Pantheon: Rise of the Fallen addresses crafting and harvesting in latest dev roundtable

    
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How am I supposed to remember you if you won't let me forget?

It’s time once again to listen to a developer from Pantheon: Rise of the Fallen talk about a game feature for roughly an hour and a half. Yes, it’s the February Dev Roundtable podcast and this episode features associate game designer David “Nephele” Beach who fields questions about the MMORPG’s crafting and harvesting gameplay.

The very first question dug into the game’s economy and trading, with Beach confirming that there are no plans to artificially restrict what can be traded or put on the market. In order to ensure the market isn’t flooded with items, however, there are plans to mitigate that using a combination of resource scarcity, a more involved item creation process over mass production, and ensuring demand by making sure items are viable and useful.

As for resources, finding them will require more exploration, with Beach pointing out that materials may be in high mountains, hidden map locations, or even in dungeons, all with the intent of making gathering “an adventure.” Additionally, while there will be material progression, Beach also confirmed that even later crafted items will still require some combinations that include basic materials to put together.

Players will be able to take part in all of the gathering they want, but will only be able to specialize in two gathering professions. To that point, most of the resources needed for crafting won’t be sold by NPCs, so either trading with others or gathering items personally will be the methods that crafters get their mats.

When it comes to crafting items, it’s all powered by schematics, which are consumed when the materials are put together. Common schematics are readily found via NPC merchants for example, but there are rarer schematics that can only be found via content rewards, faction rewards, or monster drops. Crafters will also have skills and progression via the game’s mastery system, some manner of specialization system (though that’s still being fleshed out), and unique equipment; whether that equipment will have durability is also undecided.

Another question touches on consumables, with Beach saying the devs will be keeping a close eye on balancing the usefulness of food or potions with not making them a hard requirement to be effective in combat as well as specifically staying away from level-based consumables to mitigate the problem of high-end items being useful.

Finally, the podcast confirmed that there are no plans for housing or guild halls, especially since the devs want things like crafting to be a social experience. To that point, there will be central areas in cities where crafting tables are located to facilitate players collecting together and being social with one another.

source: YouTube
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Harbinger_Kyleran

Can’t help but think less time spent making hours long streams / roundtables might actually provide more time for the staff to work on building the actual game.

But that’s just me.

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Zandohaha .

You really think this is taking away from the thousands of man hours required to make a game? Do you expect their community team to jump on and do some coding instead of organising this?

Come on dude. Think before you instantly jump to anything negative you can come up with. This is incredibly silly.

If they didn’t do it you and a bunch of others would not be saying “good, it shows they are clearly focusing entirely on making the game”. No, you would be saying “It’s vaporware! They have nothing to show us!”. Negativity either way. No win scenario.

Pretty much every in development MMO has people absolutely lambasting the developers when they go a couple of months without some sort of progress update such as this.

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notReginald VelJohnson

Calm down. Have some dip!

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Zandohaha .

I do love people who lack a half decent response and instead jump to the tired, tedious idea that the person they disagree with is in some way angry. I’ll have some dip when you stop being a clown.

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2Ton Gamer

Agreed, I alwasy hate it when the general gaming community chips in with “If they’d only do this, then that can happen.” As if they know how every hour of work is spent. *eyeroll*

Also, does Salsa count as a “dip”?

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Kickstarter Donor
Greaterdivinity

Is there a centralized AH system? Or is it likely going the ESO route of player run shops that you have to track down? Don’t see that in the article, unless I missed it, and that’s a big thing for me. I get the player run shops are more “immersive”, but trying to find anything without a third party resource telling you when/where someone with a specific item was seen and then having to try to find them at that hub is kinda obnoxious.

all with the intent of making gathering “an adventure.”

As someone who routinely got sidetracked harvesting goodies in GW2, this pleases me. I like little adventures picking flowers or chopping down trees or mining some ore or running into a scary hidden boss that wipes the floor with me.

Nephele
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Nephele

We haven’t finalized what we’re doing for enabling buyers and sellers just yet – that’s something we’ll settle on closer to launch. However we’ve talked about a regional “auction house” type system as a baseline, and then potentially a few other things to support players who are trading higher-value items or who want to build a brand for themselves within the game world.

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Kickstarter Donor
Greaterdivinity

I like that idea! I dug the way it was in I think Aion, where there was a centralized AH but you could set up your own personal shop for specific items in town if you wanted. Regional AH’s sound like a good compromise for us casuals who aren’t quite up for hunting the lands for an item we want in a player store while still allowing for player stores for social aspects etc.

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Ironwu

I have to say that without a global market system like WoW or EQ2 and so forth, I will not even consider stepping into this game. I have already wrestled with individual sellers (EQ1) and individual Guild Traders (ESO). I am simply NOT going down those roads again; it is just to much trouble and hassle. No matter how good the rest of the game may be.

Just FYI and consideration.

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2Ton Gamer

I agree with Wu on this one. I love market systems in MMO’s. I’m a big-time crafter and I do not like having to search many different stores/auction houses to find things. ESO’s is the worst for me.

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Bruno Brito

If you’re going to make regional AHs, which is not really a problem, have the decency of at least offering each AH a global search engine.

ESO’s problem isn’t the regional AH, is that you can’t look for ANYTHING without trial-and-error. Follow SWG’s example instead and allow players to look for the vendors.

( Also ESO’s AH UI is dogshit ).

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Jo Watt

Yes I kind of see this as being simple. Just have some sort of traders tavern in each region that keeps “tabs” or something on all the items for sale in the region and who is selling it and their location if it’s a local shop thing or if it’s on a region ah you can simply purchase it with a shipping and delivery fee.

For the traders tavern even a small fee once a day to browse the global merchandise and locations.

Nephele
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Nephele

Thanks for the coverage Chris and MOP team! I’ve been talking a lot in the last month around this sphere of gameplay for Pantheon, so I wanted to share some more links for the MOP community in case anyone is interested:

Forum posts on pantheonmmo.com from myself and Tim “Convo” Wathen:
Post 1
Post 2

February 4th development stream

Followup interview on the Disparate Worlds podcast

And finally of course the roundtable video linked up above by Chris.

~Nephele

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2Ton Gamer

Thanks for being active in other MMO sites and not just your own. Even when things can go gamerboard sour, it’s still nice to see an official voice here.