Pantheon’s devs talk about coin weight, user interface, and climbing

    
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Even from home, the Pantheon team is pushing forward with its efforts to bring this fantasy MMORPG to fruition. Four of the team got together for an April 30th livestream this past week to talk about the user interface, the acclimation system, the freedom of climbing, campfires, and the AI that will be in play.

One immersive and/or controversial decision (depending on your perspective) is that a player’s currency is going to factor into the total carry weight. “Coin weight should matter, and we’ve decided to go that direction,” the team said, going on to mention that players will need to factor in encumbrance as part of their ongoing journeys. Monks were mentioned as a class that functions better the less they have to lug around, for example.

Give the full developer livestream a watch below:

And here are a couple of screen grabs of the in-progress item and character UI:

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Crowe

“Coin weight should matter, and we’ve decided to go that direction”

Well, I think I’ll go in the other direction.

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sophiskiai

Coin weight should matter, and we’ve decided to go that direction

I don’t know if they go into more detail on this during the video, but just throwing out a statement like that as if it’s obvious that coin weight should matter bugs me as it leaves so many questions unanswered. Why should coin weight matter? Because you want to emphasise immersion over convenience? Because it’ll help keep the economy in balance? Because you want to force players to make hard decisions? Because you want to sell the game to a playerbase who agrees that coin weight should matter rather than a playerbase who finds it far too fiddly and frustrating?

Or because you want to create an artificial annoyance so you can sell players a solution in the cash shop? ~grumbles about ESO’s subscriber crafting bag~

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Adam Russell

Moneychangers standing in the entrance to the dungeon: “75% exchange rate silver to platinum – can come to you”.

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Ben Stone

I kind of hated money weight in EQ, especially when you lost a strength buff and suddenly were unable to move, that’s hardly the pinnacle of reality either.

In fact I will go a step further and say pointless inventory clutter and item weights are a huge turn off for all games I play. Spending half my playtime sorting through crap or running back to a vendor/bank from doing something fun cos I am out of room in my bag is a huge buzzkill.

I would much rather have less frequent and more valuable loot, or just give money instead of ‘grey items’.

And I say this as someone really looking forward to Pantheon.

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Robert Mann

To a point, yes. I do however notice when games have nothing, and you are walking around with 50,000 weapons on you like it’s nothing.

Still, games tend to error on the side of “Items make you slow and stop moving” if they include that far too much, or inventory tends to be too limited for what is put into the game.

There’s a balance point between “I can’t carry more than 1/100th of the loot, this sucks”/”I can only carry a little bit of this loot or I move like mud in a blizzard” and “Hey, look at me, I’ve got a displacement greater than the navies of the entire world!” Maybe a game or two can find it? XD

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Ben Stone

Yeah I think that gets back to the less frequent and more valuable point. The carry weight is only an issue if you are expected to pick up 100 items every time you go into a dungeon, and carrying multitudes of items.

Covynant001
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Covynant001

“Even from home?”

Fairly certain most of this team works remotely all of the time, never seen any evidence to the contrary.

Strykerx88
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Strykerx88

I imagine their UI discussion went something like this:

Producer: “What are some UI pitfalls we want to avoid?”
Team: “Project Gorgon.”

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zuldar

One immersive and/or controversial decision (depending on your perspective) is that a player’s currency is going to factor into the total carry weight.

If they include features such as pack mules to carry things for you or banks that issue letters of credit for x amount of coins than I’ll consider it immersive, otherwise it’s just a needless hassle. There’s a big difference between real immersion and “immersion“.

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Robert Mann

I’ve seen a few games do this with weight, where they have items or notes that allow moving currency easily at far less weight while still being effective for buying/selling. It’s a good thing for games to do when currency has weight.

Also, given that you could use wagons/horses for that way back in, oh, Daggerfall… MMOs have no excuse today.

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Kickstarter Donor
Greaterdivinity

That definitely looks like a character/skill screen. Functional, but that’s about it, needs a proper art pass and a lot of work to get it looking slick.

Though…

Coin weight should matter, and we’ve decided to go that direction

Damnit all. I’m into the oldschool vibe and down for some of the “annoying” mechanics like acclimation, but this might be a bridge too far for me. Inventory management is always annoying, but adding weight limits on top of item limits always seems arbitrarily punishing. Especially when stuff like coin counts towards it.

Will still likely be playing, but damn I hope they revisit this or make the coin weight a trivial overall part of your inventory management.

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Kickstarter Donor
squid

Conceivably it could make botting marginally less profitable/more annoying, which is nice.

oldandgrumpy
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Kickstarter Donor
oldandgrumpy

Had a great deal of fun in EQ with Giants, their coin purses and copper coins due to inventory weight.