earth) Battle Cadence: Defensive boons (parry/dodge) Booming Jazz: Temporary alacrity buff that reduces recast timers on abilities/spells used while the buff is up. Song of Stoneskin: % based stoneskin proc that can be maintained on a single ally. Requiem: Demoralize your foes with melancholy and intimidation. Bards trained in the arts of Requiem focus on offensive prowess. Dirge of Sorrow: Debuff that reduces defensive attributes (block/parry/dodge) Chant of War: Buff that increases offensive attributes (pierce/slash/crush/ranged) Corruptive Crescendo: Debuff that reduces arcane/noxious resistances. Final Eulogy: In-combat rez that takes less than 2 seconds to cast. Rites of Passage: Bard songs can be altered over time by seeking out various gypsy lyricists and renowned musicians spread across the world of Terminus. Advanced bards can blend a broader range of songs together, accentuating synergy potential in their groups. Cleric: Clerics offer the highest true healing output of any class and have exclusive access to "reactive healing" which are small heals that trigger each time an ally is attacked. Devout: Provide sanctuary for your allies with various forms of CC immunity. Clerics trained in the arts of Devout focus on damage mitigation, temporary immunities, and an extra potent in-combat rez. Sanctuary: Group buff that provides temporary group immunity to various forms of CC or other non-damage impairments. Stoneskin: Group stoneskin buff that can be cast on multiple allies but the proc % is shared between them. Absolution: Instant Cast 75% HP/Mana restorative in-combat rez with a long cooldown. Bastion: Group buff that grants a high amount of armor class. Curate: Purge debilitating debuffs with the added effect of a bonus heal on every successful cure. Clerics trained in the arts of Curate focus on shielding/cleansing their allies from harmful effects. Divine Aura: Max HP Buff that also grants defensive attributes (block/parry) Purify: Low cooldown cure that can be used cross-group, grants a small heal for each impairment cured. Elixer: Buff that grants a % based chance to nullify noxious/elemental impairments. Arcane Suppression: Temporary group buff that reduces arcane/divine damage. Rites of Passage: Clerics can learn to modify their spells by acquiring various celestial tomes that are spread around the world of Terminus. Their spells can be adjusted in ways such as removing portions of the arcane/divine/poison/disease aspect of their spells and focusing them into a single resist. IE, buff that provides 50 cure potency vs poison/disease debuffs instead changes to 100 poison or 100 disease, and can continue to modify the numbers back and forth as needed. Direlord: Direlords manipulate the essence of living things. They prefer to steal valuable lifeblood from their foes, but will sacrifice their pets for a surge of power when needed. Bloodletter: Able to regulate the bloodflow of both allies and victims, Direlords trained in the arts of Bloodletter can shift the tide of battle by harnessing the essence of blood. Strangulate: Reduce the effectiveness of heals on others by cutting off their circulation. Crimson Tempest: Equalize the health pool of yourself and an ally. (Can be used to save a squishy by sacrificing your HP, or save yourself by tapping into the HP of an ally.) Devour Vitae: Feast on your enemies. (Lifetap ability that can also be used on corpses for a more potent heal) Bloodlust: Initiate a surge of lifetap procs for your group. Nebulous: Protect yourself and others by consuming the essence of darkness and dispatching it in the form of calculated shadows or void pockets. Direlords train in the arts of Nebulous can craft opportune blackouts. Shadowstep: Force a missed attack on your shadow. Gloom: Channel darkness and cast shade on the battiefield, demoralizing foes and reducing their stats. Void Aura: Blind an enemy with pitch blackness. (Single target blind, reduces melee accuracy) Twisted Nethers: Unleash the claws of the netherworld, impairing the movement speed of any enemy caught in their grasp. Rites of Passage: Direlords can learn to increase their resistances vs poison and disease by collecting samples of "pure blood" that can be found around the world of Terminus. This blood does not always take on a liquid form, but once analyzed, Direlords can imbue powerful antibiotics into their bloodstream. While they can never grow truly impervious to poison or disease, well seasoned Direlords can offset a great deal of their effects by manipulating their very own toxin immunities to their favor. Druid: Druids wield the power of nature and shapeshifting -- they can call upon the elements themselves or even defy the laws of nature with their spells. Warden: Draw upon the lifeblood of the planet beneath your feet and use it's excellent power to nourish your allies, entangle your foes, or shapeshift yourself into one of the many sentient beings that form the pack of natural order. Regrowth: Extended duration HoT with increased effectiveness for the first few ticks depending on how low your allies current health is. Shapeshift: Allows the druid to take the form of a wolf, bear or dryad, each with their own unique spell boosting flavors. (Wolf helps with movement speed / offensive utility -- Bear helps with max HP / defensive utility -- Dryad is the healer form that sacrifices group utility for pure healing throughput.) Entanglement: Root a single enemy, but also create a medium sized AoE effect around that target that slows the movement speed of nearby foes. Portal: Bend space and time by opening a portal that allows comrades to warp to various druid rings in Terminus. (They must be attuned with each druid ring prior to being able to warp there.) Tempest: Whether it's conjuring storms or calming them, Tempests' are able to wield the dual powers of the elements; each element can be toggled to either offensive or defensive, granting these wielders of weather a diverse kit to pull from in any situation. Earth: Defensive - Barkskin - (Single target AC buff) Offensive - Weight of the World - (Heavy movement speed slow, single target) Fire: Defensive - Heating Up - (Group Fire Resist/Acclimation Buff) Offensive - Heat Exhaustion - (AoE Cast Speed Debuff) Wind: Defensive - Aery Gust - (Beneficial Spell Casting Speed Buff) Offensive - Crippling Winds - (AoE casting speed Debuff) Water: Defensive - Roaring Tide - (Water/Ice Resist/Acclimation Buff) Offensive - Drown - (Single Target Reuse Speed Debuff) Rites of Passage: Druids can attune themselves to various Druid Rings spread around the world of Terminus. The power of each druid ring has an impact zonewide, granting the druid a minor increase toward permanent HP/Mana regen. This effect stacks but only works while in zones that contain a druid ring that you are attuned to. Enchanter: Enchanters beguile friend and foe alike; inspiring allies with powerful enchantments or using manipulation of the mind to incapacitate their enemies. They are able to command the will of lesser beings -- whether that's charming/confusing an enemy or controlling conjured contraptions. Spellbinder: These rapid-fire casters are capable of unleashing an array of different spells onto the battlefield. Enchanters trained in the arts of Spellbinder have the ability to chain-cast and inflict large-scale change into their surroundings. Temporal Surge: Imbue an ally with a temporary attack speed buff. Can be cast on multiple allies, but diminishing returns do come into play. (Total buff isn't shared, but effectiveness is reduced slightly for each additional ally that benefits.) Shroud of the Mind: Impose a layer of mental clouding into the minds of your foes. This is a debuff/DoT that lowers mental/arcane resist and deals mental damage. It lasts for 4 seconds, stacks up to 5 times, and the duration is refreshed for each application.) Power Displacement: Dispel various temporary buffs from enemies. For every buff that is successfully dispelled, the enchanter is granted a slight boost to their recast speed. Ethereal Chains: Cast a 12 second Debuff/DoT on an enemy. Debuff decreases movement speed/casting speed. If any mob is under the effect of ethereal chains and also reaches 5 stacks of Shroud of the Mind, the enchanter steals a portion of their mana. (Gains a minimum of X amount of mana if their target doesn't use mana as a resource.) Phantasmist: Wreak havoc in the minds of your foes by forcefully confusing them and inciting frustration as a result. Enchanters trained in the arts of Phantasmist use illusions and coercive mind play to bend the will of their enemies. Mirage: Create a mirage of an ally that will follow them for 15 seconds. If the ally is auto-attacked by an enemy, the mirage will disappear and the ally will avoid the attack. This will frustrate the mob, generating X amount of threat toward the real character that the mirage was intended to represent. Hallucination: Cause your enemy to hallucinate to the point where they cannot distinguish friend from foe. Their auto attacks are now randomized, but prefer targets that are close. Illusion: Cast an illusion on target ally that can temporarily change their race. This could prevent certain races from being KoS (if you have a qualifying illusion unlocked) but would not have any effect on quest access or anything else significant. It would be designed to allow players to travel safely in areas they otherwise would not be able to. There would be no NPC-Race illusions that allow circumvention of content.) Deceptive Arm: Single target spell that can be cast on an ally. Ally is granted an illusory arm that will cause foes to think they are being attacked from an additional source. For each successful auto attack, the enemy would suffer mental damage that would be credited to the enchanter. Rites of Passage: Enchanters are capable of leveraging an irrefutable charm by seeking out and successfully charming various inanimate golems that populate the world of Terminus. Immune to the actual charm spell, these golems must be subdued in 1v1 combat to earn their affection. For each golem conquered, the enchanter gains increased control over their charm spell, and can manifest a more powerful golem. (Cannot use charm/golem pet simultaneously) Monk: https://pantheonmmo.com/newsletter/2017_may_intro/Body: (See link above.)Soul: (See link above.) Rites of Passage: Monks can learn the forgotten arts of various fighting styles by seeking out master trainers spread across the world of Terminus. These trainers instruct monks how to fully harness their inner chi and attain new levels of individual strength and melee prowess. A well versed monk has a much easier time beating his foes into submission as each new attack or counterattack learned opens up a new link in their chain of potentially lethal combos. Necromancer: Necromancers practice a variety of dark arts that allow them to defy the laws of life and death. Macabre rituals grant them temporary passage to an otherworldly plane where they communicate with the deceased, bargaining with promises of power, revenge, or justice. Lich: Using your mind as a vessel and your body as a tap into the spiritual plane, you can work out deals with fallen souls. Necromancers trained in the arts of Lich are bound to their unholy phylactery. Abomination: Manifest a restless soul into a grotesque creature that will obey your every command. They are fueled by a desire for revenge, and remain convinced that your bidding will help them get it. Reanimate: Imbue temporary life into a recently fallen corpse with whispers of power. Once reanimated, the corpse knows that it's time is fleeting, inciting a panic induced rage that causes them to attack wildly at anything nearby. Dark Passage: Promise redemption to a fallen comrade, but with great cost. Allows the Lich to summon the corpse of an ally, but this can only be done at graveyards. Least effective rez spell in game in regards to removing any XP penalty. Phylactery: Upon death, the Lich is wisped away into their phylactery, usually concealed within a compartment of their robe. After 10 seconds, they can channel their energy and resummon their physical being. (Cheat Death ability, similar to FD except it automatically triggers upon death. The phylactery is a non-aggro tome that cannot move and has high magic resist. Long cooldown, 2 hours+) Contagion: Impregnate your enemies with seeds of corruptive growth and radial toxicity. Necromancers trained in the arts of Contagion find purpose in chaos and thrive in it's exploitation. Curse: Scourge the will of an enemy by granting them a taste of infernal power; causing them to pulse noxious damage in the area around them for every attempted melee attack or spell cast. Infestation: Pervade the core of your foe with malignant energy, causing significant unholy damage over time. If an enemy dies while under this effect, it will spread to a nearby victim (with DoT fully refreshed) and gain increased duration/damage up to 5 stacks. Pestilence: Cause all corpses in the area (that you or your group received kill credit for) to explode, inflicting 5% of max HP damage to any enemy struck. (All corpses explode but only a maximum of 5 will deal any damage. This damage can be capped rather than percentage based for named encounters. Would also make sense to add level and solo/group/raid variables to prevent exploitation.) Immolation: Sacrifice your pet and up to 3 nearby enemies will be infected with both Curse and Infestation. (If already affected by Infestation it will advance to the stack level.) Rites of Passage: Necromancers find solace in death and so they seek out various graveyards that are spread around the world of Terminus. Each graveyard contains multiple spirits that the necromancer can summon (1 for each tombstone) that the Necromancer must defeat in combat. One of them (always random) will grant the Necromancer the ability to bind themself to that graveyard. (Binding to a graveyard would function similarly to "Return Home" but this ability would be separate and have it's own recast.) Paladin: Paladins are holy avengers, sworn to lay waste to the undead that populate the world of Terminus. They pledge resolute faith to their deities and rely on their favor to shield their allies and themselves from evil, or refocusing their efforts to vanquish it. (Paladins also leverage a special resource called Holy Favor that is acquired by killing undead/evil. It would have it's own unique resource bar that caps out but the cap can be increased through a Rites of Passage trial.) Sentinel: Harness the divine favor that has been bestowed upon you and use it to safeguard those who find themselves in a situation fraught with danger. Paladins trained in the arts of Sentinel are dedicated to protecting their allies, sometimes at the expense of their own well being. Atonement: Temporary buff that will siphon 10% of all threat generated from your group for the duration of the effect. Pledge of Protection: Single target buff that can be maintained on a single ally. 10% of the Paladin's base AC will be transferred to target player. Holy Radiance: Your strong convictions inspire your allies, granting them immunity to fear and increased movement speed. (Temporary buff, also affects the Paladin.) Sacred Virtue: Powerful blessing that has a range of effects depending on how much Holy Favor is consumed. (Remove a curse from an item or player. Resurrect another player. Remove resurrection sickness from a player. Remove a portion of experience debt from a player. Bless the armor of yourself or another player (small mitigation increase for every piece that lasts for 4 hours.) -- (Ideally there will never be a short supply of friends who would be in need of these types of blessings but if the paladin so chooses, they can expend their Holy Favor as a service that they charge for. I would like to see the list of potential blessings to be extended a bit to ensure that this resource is always relevant, meaningful, and sought after.) **Sanctity**: (Passive Buff that can be freely toggled while specialized as a Sentinel) -- All disablements are reduced by 33% duration at the cost of 1 Holy Favor for each occurrence. (Fear/Stun/Stifle/Silence/Mezz, etc) Oathsworn: Sworn to uphold the order of all things holy, you consider the eradication of evil to be just as vital to the success of your conquest for justice as you do protecting your comrades. Paladins trained in the arts of Oathsworn are vigilant toward a cause that is aligned with their very existence, and that cause is vanquishing evil. Smite: Call down a jolt of holy energy that is violent to the core of any evildoer. (Standard holy attack that does bonus damage vs undead.) Sanctified Wrath: Imbue your weapon with a temporary buff that generates additional threat for every successful melee attack. If your target is undead, they also take bonus damage. Exorcise: Your next taunt ability will instead serve as a chanted blessing, forcing your target to lock onto you for a brief period of time. (If used vs an undead non-boss-NPC with 10% or less HP, it will kill them instantly and generate bonus Holy Favor. This ability can also be used to target and use on an undead corpse (corpses are otherwise untauntable, only works vs undead) -- once triggered, it will destroy their soul and apply fear to all other undead creatures within it's radius. (Using this ability on a corpse will also generate additional Holy Favor.) Consecration: Consecrate the grounds around you (medium radius effect) -- while standing within these holy grounds, the paladin and all allies will take reduced damage for the duration of the effect. Undead NPC's will also have their attack speed reduced. **Piety**: (Passive Buff that can be freely toggled while specialized as an Oathsworn) -- All healing effects can now be used against undead NPC's and are converted to damage. Rites of Passage: Paladins have all sworn an oath to extinguish evil and by law of their holy covenants, they must seek out and destroy the most tyrannical villains that scour the world of Terminus. For each renowned evildoer that is dispatched, the Paladin's maximum Holy Favor resource pool grows. Ranger: Rangers thrive in open space but won't hesitate to leverage their cunning and perception in tight quarters. Their combination of stealth, tracking, survival, and herbalism pack the utility of a swiss army knife while braving the wilds ... but it's their proficiency with the bow that strikes fear (and death) into the hearts of their adversaries. Forester: Your wisdom of all things nature allows you to communicate with the planet in ways that the untrained eye and ear could never comprehend. Speak with the trees and the wind, and harvest the nourishing properties of the earth around you. Rangers trained in the arts of Forester can harness the environment by calling upon the animal whose very instinct was forged within it, allowing them to share in the evolution of natural order. Herbalism: Identify and harvest natural resources that can be used to create makeshift tools, salves, reagents, or companion snacks. (Various regen/curing elements, fletching material, toxins, armor/weapon modifications, and player/pet consumables.) Camouflage: Blend in with the environment, allowing you to avoid visual and scent detection methods. (Avoiding audial detection is a core ranger ability.) Advanced Tracking: Observe various trails by following the story that nature shares with you. Creatures that are successfully tracked are open to pre-emptive bonus damage. Animal Companion: Summon a companion that can provide various degrees of utility depending on the situation. Deadeye: Picking foes apart from range is the tried and true approach of those who have mastered the bow and arrow. Using pinpoint accuracy and refined technique can render your foes vulnerable, but finding the right angle and positioning can be tricky. Rangers trained in the arts of Deadeye can inflict very high damage under the right circumstances -- whether it's launching a rain of arrows into a calculated radius, a flurry of arrows in the same direction, or a single devastating headshot ... enemies are terrified of being caught in their gaze. Volley: Let loose a hail of arrows that will damage all creatures within a medium sized radius. Barrage: Temporarily modify your bow to allow a multitude of shots in rapid succession. (Movement is decreased significantly for duration of this channeled effect) Cripple: High damage attack that impairs the movement speed, avoidance, attack speed, or accuracy of your opponent, depending on your range and angle relative to the target. Headshot: Massive attack that does bonus damage based on available health. (The higher their current HP % is, the larger the bonus.) Rites of Passage: Rangers can enhance their survival techniques by seeking out various earthly trials scattered around the world of Terminus. Each trial is meant to test their endurance and cunning, requiring them to tap into their surroundings in order to survive through the night. Each trial will reward the ranger with a new foraging technique, companion to summon, or tool that further refines their mastery of the bow and arrow. Rogue: Rogues are the masters of stealth, swindle, and improvisation. They use tactical precision to vanquish their foes, handy toolkits to change the tide of battle, and experienced eyes/hands to minimize danger and reward deeper adventure. Assassin: Make quick work of your foes by striking when and where they least expect it. Rogues trained in the arts of Assassin punish their enemies with excruciating attacks, invasive maneuvers, and hemorrhage inducing toxins. Execute: Lethal attack that does bonus damage based on missing health. Open Vein: Expose a point of weakness, causing target to bleed (DoT) and take increased damage from piercing/slashing attacks for the duration. Anticoagulant: Lace your blades with a temporary poison that applies a debuff that increases the effectiveness of bleed attacks against target (duration and damage) -- if the rogue focuses 10 consecutive attacks on a target under the effect of this debuff, it instantly takes bonus true (unmitigated) damage. Apply Poison: Apply a hemotoxic poison to the weapon of a single ally. This will allow your ally to proc bleed effects (DoT) onto their enemies. Any threat obtained from this damage is granted to that player. Blackhand: Debilitate your enemies through semi-selective disablement. Rogues trained in the arts of Blackhand invade the life force of their enemies through a combination of neurotoxic chemicals and precise, crippling attacks. Void Hand: Your primary hand and weapon are fused together with a shadowy void, allowing you to penetrate armor from the inside, causing it to become brittle. (Rogue penetrates 20% of AC while buff is active, target enemy also suffers a 10% AC debuff that lasts for 15 seconds.) Acidic Flask: Hurl a flask (Ranged) that explodes upon impact (short proximity AoE) -- enemies affected will have a random chance to become blinded, snared (movement speed), or slowed (attack speed) Nerve Gas: You wisp around with an open vial in-hand, leaving behind a toxic trail of nerve gas that deals poison damage and enfeebles those caught in the wake. (Rogue leaves a toxic trail (10 second buff) wherever they walk that persists on ground for 3 seconds, any enemies caught within it (or that walk into it) are dealt poison damage and suffer a random enfeeblement debuff) Enfeeblements: Block/Parry Reduction -- Pierce/Slash/Crush Reduction -- Attack Speed Reduction -- Noxious Resistance Reduction Baneful Smoke: Puncture your enemy in the lung with a smoke-infused attack, releasing baneful smoke into the cavity. (Baneful smoke will suffocate an enemy if applied from the front, reducing any regenerative effects. If applied from the rear, the enemy suffers internal exhaustion, causing the next 3 melee attacks against them (from any source) that would have otherwise missed, to be successful. Rites of Passage: Rogues are fueled by the desire to explore and discover, and make it their mission to unlock the chests that hold magical skeleton keys found throughout the lands of Terminus. For every key they find, they gain +1 luck. (Luck is a rogue-only stat that is rolled for disarming traps, unlocking chests/doors with a standard key, and finding rogue-only consumables from chests/corpses) Shaman:Oracle:Thaumaturge: Summoner: Summoners form pacts with elementals and mold them into a living vessel that serves as a champion to their biddings. They gain access to their elementals at levels 10, 20, 30, and 40, and they are represented by Earth/Tank -- Fire/Melee DPS -- Air/Magic DPS -- Water/Support. They can be picked in any order. (Starts with an inanimate construct at level 5.) Conjuror: Master your avatar by reforging them with a variety of linked property combinations. Summoners trained in the arts of Conjuror leverage extraordinary control over their constructs, allowing them to blend two elements into a single, powerful manifestation. Earthen Rune: Bolster your construct with a thick shroud of stone-like plate, greatly enhancing it's defensive properties. Thermal Rune: Ignite your construct to a scorching temperature, greatly enhancing it's offensive melee properties. Aerial Rune: Enhance your construct with a thunderous gust, greatly enhancing it's offensive spell casting properties. Aqua Rune: Shower your construct with a soothing mist, greatly enhancing it's regenerative properties. Brood Keeper: Warrior: Warriors train for forceful interaction, resolved to challenge those who threaten or oppose them. They sacrifice themselves for the good of others. Martial: Reveal yourself tactically and lay waste to those who dare to advance. Warriors trained in the arts of Martial are capable of withstanding the brunt force of their foes while also maintaining a surreal state of mind. Maneuver: Grants a temporary boost to avoidance that incrementally diminishes per successful dodge/parry/riposte until the effect wears off. Own Fear: Two-way ability that shares cooldown. Defensive - (Gain temporary immunity to fear) Offensive - (Single target fear, has a chance to paralyze that scales based on your relative level compared to the enemy.) Iron Will: Grants increased threat generation and prevents all applications of stun, slow (attack speed and movement speed) and paralysis for a limited time. (Can also be used to break free of these same kinds of CC.) Endure: Focus your strength into your shield, absorbing the next attack that would hit for more than 20% of your max HP. Warlord: Command the battlefield using a combination of physical presence and combat fervor. Warriors trained in the arts of Warlord are able to react to danger and reduce the attack speed of themselves and nearby foes. Battle Trance: Grants bonus attack speed and threat generation for every successful melee attack against a new opponent. (Caps at 5 and reset back to 1 on the next attack after 5) Intercept: Rush to the aid of an ally, absorbing 35% of the next attack against them and increasing threat generation toward their attacker. Warcry: Grants a temporary increase to all combat stats (str/sta/agi/dex/con) relative to the amount of damage taken in the last 5 seconds. Capture: Claim the immediate vicinity around you as your own, rooting and lowering the attack speed of yourself and all enemies in range. Rites of Passage: Warriors crave conquest and adventure and so they seek out various victory mounds that are spread throughout the lands of Terminus. For every mound they plant their banner in, their confidence grows, increasing their max HP. Wizard: Wizards are powerful sorcerers who spend countless hours perfecting their mastery of arcane magic. While relished by many for their sublime dedication, it would be wise to avoid inciting their fury ... the consequences are pervasive, and sinister. Arcanist: You must balance the desire to sunder foes with cosmic vengeance alongside the ramifications of overkill. Wizards trained in the arts of Arcanist can cast spells of unimaginable power but it's imperative that they manage the potency of that which is unleashed. Fusion: Blast a targeted area with great force, increasing the damage (and mana cost) for every enemy within radius. Disintegrate: Channel a fiery beam of disintegration that deals bonus damage based on missing health and critical bonus damage while they are below 25%. For each 1% of damage dealt while the NPC is in critical health (-25%) the wizard has a small chance of losing a chunk of mana and becoming locked out of their spell tree for 10 seconds. Overclock: Passive ability that triggers when the wizard reaches 0 mana that instantly restores 20% of their MP. After 30 seconds they deal 20% reduced damage for 5 minutes. Teleport: Summon a teleportation portal. (Each cast increases the cooldown of this spell but it resets daily.) Elementalist: Your mastery of the elements allows you to leverage a diverse spell tree that centers around opportunistic upheaval. Wizards trained in the arts of Elementalist can exploit a variety of weaknesses or channel the matter of their environment to create surges of natural energy. Shift Matter: Harness the elements of the world around you to change the damage properties of your next 3 spell casts. (If you are in a cold climate/atmosphere, your next 3 spells will deal cold damage.) Harvest Environment: If the base elemental property of your spell matches the environment it's being cast in, you will deal bonus damage. (Passive Buff -- Spells affected by Shift Matter do not trigger this bonus.) Climate Distortion: Conjure an elemental storm that persists for 30 seconds, dealing minor damage in a large area. This spell also changes the atmosphere around you to that of your choosing. (Can summon a cold atmosphere in the desert, or a wind atmosphere while underground.) Metamorphosis: Your corporeal form adapts to the environment around you, temporarily changing your mana color to a universal grey. (Temporary buff that allows the elementalist to cast any/all abilities on their bar, regardless of mana color. Mana is still drained but it's from the standard pool.) Rites of Passage: Wizards pour their heart and soul into their studies and so they seek out a variety of tranquil chambers spread across the world of Terminus. For every chamber they find, their knowledge of the arcane and the elements continues to grow, increasing their max intelligence.
  7. 1AD7

    Dual Specialization

    Paladin & Summoner both added. 1 class to go!
  8. 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?
  9. 1AD7

    Dual Specialization

    Ranger/Necromancer added. Wizard partially complete.
  10. 1AD7

    Anti-RMT Sheriff

    Please see attached for a PDF slide that provides details on how things would work, but also consider the list below as a set of golden rules that should be referenced if something doesn't make sense: 1) All items that can be purchased from the Vanity Merchant can also be purchased with gold. 2) Vanity items are meant to be fun/flavorful items that help build/distinguish character personality/creativity/reputation. 3) Nothing is gated behind vanicoin or enhanced sub. (Vanicoin value is purposely designed to be relatively insignificant.) 4) Vanity Merchant has merit to exist regardless of how everything else ties in. 5) There is absolutely zero P2W. No higher sub tiers. 6) Players are encouraged to help support an anti-RMT fund with minimal gimmicky incentive. (Small monthly allowance of untradeable vanicoin that can ONLY be used at the vanity merchant. No other purpose or function) 7) Reputation ties everything together. Reputation for the game (We are ready to battle RMT, and will win) -- Reputation for the player (annual house item that shows you contributed toward winning the war) -- and reputation for our characters through the items that the vanity merchant offers. 8) Haircuts & Tattoos are other potential vanity items. (Nothing unique, just a makeover using whatever options are available at character select for your race) 9) Can help offset costs of anti-RMT staff, and thus create additional funding for actual game development. 10) No important development time is being used to create cosmetic art assets. Options are very generic, but meaningful. Development team is not encouraged to spend time making more assets. (They could, however be justified and that would be a success) Pantheon-RMT-Sheriff.pdf
  11. 1AD7

    Interview with Ceythos about Crafting in Pantheon

    When I think about a "pure crafter" I think of someone that is primarily engaged in crafting but also participates in buying/selling/trading goods with other players. This includes adventurers, harvesters, or other crafters. It really depends on the player but I think it's entirely possible that someone could level crafting to max without having to harvest any of the required materials themselves. I am a huge fan of contested nodes (FFXI) as I believe when done right, you can better control the flow of resources coming into the world. The biggest difference between FFXI and EQ2 (that I can remember) is that the nodes were much rarer in FFXI. It was a night and day difference. I was never a fan of the EQ2 harvesting system and it certainly didn't help that various PVE quests required players to have their gathering or mining skills up as this contributed toward the economy being flooded with resources from players who otherwise never would have bothered with harvesting in the first place. I am of the mindset that it should be difficult for players to reach max level in any profession and the easiest way to accomplish that for crafters is to control the supply of crafting components. You'll be able to get some from adventurers and some from harvesters but how much they overlap remains to be seen. I would rather see fewer and more meaningful crafted pieces than players creating tons of everything to level up. Create the limited supply of resources and leave it up to the players to figure out the best ways to accumulate them. I think there is plenty of potential with the system as it has been described but if you want to create a truly fulfilling crafting experience, you need to allow players to leverage their knowledge of the game and relationships with other players. If everything is ultra-accessible, it leads to a type of experience where you create an endless supply of everything and are forced to unload it for pennies on the dollar because you have to compete with everybody else that is doing the same thing. Crafting goods becomes a means to an end where players are trying to minimize their losses while leveling up without placing any real value in what they make. It also makes it extremely unlikely that players will seek you out for your services because the market is permanently flooded with goods from other crafters who are undercutting each other while trying to recoup some of their leveling costs. Less is more, as far as I'm concerned.
  12. 1AD7

    Greetings from URGatorB8

    Welcome to the forum! I too have been following Pantheon very closely since the first day I found it (January 2017). I spend quite a bit of time on the regular forum but I do have hopes that this one can pick up some traction in the future. I have a few ideas lined up that should be able to help with that and look forward to what lies ahead. Cheers!
  13. 1AD7

    Lore and Legend

    The L&L system from EQ2 (link to the description at the end of this post) was pretty awesome but I can definitely see plenty of room for improvement. It just so happens that one of the features being developed for Pantheon could end up being the difference maker in how the L&L system is taken to a new level. The feature I am talking about (as have others) is perception. Here is the description for it: The Perception System One of the most profound things about Pantheon is how we are designing the game from the ground up so that the Environment truly matters – we want players to care about the world they are in, and why things are the way they are. When you think of MMOs, when is the last time you discovered the meaning, or the history, or the secrets of a person, place or event without being told by a text box? What if we’ve conceived of a way to bring players back to exploring because they are compelled by what they see in front of them - not because a blinking light tells them to go there? In Pantheon, Wizards will be able to perceive things that a Warrior cannot. Through prayer, a Cleric may gain insight into an area, or a creature, that a Rogue could never know. Through our perception system, Pantheon will redefine how the game world becomes known, and how players will work together to progress. Looking at the above description, I can see plenty of ways the perception feature could be used to enhance the L&L system. It was mentioned how clerics could gain insight into a creature that a rogue could never know. Maybe it takes having a cleric, paladin, or necromancer in your group before players could unlock any L&L quest that involves undead? Maybe that same logic could be applied to each of the races. What if you needed an Ogre in your group before it becomes possible to unlock the L&L quest for the Wos Che? Maybe you need a Dark Myr in your group before you can unlock an L&L quest for various under-water species, or a Gnome for some sort of planar species? One of the really cool aspects of L&L in EQ2 was how you needed to find each "L&L Book" somewhere in the game world prior to initiating the quest. Rather than anybody/everybody being able to read these books, maybe you would need to have a specific class or race present who also has a qualifying perception score. With the way Terminus is being constructed, I like to think that each race brings a different sort of value/experience to the table. Each race hails from their own unique planet and they also seem to have their own territories in Terminus. Maybe it makes sense to expand on the identity for each race and use perception as a way to allow the race of our characters to be more significant than what we have seen in other games. I think some players wouldn't necessarily like the idea of needing to have a Dark Myr in their group in order to unlock the L&L quest for some sort of Leviathan species but I personally think it would be pretty damn cool. I like it more when you put these perception triggers in places where each race has had some sort of influence on the world. Maybe in order to unlock the Leviathan L&L quest you have to find a magical book in an underground water temple and have a Dark Myr in your group that can translate it's code. EQ2 Lore & Legend Links: http://eq2.wikia.com/wiki/Category:Lore_and_Legend_Questshttp://eq2.wikia.com/wiki/Lore_and_Legend_Timeline http://eq2.wikia.com/wiki/Lore_and_Legend_Timeline
  14. (Idea has evolved, please check second post for revised version.) This idea comes from one of my favorite RPG's of all time, Lufia 2, but is obviously modified in a way so that it could work for an MMO. I'm not sure how hard something like this would be to implement, but I imagine a lot of people would have a ton of fun with this. "Cave of Wonders" or "Eternal Dungeon" are some names that come to mind, but basically here's how it would work: At some point later in the game there would be a zone that harbors an ancient tribe that guards a dungeon, and after building enough faction with them, they will sell you a temporary passage rite to enter their dungeon. The dungeon would be designed for a group (maybe this can be scaled for raiding too, that would be great) and upon entering, everybody would start off with zero equipment or items. There are 4 tiers of loot for this dungeon, which can be found in chests or drop from mini bosses/names/trash/etc and they are all EXCLUSIVE to ONLY this dungeon except the T4 artifacts (not gear, a collectible item), meaning they cannot be used anywhere else in the game. Tier 1 loot is generally going to be lower end armor/items (scales based on the floor you loot them from)that disappear when your passage rite is over, which is basically when your group "wipes." Tier 2 loot would be considered above average gear, but it becomes soulbound to your character while still remaining exclusive to this dungeon. This means when your group dies and you are removed from the zone, the T2 loot is added to your "Cave of Wonders Exclusive Loot" whereas when you reenter the zone, you'll start with that piece of gear every time. Tier 3 loot has the same restrictions and advantages as T2, but rather than being "above average" the item would be more like Best in Slot. Again, once you leave the dungeon, you don't bring any of this stuff with you. T2 and T3 loot are soulbound to your character and are equippable any time you return to the dungeon, but never outside of it. Tier 4 loot are the rarest of all, a collection of 20 artifacts that when completed, you are awarded with some sort of treasure haul from the tribe that could be used anywhere in the game. This could be a combination of an awesome mount, plat, rare spell, or some sort of cool trinket. Whatever, make it epic, because this quest should be extremely difficult to complete. You may even be able to make these tradeable, but they can only be redeemed as a full set. Now that we know how the loot would work, let's talk a little more about the dungeon itself. The dungeon has 100 floors. Every time you pay your passage rite (this could be a huge plat sink if one is needed) you gain a 1 time entry into the dungeon. You always start off with zero gear/items, unless you have looted T2-T3 loot in previous dungeon runs in which case you would start off with those items, giving you an instant boost to your ability to progress deeper into the dungeon. The mobs would scale in difficulty, getting harder and harder the deeper you go. Once you get to level 20 or so the difficulty of the dungeon becomes noticeably harder. Eventually it becomes so difficult that it's almost impossible to advance unless your group is fairly decked out with T2-T3 loot, and in the deeper levels (around 50-60) even a decked out group may have a hard time advancing to the next floor. The encounters should get so hard that there is a very real chance that if you run into the wrong type of mob, your group is going to wipe. A level 60 fire dragon for example ... better hope your tank has a T3 fire resist item or 2 or it's insta death. Once you get to level 100, you unlock a special instance for the final boss that has a 1 week lockout once it's killed. This allows the devs to tune the encounter to be appropriately hard but still give the players a chance to actually have a chance to learn it. Making it all the way to floor 100 just to fight the super mega boss that will inevitably kill you obviously wouldn't work because of how extreme the death penalty is inside the dungeon. I'm not going to delve too much into this part because I'm sure the devs could have plenty of fun planning how the encounter would work and what type of reward would be given to those who can fell this legendary beast. It should be an epic achievement and the reward(s) could be used in the regular world. Every floor would be completely random every time you enter the dungeon. There is no linear path to find the exit on each floor. There are tons of corridors, doors, rooms, traps, fake chests, fake exits (real exits are a portal, fake exits look the same but instead of advancing you to the next floor of the dungeon, you get ported to a different location on the same floor.) Each floor varies in size, whether or not chests (or mini bosses, names) would be present, and how many lurking monsters there are. You could even change the dungeon art/music every 20-25 levels where it starts to get considerably harder, providing both an audio and video sense of progression as you delve deeper and deeper into the dungeon. (Can add more dungeon levels with expansions to keep the zone relevant) I think abilities like stealth, mezz, charm, traps, etc, could be very important. Each floor isn't going to be a matter of just killing everything. Many times it would be smarter to avoid a fight if possible, but this gets increasingly harder the deeper you go. Mobs would have bigger LoS range, faster movement speed, etc. I could see something like this being insanely fun and with high replay value. People are going to want to acquire as much T2-T3 loot as possible to be better equipped to survive the deeper levels, and all T4 loot would have a pretty good value as well. People could save up for their own collection of 20, or sell individual pieces off on the auction house, donate to guild, etc. But the T4 stuff needs to be super rare. Anybody who is able to get their hands on all 20 artifacts should have a really awesome reward in their hands and probably a title to go with it.
  15. 1AD7

    Legendary Dungeon Crawl

    Here is a more fleshed out (non-instanced) version that has been modified for an MMO: Gauntlet of Diffusion -- (GoD) Design Goals: Create a challenging dungeon crawl experience centered around high replay value and dynamic combat. Utilize long-term, GoD exclusive vertical progression as an opportunity for players to unlock purposely limited yet tangible progression for characters that complete the dungeon. Recycle existing game assets in order to achieve maximum content value with minimal design effort. Create an effective gold-sink that can help with staving off inflation. Allow hardcore players an avenue to invest high playtime without contributing toward any significant gap in power between them and the larger player base. Create an epic dungeon experience that allows players an opportunity to affect temporary change into the world. Create a leaderboard that allows competitive players to ascend a ranked ladder that doesn't contribute toward the idea of competition for resources in the game world. Dungeon could be expanded upon with future expansions. Dungeon Design: The dungeon would consist of 7 wings that share a single, expansive floor plan. Each wing would contain it's own audio/video elements that grow progressively more foreboding. Each wing would contain a different pool of NPC's and itemization to randomly draw from, scaling in difficulty/quality. The difficulty scaling for each wing would include more atmospheres, environmental effects, or traps not seen in priors wings. As you progress through each wing, more dispositions would be added to the NPC pool. Movement speed, aggro ranges, and detection methods would fluctuate depending on NPC type. To expand on the above, think of drakes that can cover long distances in short periods of time, beholders that can see through invis, or wolves that can detect you from an increased range. Every NPC serves as a place-holder for lottery spawns, meaning that every respawn has a very small chance to spawn as a named. The final room for each wing would contain a teleportation device that can only be activated by defeating a force-spawned gate-keeper. Dungeon Rules: An admission fee must be paid by each player prior to entering the dungeon. Upon entering the dungeon, each player would be outfitted in starter gear. (They retain their level.) If a group wipes, they are removed from the dungeon and have to restart at the entrance on their next run. Players can attune themselves to teleportation devices, allowing them to save their progress, exit the dungeon, and pick up where they left off when they return. In order to attune to a teleportation device, players must conquer the unique gate-keeper associated with it. T2 chests have a chance to drop a "Providence" item. These can be used to summon a player to a teleportation device that they have previously attuned to, consuming the item in the process. The dungeon utilizes a unique progression model for itemization. (Explained in next section.) Itemization Progression Model: Loot would be divided into five colored tiers. T1 (Red Chests) -- T1 loot would include gear and consumables ranging in quality from poor to average. T1 loot is considered temporary and will disappear from player inventories if they wipe and fail the dungeon. T2 (Green Chests) -- T2 loot would include gear and consumables that are higher quality than what can be found in red chests, ranging from good to great. T2 loot is considered temporary and will disappear from player inventories if they wipe and fail the dungeon. (The only exception to this rule is the "Providence" item which would not disappear. It is consumed upon use, though.) T3 (Blue Chests) -- T3 loot would include gear that ranges in quality from good to great. T3 loot is considered soulbound to GoD. T3 loot cannot be taken with you outside of the dungeon, but will return to your inventory when players re-enter the zone in the future. T4 (Purple Chests) -- T4 loot would include gear with an excellent quality score. T4 loot is considered soulbound to GoD. T4 loot cannot be taken with you outside of the dungeon, but will return to your inventory when players re-enter the zone in the future. T5 (Gold Chests) -- T5 loot would include tradeable collection items. T5 collectibles are the only items that can be taken out of GoD. There is a collection merchant outside of the dungeon that is willing to trade a prestigious item for a full set of these items. (It's possible to create multiple "sets" of these collection items with each set qualifying for a different prestigious item. These prestigious items would be cosmetic or utility in nature and could include mounts, cloaks, illusions, pet illusions, and house items. )Could also include weight reduction bags, special quivers, summoning stones, etc.) Final Thoughts: Itemization would ideally be balanced around a "situational gear" ideology. All the way up to T4, the ceiling for any individual piece of loot would be situational. In order for the above to be true, a wide variety of combat situations would need to be present in the dungeon, ranging from atmosphere, environment, and resistance. To further expand on the above, a variety of NPC dispositions and behaviors should contribute toward the value of long-term diagonal progression within the dungeon. Lottery spawns would always drop at least 1 piece of T3-T4 gear, and have an increased chance of dropping a T5 collectible item. In addition to the above, lottery spawns would drop a single teleportation rune. X amount of teleportation runes can be consumed to summon a gate-keeper in the final room of each wing. These runes would be tiered for each wing. Item quality would not necessitate "ilevel" or "gearscore" implementation. A human being would determine what loot belongs in each tier. You could limit the availability of this dungeon by gating it behind faction or using it as a "dynamic event" that utilizes various world triggers that can open/close it. The 7'th wing would contain a wise sage in the final room that offers to teach adventurers a powerful spell or ability. Rather than a teleportation device, the final room of the 7'th wing would contain a summoning portal. In order to activate the summoning portal, players would need to consume a full set of teleportation runes from each wing. (7 sets total.) Activating the summoning portal would call forth an epic raid boss, tuned for a raid that is completely outfitted in T4 gear. Defeating the final boss would affect temporary change into the world of Terminus. The final boss could have it's own unique set of prestigious items. (The only vertical progression associated with this dungeon is a single spell or ability acquired from the Wise Sage.)
  16. 1AD7

    League of Legends

    I plan on streaming Pantheon as soon as permitted. I have been messing around with character animator software and created a pilot video that demonstrates the kind of theme that I would like to stream around. League of Legends is obviously a completely different kind of game but the logic was to take an in-game character, turn them into an animated puppet, and then give them personality. This video is actually my brother playing Fiddlesticks (and narrating) but you'll see me in there somewhere playing Xerath (League Handle: 1AD7) -- it's going to be awhile yet before I have my twitch channel ready but again I wanted to share an example of how things might look. I am also interested in doing animated comic skits for Pantheon when more art assets and lore becomes available. Anyway, here is a link:
  17. 1AD7

    Hello

    Welcome @Leta! I have a feeling that the number of people interested in this kind of game will continue to go up dramatically as it get's more exposure. After winning the "Most Anticipated MMO of 2017 & 2018" reward twice in a row at MMORPG.com, I feel like we are definitely headed in the right direction. VR will eventually open the flood gates to allow players to stream the game during testing. Not sure when it will happen, but sometime in 2018 is the last I heard. I definitely look forward to streaming it as soon as possible and have been preparing my Twitch channel and YouTube channel to heavily focus on sharing this awesome game with as many folks as possible. Glad to have you hear with us! Feel free to PM me if you have any questions about the game, I have been following it since late 2016 and have been pretty involved in the community. There has been a lot of progress for the game ... I know AoC also coined this phrase but it belongs to Pantheon as far as I am concerned. #MakingMMOsGreatAgain
  18. 1AD7

    Dual Specialization

    It's just theory-crafting.
  19. 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.
  20. 1AD7

    Dual Specialization

    Rogue & Enchanter updated.
  21. 1AD7

    Official forums dead

    Convention coverage is something I would be interested in, and have suggested as much to VR. I know quite a few folks who plan on attending the majority of them so it's definitely an angle that is being considered. Beyond that, another idea I have had was to create a section on this site for players to promote their twitch channels, youtube channels, etc. Finally, I could see a lot of value in player blogging. I have spoken with quite a few folks about it and while there was a fair degree of interest, I don't think it's going to pick up much until the game is closer to launch, or perhaps post-launch. If you look at the homepage, myself and Krayziekal both have a small section for our blogs in the "featured area." We are offering to help create something similar for those who might want to maintain an active presence here moving forward. Have extended the offer to at least 5 different people that I thought would be a good fit but I'm not sure if/when anything is going to materialize.
  22. 1AD7

    Official forums dead

    We're not getting much action here, either. I still have some ideas that will hopefully help with activity picking up but they're still a ways off yet.
  23. 1AD7

    Multiboxing

    Per the official Pantheon FAQ: 10.4 Will multi-boxing be allowed in Pantheon? Our reaction to multi-boxing is to try something first before we even entertain the idea of artificially restricting it. We want to make combat, especially mid and higher level combat, so tactically intense, with so much going on, so much to do, so much to counter, so many companions to keep alive and the timing of many abilities crucial, that multi-boxing is extremely difficult if not impossible and likely far inferior to having an actual real person in your group. While VR's official stance does not prohibit multi-boxing, they have made it clear that their planned flow of combat will make it less than ideal. I like to reflect back on my experience with FFXI and how their combat system was highly successful with deterring multi-boxing. XP Chains and Skill Chains both required an extra layer of teamwork and coordination to pull off. In order to be optimally efficient during the grind, groups would usually spend a bit of time working out a pulling strategy and determining which Skill Chains would be used as a part of their combat rotation. These were essentially limited "windows of opportunity" that players were able to utilize to their advantage. Timing, accuracy and positioning were all important factors that contributed toward the tactically intense style of combat that many players enjoyed. It's unlikely that we will see XP Chains in Pantheon, but skill chains may take shape as a form of "synergy" between various classes. Per the Living Codex: Applying a Signet of Synergy to an ability will unlock different class-specific synergy effects that can be used in combination with synergy effects from other classes, sometimes to awesome effect. However, the Primary Scroll ability must be capable of synergy effects, not all will be. We have yet to see this feature in action but it's one of many ways that the style and pace of combat in Pantheon can reinforce the value of having real players in each group slot. Beyond this synergy potential, we can also expect to deal with various forms of intelligent AI, also known as "NPC Dispositions." These NPC's will have a different set of priorities coded into their behavior; some may decide to focus on targeting your back line, some may attempt to call for reinforcements, while others may take on more of a "disruption" role using various forms of calculated CC when certain abilities (triggers) are used. There are plenty of possibilities with how this will shape out, but one thing is for sure ... this will help alleviate the monotony that has been associated with grinding of the past. It also opens up various forms of emergent gameplay where players may purposely bait out certain reactionary behaviors and use them to their advantage. Personally, I'm not against multi-boxing. One of my goals is to build a PC that will be capable of boxing multiple toons so that I can play the market while my primary adventuring character deals with potential downtime. Pantheon is bringing back the importance of social gameplay and there is no better way to do that than provide in-game challenges that are better handled with strong reaction time and attention to detail. I'm not a fan of single players boxing a full group as it goes against many of the tenets that shape the world of Terminus, but there are exceptions to every rule. When you look at the FAQ response to multi-boxing, I think it's safe to say that boxing full groups will be both challenging and inefficient. I look forward to seeing VR's vision for tactically intense combat in action. There has been an active conversation going on surrounding this topic and one of the ideas being tossed around is to disable auto-follow as it would make multi-boxing much more difficult. While I am a fan of features such as XP Chains and Skill Chains because they reward good behavior, I'm not particularly fond of removing the auto-follow feature. If there are enough features/systems that reward skill, timing, accuracy, and overall good teamwork, I think auto-follow is worthy enough of a feature to keep around. When a character is on auto-follow, they aren't really contributing anything significant to their group other than not holding it hostage to a specific area. It's a tool that makes a really big difference when real life happens. Let's say someone in your group needs to take an inopportune break in the middle of a dungeon crawl ... what is the reaction? "No big deal, we'll make it work with what we have and play cautiously until they get back." or "Ugh, now we're stuck here until they get back." Personally, I would rather have the option to play with temporary decreased efficiency than be forced to stop altogether.
  24. 1AD7

    Write a one scentence story

    It felt a little run-on but I wanted to make an effort to try and match the quality of yours. Not as easy as it looks!
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