Pantheon: Rise of the Fallen

Pantheon: Rise of the Fallen

27 hours in...
3 classes, 2 different starting areas and I think they turned off low level EXP loss at death.

Starting areas:
Thronefast (hard, time consuming)
Wilds End (easy)

In one, I have access to my Trainers, as well as Craft Skill trainer, Vendors and a Bank. In the Other, there are to many trainer, no Vendors, not Craft Skill trainers or a Bank.

In one, I find all that stuff within Yards of each other.
In one, I have to run through a huge distance, find the Castle / town, locate the well in the center of town, then try and find the trainers for my spells a long distance from where the Town is without DIRECTIONS or a Map.

Im not sure that the Developers understand that starting areas should be somewhat equal.

In one, I find a TON of Skeletons that are not ELITE / Group and in the other I find very few and run easily into an ELITE / Group (brittlebone)

In one, I can easily level up to 8 Solo. In the other, I really need to get lost trying to get to town and then spend hours running around large fields.

In one, every Humanoid mob has the potential to drop Armour(with stat bonuses)/ Weapons or 6 slot Bags. In the other, Humanoid mobs are few and far between.

Skeletons, which are required to get Bone Fragments are not easily killed without a Pet, so a Corpse run is basically WITHOUT a WEAPON. In one, there are a good variety of Skeletons, but Im a Summoner and do not need them.

In one, I can learn SKINNING at level 1 and start using it, as well as Harvesting and other skills. In the other, Im level 4 unless I know to just run my a-- off when I start to get to town and turn in the Letter.

So, again, Im not sure the Developers understand that starting areas should be somewhat equal.

Of course the other night I spent an hour following the path and trying to find an ASH TREE and I still could not find another town before finding that everything was RED to me and the need to return to Wilds End before I got killed. At which time I spent way to much time trying to locate where I died without any way to locate the corpse.

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Showing 1-15 of 15 comments
From what I understand, the Dark Myr and Ogre (aka "evil") starting area (cave) is just temporary until they can add their own regions into the game. Also, I believe that the "tree city" in Wild's End is actually the halflings starting area and that a new region is planned for the elves (and dwarves, for that matter) to start. Plus there are still more species to come! (Assuming that Pantheon is still actively being developed. . .)

Also note that Wild's Ends is not (nearly) done so expect to see more NPCs -- and quests -- in the future.
Last edited by DiceWrangler; Jan 17 @ 12:28pm
CyberDown Jan 17 @ 12:37pm 
Thing i notice most in my time playing is that 75% of players chose solo friendly classes of summoner and necromancer. imagine that.
Fresh Jan 17 @ 12:49pm 
Originally posted by CyberDown:
Thing i notice most in my time playing is that 75% of players chose solo friendly classes of summoner and necromancer. imagine that.

It's people like you that make people want to play those "solo" classes.
Veeshan (Banned) Jan 17 @ 12:57pm 
You've made your claim that starting areas should be equal, do you have any supporting argumentation?
Tanist Jan 17 @ 1:14pm 
Originally posted by CyberDown:
Thing i notice most in my time playing is that 75% of players chose solo friendly classes of summoner and necromancer. imagine that.

It is an alpha, there will be wipes. Many take the path of easy at first because it allows them to become accustomed to the game without as much hardship.

Once release hits, people will settle into the classes they really want to play regardless if they have a more difficult time to progress.

I have been working on every class... testing out what I want to play, but the first classes I picked were the ones I knew were very easy to progress in and I did this for practical reasons. I think many do the same.
Originally posted by Veeshan:
You've made your claim that starting areas should be equal, do you have any supporting argumentation?

This is quite normal, sadly everyone thinks nowadays that their opinion is some holy law that must not be broken
Tanist Jan 17 @ 1:30pm 
Originally posted by Greybear:
Of course the other night I spent an hour following the path and trying to find an ASH TREE and I still could not find another town before finding that everything was RED to me and the need to return to Wilds End before I got killed. At which time I spent way to much time trying to locate where I died without any way to locate the corpse.
.

Isn't that quest a later progression of the next tool level which would naturally be in another zone AP.

Point is, this is less of a theme park game in that not every quest is setup to be where you grab quests, run a quick circle around the area, complete them... then get another quest that says "go to the next town and repeat".

Quests as you progress are going to likely result in going further out into the world. You may end up with a quest giver in the starting town that ends up asking for something several zones over in a much higher level area. Consider this as you do them and it if you don't see something immediately available, maybe you need to "quest" out into the world to find the answer?
Mindzen Jan 17 @ 2:11pm 
I will admit, at least in WE, that ash trees seem non existent.
Tanist Jan 17 @ 3:31pm 
Originally posted by Mindzen:
I will admit, at least in WE, that ash trees seem non existent.

What level range is that zone? There aren't many in AV either, you have to go to the next zone to start seeing them (AP).
Greybear Jan 18 @ 11:33pm 
Ive already stated the Supporting Information about the EASINESS and HARDNESS of each area. As if having 10 (6)slot bags in the Bank, All but 3 of my Summoner Spells and almost a Gold in the bank does not show how easy that starting zone is as well.


And I would not know what LEVEL that Quest is as its not listed in the Name or Details of the Quest.

"" Liko(Gatherings Skills) has asked you to complete the tasks in the Wilds End. If you head out past the Wellpond there are White Ash trees.... ""

So. Somehow, without a MAP, Im supposed to know where the Wellpond is and as Ive already stated, Ive made it Quite a ways from the Starting point and have not found another ZONE but found myself completely surrounded by RED GROUP REQUIRED mobs.

And why does the NECROs Pet Schematic show as the Arcamental Pet?

Also, I was incorrect. For some reason, When I die I lose almost 5% of my EXP @ lvl 7 on my Necro. But on my Summoner, I lose no EXP when I die.
Last edited by Greybear; Jan 19 @ 12:06am
Originally posted by Mindzen:
I will admit, at least in WE, that ash trees seem non existent.

There are a few Ash trees near the (aquatic goblin) temple in the southwest corner of Wild's End. I was able to harvest them with a 4th level character just by watching patrols, swimming and climbing.
Tanist Jan 19 @ 6:09am 
Originally posted by Greybear:
Ive already stated the Supporting Information about the EASINESS and HARDNESS of each area. As if having 10 (6)slot bags in the Bank, All but 3 of my Summoner Spells and almost a Gold in the bank does not show how easy that starting zone is as well.


And I would not know what LEVEL that Quest is as its not listed in the Name or Details of the Quest.

"" Liko(Gatherings Skills) has asked you to complete the tasks in the Wilds End. If you head out past the Wellpond there are White Ash trees.... ""

So. Somehow, without a MAP, Im supposed to know where the Wellpond is and as Ive already stated, Ive made it Quite a ways from the Starting point and have not found another ZONE but found myself completely surrounded by RED GROUP REQUIRED mobs.

And why does the NECROs Pet Schematic show as the Arcamental Pet?

Also, I was incorrect. For some reason, When I die I lose almost 5% of my EXP @ lvl 7 on my Necro. But on my Summoner, I lose no EXP when I die.

Your harvesting quest first starts you on maple. Ok, makes sense right? Maples are within the surrounding area. So you finish it, and get your next progression of this quest.

You know that maple is a basic range, but what about ash? It would seem by simple observation that if you are exploring most of the early area and only see maple, likely ash will be in a higher level range.

While doing this quest if you see that high level mobs completely surround these ash trees, it is logical to assume this is a higher level progression of this quest (ie for the next tier of crafting).

You could choose to continue this quest, taking the risk to sneak around the high levels to collect these things, or you could continue on leveling your character until harvesting those becomes more viable knowing also that crafting can not progress to higher tiers unless your level is making the higher level mops more appropriate to this objective.

This is all accomplished by exploring and reasoning when in play.

As for the rest, Alpha... expect bugs and various things needing to be tuned.
Last edited by Tanist; Jan 19 @ 6:22am
Veeshan (Banned) Jan 19 @ 6:20am 
Originally posted by Greybear:
Ive already stated the Supporting Information about the EASINESS and HARDNESS of each area. As if having 10 (6)slot bags in the Bank, All but 3 of my Summoner Spells and almost a Gold in the bank does not show how easy that starting zone is as well.
But that just pushes back your claim. Instead of saying starting zones should be equal now you're saying starting zones should be equally easy. That isn't an explanation of the claim, it's just another claim. I'm asking for your analysis, your logic as to why they should be the same.

Why should two zones need to be the same difficulty?
Wild End is an incomplete zone it needs a lot of work. The game needs a lot of work lots of empty spaces with nothing but land as far as I can run until you hit invisible walls.
Tanist Jan 19 @ 6:26am 
Originally posted by Veeshan:
Originally posted by Greybear:
Ive already stated the Supporting Information about the EASINESS and HARDNESS of each area. As if having 10 (6)slot bags in the Bank, All but 3 of my Summoner Spells and almost a Gold in the bank does not show how easy that starting zone is as well.
But that just pushes back your claim. Instead of saying starting zones should be equal now you're saying starting zones should be equally easy. That isn't an explanation of the claim, it's just another claim. I'm asking for your analysis, your logic as to why they should be the same.

Why should two zones need to be the same difficulty?

That or he wants the quests to have Level tags next to them telling the player "you must be this high to ride this ride" so they can know this, which will likely lead to the suggestion that quests should all be placed in neat little hubs next to the zones of their associated level.

I think it just being used to modern MMOs that are very theme park like where every zone is neatly packed with level appropriate mobs and quests are are specifically related to that zone to which you run the quests to complete that hub, then move on to the next zone area to repeat the same process.
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Date Posted: Jan 17 @ 12:02pm
Posts: 15