Pantheon: Rise of the Fallen project video thumbnail
Replay with sound
Play with
$460,657 pledged of $800,000 goal
By Visionary Realms, Inc.
$460,657 pledged of $800,000 goal

Community Q&A Video #4


Hot off the presses, or the reel, or the SD-card, comes Q&A Video #4. We've gathered some of the most asked questions and put them together in this video to get you your answers.

More of these are coming up, so stay tuned!


Only backers can post comments. Log In
    1. Ben Wilson on January 25, 2014

      10+ year EQ bleeding-edge content vet Mathew :p I know players will always find ways to fit the game around themselves, I was just curious how The Vision (tm) envisages things are going to work

    2. Mathew Chilton on January 25, 2014

      Ben if you ever played EQ, the system was similar, you found a corner, or hidden wall, or spot where mobs didnt spawn and you camped out there. Now I'd say a good majority of the time, you DIDNT get everyone back on at the same time.

      And the chaos ensued. A good chaos. You had lots of choices, get a class who could invis to come down, or send one of your classes who could invis up to get them and sneak them down. Or the ever fun, everyone go and get em :) There does not always have to be an easy way of doing things, easy is boring, easy leads to what you see now in WoW. Remember when meeting stones went in? Id say that's a pretty good indicator of when the community went to crap.
      There will almost always be a way to do anything you want, it just may not be the easy way you're used to. Remember EQ had levetation, invis, calm and mez (that lasted REALLY long), if I know Brad, which I dont, but like to pretend I do, I'd say he'll keep it so you will always have to rely on someone to help you out like that.

    3. Gott on January 24, 2014

      Regarding the publisher comment... Let's just make sure you don't pull another Vanguard.

    4. Ben Wilson on January 24, 2014

      Love the idea of being able to play in more manageable chunks, but how will that work in practice for doing group content with the realities of life? In an ideal world, you and 5 friends/guildies will set off on an adventure together, enter a dungeon and begin battling down. A couple of hours in, you reach a safe spot, and a couple decide to hit the hay for the night. All fine so far.

      But now there are 4 of you in a dungeon designed for 6. Do you advertise for replacements and carry on without your offline friends, leave those characters there and log on an alt to dink about wasting time until it's time for you to log off, or can you leave and quickly return to the same spot the following day?

      What about logging back on the following evening? If your group has moved on without you, what does that mean for you sitting alone in the middle of a group dungeon? Even if everyone logged out in the same spot, do you have to sit there and wait until the other 5 all log on before you can do anything constructive with your game time?

      How are these dungeons going to equalise differing amount of playtime? Will the 2h a night guy forever be choosing between praying for a decent pickup group or waiting for friends/guildies to log on before his window of playing time becomes too small to bother setting out from camp? Will his objectives be simply to zerg to the next campout point before he has to leave? Will the 6h a night guy spend 5h battling to the end of a dungeon only to provide a taxi service to ferry everyone else to the end to smack the pinata boss?

      I realise it's very early in the design process and nothing will be set in stone yet, so I'm really just interested in how The Vision (tm) of shorter chunks, groups based on social interaction, tough group-based content, and long multi-stage dungeons will all be meshed

    5. Missing avatar

      Avvy on January 24, 2014

      Yeah I'm old now too but I can still dedicate plenty of time to playing a game, especially if it's a good one. But this is all sounding great, as usual. Glad to see it break 200k.

    6. Jacob L on January 24, 2014

      Also very pleased to hear the instancing will be kept to a minimum.

      Open world has disadvantages for sure, but the advantages of a "living" world and the interactions it causes are so much more interesting.

    7. Jacob L on January 24, 2014

      I really liked this video. I was one of those playing (too many) hours of EQ that won't be able to do that anymore, great to hear it's designed so it won't be necessary :)

    8. Missing avatar

      Goemoe on January 24, 2014

      Good one. Perhaps do one in the future, where your team members talk about what they can do for Pantheon, how they will make sure, that this game will become a great one.

    9. Mizpah on January 24, 2014

      Just to let people know, I am working through a transcription of all of these. Q&A 4 can be found here: -- others to follow in due course.

    10. Treyekh on January 24, 2014

      Absolutely loved the Q&A video. Very surprised and happy to hear you guys are giving us family folk a bit of a thought ;)

    11. Missing avatar

      Christopher McGinnis on January 24, 2014

      Glad you are thinking about us older folk. 10 hours was a minimum earlier in life.. Had a few days when I woke up in the chair, character dead and no one around..

    12. P99-Kutark-Blue (Hrimnir) on January 23, 2014

      Excellent excellent excellent

    13. Rozyn on January 23, 2014

      Nice change to the videos leaving out the guy asking the question. Makes the video much more concise.

      Love the idea of still having long dungeons if you want to keep going, but safe areas to take a break and even log out if needed.

    14. Mathew Chilton on January 23, 2014

      I will still play 6, 8, 10 hours a day >.>

    15. Liam Hall on January 23, 2014

      Awesome video VR

    16. Troy_Costisick on January 23, 2014

      Good Q&A. I can tell you know your audience, so that's really awesome :)

    17. dat guy on January 23, 2014

      Great work guys, keep em coming :D