Forums » General Pantheon Discussion

Classic Pantheon

    • 287 posts
    December 17, 2018 9:25 AM PST

    dorotea said:

    ((this is way too early to even worry about.))

    True - but after release may be too late to worry about it.

    If VR can cheaply and easily store the code together with all documentation needed for developers to work with it - and then repeat this process every three or six months - it will let them do what Blizzard had to spend significant resources to accomplish and SSG couldn't do at all for LOTRO.

    If VR isn't using git or a similar version control system then they really shouldn't be writing code at all.  And if they are, and the art assets are similarly stored in git or using another tool then we have nothing to worry about.  At any point in time VR can go back to any older point in time and rebuild any release they choose, exactly as it was at the time.

    Development has been done this way for a very long time. The issues Blizzard and others have with putting up "classic" servers has little or nothing to do with losing track of the original code. It's more about them starting with the original code then adding a whole bunch of stuff to it (such as bug fixes, anti-cheat changes, certain newer features) before naming it "Classic" even though it's not really the classic version any more.

    • 1120 posts
    December 17, 2018 1:10 PM PST

    Typical catch up mechanics arent introduced for a long time.  The longer a game is active. And the larger a gap between min and max level, the less populated lower levels will be.

    So 2 things could happen,  you can create a 1 time level boost, but still leave x amount if levels to learn the class.  Or you can overhaul leveling so that it's easier.

    If you dont do any of these you are making it very difficult for new players to join your game unless they have significant help from friends.

    I'm not saying after the first expansion this needs to be... but 4 or 5 years down the road... you want to have consistent infusions of new players.    And the easier you make it for them to join up with the majority of the population the better off you will be.

    • 1404 posts
    December 17, 2018 1:40 PM PST

    Porygon said:

    Typical catch up mechanics arent introduced for a long time.  The longer a game is active. And the larger a gap between min and max level, the less populated lower levels will be.

    So 2 things could happen,  you can create a 1 time level boost, but still leave x amount if levels to learn the class.  Or you can overhaul leveling so that it's easier.

    If you dont do any of these you are making it very difficult for new players to join your game unless they have significant help from friends.

    I'm not saying after the first expansion this needs to be... but 4 or 5 years down the road... you want to have consistent infusions of new players.    And the easier you make it for them to join up with the majority of the population the better off you will be.

    There is at least a third thing could happen. They could not create the gap in the first place. If expansions only offered a new path through the base 50 levels, it would be like a new launch altogether. OBVIOUSLY some will freak at this idea and go on a rampage... but actually how many? The 15% that Brad says raid? Those that rush to max level and then move on anyway? Those that are here from other vertical progression games they have tired of and left anyway? 

    I really don't know... just thinking outside the box.

    • 9115 posts
    December 17, 2018 3:27 PM PST

    kreed99 said:

    With the game still in development this is way too early to even worry about. If the game is implemented with active dynamic content this is increasingly harder to accomplish as this content would be coded on the fly as events are triggered.

    Also, PRF is being designed in the classic MMO style to attract those that crave that original experience that current games are attemping to capture. Why do you think those games ARE attempting to regain the old gaming audience??

    Well said :)

    • 1714 posts
    December 17, 2018 4:51 PM PST

    Kilsin said:

    kreed99 said:

    With the game still in development this is way too early to even worry about. If the game is implemented with active dynamic content this is increasingly harder to accomplish as this content would be coded on the fly as events are triggered.

    Also, PRF is being designed in the classic MMO style to attract those that crave that original experience that current games are attemping to capture. Why do you think those games ARE attempting to regain the old gaming audience??

    Well said :)

    But it's not "old school"? 

    • 523 posts
    December 17, 2018 9:21 PM PST

    Kilsin said:

    kreed99 said:

    With the game still in development this is way too early to even worry about. If the game is implemented with active dynamic content this is increasingly harder to accomplish as this content would be coded on the fly as events are triggered.

    Also, PRF is being designed in the classic MMO style to attract those that crave that original experience that current games are attemping to capture. Why do you think those games ARE attempting to regain the old gaming audience??

    Well said :)

     

    It is well said.  But put a copy of the game after the first major post release patch in the vault just in case.  If this game is a success, 10 years from now after significant bloat, we will all be clammoring for the good old days of launch.  Either you guys do it and make money, or Emulators will pop up and do so.  I'd rather pay the company that made a great game.

     

    Every successful MMO ever has had this asked for by the community, except maybe Vanguard (if that even counts).  Plan on it happening here too if the game does prove as successful as we all hope.

    • 9115 posts
    December 18, 2018 12:16 AM PST

    Mathir said:

    Kilsin said:

    kreed99 said:

    With the game still in development this is way too early to even worry about. If the game is implemented with active dynamic content this is increasingly harder to accomplish as this content would be coded on the fly as events are triggered.

    Also, PRF is being designed in the classic MMO style to attract those that crave that original experience that current games are attemping to capture. Why do you think those games ARE attempting to regain the old gaming audience??

    Well said :)

     

    It is well said.  But put a copy of the game after the first major post release patch in the vault just in case.  If this game is a success, 10 years from now after significant bloat, we will all be clammoring for the good old days of launch.  Either you guys do it and make money, or Emulators will pop up and do so.  I'd rather pay the company that made a great game.

     

    Every successful MMO ever has had this asked for by the community, except maybe Vanguard (if that even counts).  Plan on it happening here too if the game does prove as successful as we all hope.

    Brad has actually said something about keeping safe/releasing the code or making it open source IF we ever get into a position waaayyyy down the track when it no longer makes sense to support Pantheon from a financial perspective (I mean serious financial trouble or going severely into the red to keep servers online).

    I personally hope that never happens, as do the rest of the team but it is pretty hard to predict the future, as much as we have tried!