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Pantheon Dev Blog Details PvP Plans, Instancing And More

Posted by Joseph Bradford on Oct 07, 2019  | Comments

Pantheon Dev Blog Details PvP Plans, Instancing And More -

Recently, Pantheon's Brad McQuaid has posted a few items to the game's blog on a variety of subjects, specifically touching on PvP and Instancing in the upcoming MMORPG. 

In the blogs, McQuaid broke down how PvE and PvP should work in Pantheon, breaking down that while PvP is important to the team, PvE can't be ignored for the sake of player versus player, mainly because most players are, at their core, PvEers.

Bottom line, though, that's most players are PvE. Was true back then and it's true now. I've seen some credible data that PvP is growing, and I would contribute that to the PvP in MMOs and other living world games having evolved and maturing. More options are available. Some of it more self-policing. Bottom line: PvP in MMOs has become better, significantly better, in the last 15 years for a variety of reasons I'm not going to go in here – that would take another write-up and I’d want to include one or more of my teammates to contribute.

The team behind Pantheon wants to build PvP on a solid PvE foundation. According to McQuaid, players will have separate levels for PvE and PvP. This can, in turn, allow the dev team to tweak a build for PvP without making it OP or breaking it for the latter - and vice versa. 

Pantheon's McQuaid states the MMO should have at least one PvP server at launch with an "emphasis on pretty open PvP."

Additionally, McQuaid detailed Instancing on the blog in response to a Facebook comment regarding instanced versus non-instanced content. McQuaid cautions that none of what he states is currently set in stone, so take everything he mentions about future systems here with a grain of salt. 

Essentially McQuaid mentions that Instancing within a dungeon is only one approach to protecting content within said dungeon. 

[P]lease remember, you don't NEED istancing to protect content with in a dungeon or elsewhere. There are other approaches. The ones we've been thinking of require a bit more programming and more design/implementation work. That said, with our latest programming hires and their HUGE desire to provide design and art with powerful but easy to use tools. In any case, Dynamic Threat Assessment needs to be documented further and ratified but I can sum it up (who am I fooling lol): if you are on a quest and you enter a dungeon, mobs only you guys can affect spawn on your way to the final conclusion, the boss mob or what have you. So you can see the other players, they can even watch, while it will be dangerous if you are too low level. During this entire time the rest of the NPC population is attackable by other groups, etc.

You can check out the full blog post for more information regarding the possible approaches to instancing content, as well as McQuaids response to a myriad of question and comments on Pantheon's Facebook in the following blog post here, where he touches on PvE, PvP and abilities; the influence of old school RPGs and more. 

H/T Massively OP

Joseph Bradford / Joseph has been writing or podcasting about games in some form since about 2012. Having written for multiple major outlets such as IGN, Playboy, and more, Joseph started writing for MMORPG in 2015. When he's not writing or talking about games, you can typically find him hanging out with his 10-year old or playing Magic: The Gathering with his family. Also, don't get him started on why Balrogs *don't* have wings. You can find him on Twitter @LotrLore