Pantheon Rise of the Fallen MMO : Smart Leashing Explained in an Open World
Pantheon Rise of the Fallen is an upcoming MMORPG that is promising an Open World and many are worried about Leash Mechanics and how that will work and still give the sense of danger and excitement we all want in our Classic Spirited MMO .. Today, let's take a look at everything we know, and with some major information dropped recently from Joppa, the Creative Director, I think we can come to some solid conclusions about Pantheon Rise of the Fallen and our upcoming MMO Home! Enjoy!
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Pantheon Rise of the Fallen is an open world, you can travel from one side of a continent to the other without loading zones. In previous MMORPGs before, such as EverQuest there were certain tactics due to it being zone-based such as zone hugging or running mobs to the zone line to get them to leash off of you. This created gameplay mechanics such as TRAINS, large groups of creatures chasing you and possibly aggroing to other groups and it is an entire thing. It also created a true sense of danger as opposed to a game like Final Fantasy XIV or World of Warcraft where you can simply create some distance and the creatures leash off of you and return to their area. Many people are wondering, since Pantheon Rise of the Fallen is an open world, does that mean that the classically spirited MMO tactics from our yesteryear are gone? Well no, no it doesn't and that's what I'm here to explain.
First, Pantheon does NOT use a universal or uniform leash policy, in other words, there is no certain distance where all mobs will leash off of you, it is much more a "Smart Leashing" type of philosophy. Everything depends on many things. First up would be NPC types, such as a bandit as opposed to a wolf, or a rabid wolf would be different than a regular wolf, a wyvern would obviously chase for longer. So types of NPCs have their own attitude to how far they would chase, and also the SPEED in which they would chase you as well. But it doesn't stop there, because depending on the type of NPC perhaps they would howl for others to join in on the chase as you go, or would social aggro as you run through another pack of NPCs. Also there are dispositions to consider : Some dispositions that will affect how they chase as well, perhaps they will run faster the longer they chase you, or maybe they do tire out and give up faster allowing you to escape, if you are lucky. And then, don't forget that many creatures have some abilities up their sleeves, maybe you get rooted and the rest of your party escapes while the creatures swarm your locked down, rooted toon and devour you alive, your friends looking back as you scream in pain as you are obliterated while they escape. The important thing to draw out of all of this is that no, open world doesn't mean safer, in many cases you will wish for the zones and swear it was easier back when you could just stay near a zone-line to be safe, other times depending on all of the factors you will escape with ease, but most importantly, there will be devastating moments that remind you of the danger of Terminus as your friend, or perhaps you, are eaten alive by a pack of wyverns who had a dragon cult acolyte with them chasing you and he rooted that player down so the wyverns could rip him open as the rest of you escape around a mountain pass. Those are the kind of moments Pantheon is built to create, the stories that happen from a complicated web of systems that made that event happen. Those kind of things create the memories we carry on with us and make us want to try again, to play some more and all of that kind of thing.
Joppa says certain NPCs can recognize certain behaviors, spiders might spit a web to entangle your limbs as you are trying to climb to safety, causing you to fall back down for the spider to get to you, or he might just simply climb up to get you, being a spider and all. Or any number of abilities that the certain NPC has in their arsenal to react to what the players are doing.
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