Go on a gameplay journey with Pantheon: Rise of the Fallen

    
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It has to be a geeky dream come true to be able to get into a restricted-access MMO and go on an adventure with the actual developers. So look on with envy, then, as YouTuber KoopaTroopa787 joins the Pantheon: Rise of the Fallen team to play an Ogre Shaman on a dev-led dungeon crawl.

The video delivers a two-for-one benefit. Not only do you get to see an adventure through the Fion Iridia dungeon with a ton of combat, but you also get to hear the developers comment on the game’s various classes and systems as they progress.

What are you waiting for? Start your hour-long expedition with Pantheon after the break!

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draugris

Compared with the last 6 months it seems that they have improved the visuals of the game which is good. On the combat side, I think they still have a hell lot of work to do. The animations are still pretty horrible and I feel like that the mobs are still only big hp sponges. If they manage to make fighting trash mobs interesting for example by giving them mechanics imo that would make clearing the path to the boss more interesting. But now 5 people hitting one npc until it drops is super boring.

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Joseph Chello

I agree on the steady improvement. That is heartening! However I do also agree that character animations still need a bit of work in that they still appear somewhat janky and stuttery. Some movements (perhaps due to netcode) seem to have characters “sliding” on the ground at times. One area of particular concern in that vein was Aradune’s character model which at times had a perfectly “upright” standing animation in the midst of combat, which seemed… off. You’d think if the character was in combat it would adopt the traditional weaver stance or power stance of some sort. Maybe Brad just wasn’t right clicking on the mob perhaps?
With such player-centric gameplay (basically entire group whacking on a single or two non CC’d mobs at a time for each fight), they need to ensure that the animations and fluidity are perfect, because, well, that’s really most of what the player will be focusing on all the time.
Super excited to see them continue to improve though!

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donvweel

Definately the sort of game that interests me. Good old time dungeon crawls where party composition and strategies matter. Might be a game I go to when I get burned out on DDO. Keeping an eye on the horizon for this one.

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Mallus

The cost of entry into this game is staggering…

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Barnoc N'Draak

Choosing to give them any money at this point should be regarded as charity. You are not buying anything, the game is not even in alpha.

If you want to support them great, but complaining about the costs at this point is a bit premature.

ultorius
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ultorius

Lets post something about pantheon before they start charging $$ for posting too. Thats the logical step after 15$/ month to join their forums.

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Oleg Chebeneev

How many times they showed this dungeon already? I can swear I saw it before several times already

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Joseph Chello

Black Rose Keep is new. Perhaps you were thinking of the last dungeon they showed for Alpha, which was Hanir’s Cave.

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jay

I would like to see the agro range drastically increased. It always bugged me that you could pull 2 mobs out of a room and then fight them within eyesight of 10 other mobs in the room, and they just stand there.

I understand that systems wise, they do it this way because it would be near impossible to fight constantly being swamped by enemies. Yet from a realism perspective it’s still jarring. Perhaps they could add in a system for pulling that you create a noise or something that would get a few npc’s attention, and they wonder over to see what that noise was. Then you could fight them around a corner/out of LOS of the other mobs.

Maybe make it so that rather than just a flat agro radius. Mobs have a small radius directly around them that simulates their hearing, with a large cone directly in front of them that simulates sight.

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Weilan

Seems like tab targeting, nice, I also like how the Orc is way bigger than the ones in WoW or ESO.

K38FishTacos
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K38FishTacos

I saw the first 10-15 minutes of this video last night. I liked a lot of what I saw. My main concern at this point is that the AI was so stupid (I know it’s pre-Alpha).

For example, you pull 1 or 2 mobs from standing around a fire and the others stand there vacantly looking at the flames while 5 people are beating down 1 guard or worker or whatever.

Also, pulling one mob at a time into a room to fight to clear a room: Wouldn’t that make a lot of noise and attract the attention of others?

It takes a long time for 5 players to beat down 1 guard. The guards seem superhuman. It doesn’t seem epic. It seems tedious. If they were actually monsters of some sort, I could suspend disbelief, but in the context of 5 humans v. 1 human taking that long, it seems a bit ridiculous.

I’m not down on the game at all. I like what this team wants to do! I just hope they will address the AI and how long it would take a full party to kill one ordinary human.

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windows_me

They’re emulating old school MMOs like EverQuest is why the battles work that way. Personally I’m a fan of it.

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kaje

I haven’t watched the video, yet, but they’re likely lulling the mobs. It’s a form of crowd control to pull single mobs out of a group. Because the mobs are more powerful, they would get wiped if they didn’t have a way to control them with lulling, rooting or mezzing. It’s EQ gameplay.

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Dread Quixadhal

I prefer smart AI with ways to work around it.

If you just shoot one of a group of mobs with an arrow, the entire group should start charging once they figure out where it came from. If you don’t want that to happen, then yes… you need to sleep (or otherwise contain) the group so they’re unable to act and hope your party doesn’t accidentally wake them up (or they make their save and wake up early).

Same goes for overland encounters. If you attack a bandit group, the melee NPC’s should immediately engage and work to tie up YOUR group’s missle and healers, while THEIR missiles try to back off and plink you from behind cover.

In 2018, we really need to get away from stupid AI.

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Kevin McCaughey

No, if you hit 1 mob the others should immediately duck for cover and start ranged attacks to possibly cover melee sneaking up and flanking. But computer programmers are yet to be intelligent enough to code this type of system. I see no reason why it can’t be done. It’s just laziness.

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Dread Quixadhal

It depends on the type of mob. I used to run a text MUD, back n the early 90’s, and we coded quite a bit of semi-intelligent behavior into our NPC’s, since we didn’t have to deal with graphics, nor more than 100 players at a time. :)

Intelligent humanoids would duck for cover. Wild animals would turn and charge, or run. Demons or magical foes might react by throwing spells immediately.

But in almost no case would the others just stand there, apparently wondering if Bob was screwing around again, and when he was going to rejoin their conversation… :)

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thalendor

Whether it seems epic or tedious is a matter of opinion either way, but I fail to see how 5 players taking on 1 human mob in Pantheon is any more or less ridiculous than 1 player taking on 5 human mobs in, for example, WoW. In any case, I’m looking forward to that change in pace.

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Barnoc N'Draak

Yeah, I am concerned about the combat as well. I like slower and more tactical, but I always thought that a typical level 40 pc couldn’t kill a level 40 NPC. I would love to see equal level mean equally matched, and then rely on decent ai, aggro, and cc to make the combat challenging.