Pantheon: Rise of the Fallen ~ Challenging Epic Planar High Fantasy MMORPG

I completely disagree. The only similarity is that it is a fantasy game. Most modern fantasy MMO's are quest hub driven, 3rd person action-RPG games that have quick advancement to the top.

Pantheon is not quest driven, but has fewer but larger "epic" style quest, 1st person view, tactical and group combat with more horizontal advancement.

Plus an actual agenda to bring back challenging content over overly scripted encounters that cease to be challenging once already seen.
 
Plus an actual agenda to bring back challenging content over overly scripted encounters that cease to be challenging once already seen.

I feel like Mugato in Zoolander: "I feel like I am taking crazy pills!"

Your challenging content will be a 100% scripted encounter that the devs find challenging, some hardcore players (i.e. the dudes that get server 1st level cap and raid kills one day after release) will figure the counter out in a couple of days and the rest of the world will watch the strat on youtube.

How can you possibly think that there will be any challenge beyond getting the right number of people to click the right buttons in the right order at the right time, which is exactly like any other MMO out there. Srsly.
 
So if its not "quest driven" does that essentially mean "Back to group-grinding MOBs like in old EQ days"? What guides advancement and how does a player spend most of their time? I'm a little worried at some of the phrasing, from the "Build in downtime, so players can socialize" to the whole "group focused" idea - despite the FAQ that soloing will be "possible" (hopefully, not just with one or two classes that can kite), that can mean anything from "A player can make meaningful progress solo, though the largest challenges will require a group" to "Soloing is only useful for killing rats nearby while you spam the looking for group channel or wait for your friends to log on".

Don't get me wrong, I loved EverQuest back in the day. However, I do worry that projects like this may be concentrating on the wrong things and assuming that it made the game great. It wasn't the hell levels, the corpse runs, the inability to solo etc...it was the scale of the world! The excellent design! The secret doors, false walls, dynamic quests, and much more. Most people, even those of us who saw true "hardcore" content, don't want a game to be a second job or punitive in order to be fun. The idea that we haven't seen a "hardcore" MMO simply isn't true - many of them that forgot the above, dropped to such a tiny niche audience that they nearly fade into obscurity (see: Darkfall).

When I compare Pantheon to other crowdfunded MMO projects, especially Star Citizen and Shroud of the Avatar (but also others like The Repopulation and Camelot Unchained), I see these other projects that are taking some of the key elements that made some "old-days" MMOs great, and implementing them in a fresh way taking into account for a decade or two of advancement of the genre. You can't promise players that they'll feel like they did the first time they stepped into a MMO from two decades back again, simply by creating a time capsule of what things were like back then. Instead, you have to show them something completely new and different to give them the sense of awe again.
 
So if its not "quest driven" does that essentially mean "Back to group-grinding MOBs like in old EQ days"? What guides advancement and how does a player spend most of their time? I'm a little worried at some of the phrasing, from the "Build in downtime, so players can socialize" to the whole "group focused" idea - despite the FAQ that soloing will be "possible" (hopefully, not just with one or two classes that can kite), that can mean anything from "A player can make meaningful progress solo, though the largest challenges will require a group" to "Soloing is only useful for killing rats nearby while you spam the looking for group channel or wait for your friends to log on".

Don't get me wrong, I loved EverQuest back in the day. However, I do worry that projects like this may be concentrating on the wrong things and assuming that it made the game great. It wasn't the hell levels, the corpse runs, the inability to solo etc...it was the scale of the world! The excellent design! The secret doors, false walls, dynamic quests, and much more. Most people, even those of us who saw true "hardcore" content, don't want a game to be a second job or punitive in order to be fun. The idea that we haven't seen a "hardcore" MMO simply isn't true - many of them that forgot the above, dropped to such a tiny niche audience that they nearly fade into obscurity (see: Darkfall).

When I compare Pantheon to other crowdfunded MMO projects, especially Star Citizen and Shroud of the Avatar (but also others like The Repopulation and Camelot Unchained), I see these other projects that are taking some of the key elements that made some "old-days" MMOs great, and implementing them in a fresh way taking into account for a decade or two of advancement of the genre. You can't promise players that they'll feel like they did the first time they stepped into a MMO from two decades back again, simply by creating a time capsule of what things were like back then. Instead, you have to show them something completely new and different to give them the sense of awe again.

I feel you, but honestly we know little about this game right now other than promises and ideas. I'm willing to follow it and find out where it goes. I've enjoyed brad's ideas in the past, I feel this is worth it to at least follow.

Also the target score for this game is fairly small compared to the rest, I don't think they are trying to build a competitor in the game space. The Kickstarter is rather small compared to the ones you listed and even I don't think they will meet their goal.
 
I decided to go ahead and back. I'm at $150, or perhaps upgrading to $250 Paragon. Oh, I know their target is lower than most, because this is the initial "We just want to get a feel out there, and possibly prove to investors there's a market" crowdfunding. They of course hope they can pass the target and go way beyond it - to be completely honest, if you look at their stretch goals I expect ALL of them in the game at release to even consider them at parity with the other major MMOs. Can't hold out on things like crafting, classes, and housing like that!

Lets hope things work out for them. By 2016 and 2017 they will need a fantastic game, as many of the other crowdfunded MMOs I mentioned will be released by then!
 
I decided to go ahead and back. I'm at $150, or perhaps upgrading to $250 Paragon. Oh, I know their target is lower than most, because this is the initial "We just want to get a feel out there, and possibly prove to investors there's a market" crowdfunding. They of course hope they can pass the target and go way beyond it - to be completely honest, if you look at their stretch goals I expect ALL of them in the game at release to even consider them at parity with the other major MMOs. Can't hold out on things like crafting, classes, and housing like that!

Lets hope things work out for them. By 2016 and 2017 they will need a fantastic game, as many of the other crowdfunded MMOs I mentioned will be released by then!

Well, I hope they don't attempt to make it visually stunning and just concentrate on getting it released. I will be tempted to up my pledge if they give us a bit more promise then 5 races...
 
There's what I found on it since bigdog updated thread....I hadn't been watching since I figured it was done once KS failed.

http://www.incgamers.com/2014/05/pantheon-rise-of-the-fallens-financials-under-scrutiny

Where'd you see the sports car bit? I'd love to get my hands on more articles so I can post em up next time McQuaid tries to start something. His management and any financial handling career should be over for him for good. Dude's a rat.

He's now basically interviewing volunteer devs for the project........yeah.....if you make anything worth a damn Im guessing he'll suck the cash out of it and leave you high and dry. Don't get McQuaided.
 
Wow, if that's true....

Kind of sad, I watched the boogie2988's videos with him and he seemed like a nice guy who was just wanting to make a game he was passionate about, but to do this.....
 
Hmm, thought this game was dead after the KS failed and then the issues that were posted a few posts above.

hope it turns out ok, but that gameplay looked a bit slow to me. I understand wanting to get back to the "old school" mmo but I think there are things that newer mmo's do better and things they do worse.

For example, I think older mmo's did pretty well when it came to exploration and the non-hand-holding focus, the worlds felt huge and you felt like you were really exploring things because you weren't simply told "Here's an npc with ai quest, which leads you to this npc with another quest over and over." Get rid of mini-maps and radar and other things too.

However I feel newer mmo's do things like movement/combat better, the slow , almost turn-based style of older mmo's just took so long. Heck even modern rpgs with a slower pace (IE Dragon age, Real time w/pause) style worked decently.

Then there's things like losing EXP on death, corpse runs, those things can stay in the past, I don't know anyone that "enjoyed" those as far as a game like Everquest was concerned.
 
The game is very much alive, I'm not sure who the developers are anymore or if Brad is still the lead visionary. Actually that's probably all he should be, is the visionary as hes a terrible General Manager/CEO.

But I did get an update Email a while ago that they had some dude who was responsible for some of my favorite dungeons in multiple games, to include Lower Guk of EQ.

As for Older MMO's and keeping the world static/non-hands holding, I agree they were better. The point was to be in a world with people. Not rush to max level and only play to get the max stats, but to see cool new dungeon's, get better items and see unique areas (which there were TONS in EQ). Building communities and leaving the entire world static (zones or no zones, just no instances) is what I would like to get back to.
 
Hmm, thought this game was dead after the KS failed and then the issues that were posted a few posts above.

hope it turns out ok, but that gameplay looked a bit slow to me. I understand wanting to get back to the "old school" mmo but I think there are things that newer mmo's do better and things they do worse.

For example, I think older mmo's did pretty well when it came to exploration and the non-hand-holding focus, the worlds felt huge and you felt like you were really exploring things because you weren't simply told "Here's an npc with ai quest, which leads you to this npc with another quest over and over." Get rid of mini-maps and radar and other things too.

However I feel newer mmo's do things like movement/combat better, the slow , almost turn-based style of older mmo's just took so long. Heck even modern rpgs with a slower pace (IE Dragon age, Real time w/pause) style worked decently.

Then there's things like losing EXP on death, corpse runs, those things can stay in the past, I don't know anyone that "enjoyed" those as far as a game like Everquest was concerned.

I'm going to give it the benefit of being PRE-alpha. I think they will speed things up a bit and obviously make them much much prettier. But I definitely appreciate the old school vibes. The problem with the action oriented combat of MMO's today is that they lack pretty much all substance beyond their "unique" combat system, and i say that in quotes because it's not that new anymore. I would give up rolling dodges and click-to-swing weapon mechanics in favor of gameplay that is actually challenging. Black Desert Online, GW2, etc etc etc the list goes on -- cool combat but the games lack challenge and teamwork for the most part. We can hope for best of both worlds, maybe we'll get it.
 
I'm going to give it the benefit of being PRE-alpha. I think they will speed things up a bit and obviously make them much much prettier. But I definitely appreciate the old school vibes. The problem with the action oriented combat of MMO's today is that they lack pretty much all substance beyond their "unique" combat system, and i say that in quotes because it's not that new anymore. I would give up rolling dodges and click-to-swing weapon mechanics in favor of gameplay that is actually challenging. Black Desert Online, GW2, etc etc etc the list goes on -- cool combat but the games lack challenge and teamwork for the most part. We can hope for best of both worlds, maybe we'll get it.

The issue is that most of these supposed "action" mmo's are not action, they try to half-way do it, keep one foot in the "mmo combat" and another in the "action" column.

I have yet to play an mmo where a block was a block, by that I mean you block a hit, you take zero dmg, none, nada. Or a game where the range skills are completely free aim and the abilities aren't hamstringed like in GW2. I mean freaking ARCHERS can't even hit people standing ont he ground below a castle wall, it baffles my mind.

I mean, do any of these "action" mmo's even come close to competeing with combat like Mount and Blade, Severance, Devil May Cry, Street Fighter, etc? Those are examples of games with very different styles of action combat. Mount and Blade has excellent range and mounted combat, Severance has great melee combat, and then you have DMC/SF for the more arcadey style over the top action. None of those action mmo's that I've played even come close to them.

It's not even that I think you need action combat, but something a bit more engaging than the older style mmo of standing there and waiting on cooldowns to use skills or having to take a huge breather after a single fight to regain your mana. Dragon Age was an example of a combat system that harkens back toward older rpgs without feeling like it weighted itself down simply to be "old school."
 
The issue is that most of these supposed "action" mmo's are not action, they try to half-way do it, keep one foot in the "mmo combat" and another in the "action" column.

I have yet to play an mmo where a block was a block, by that I mean you block a hit, you take zero dmg, none, nada. Or a game where the range skills are completely free aim and the abilities aren't hamstringed like in GW2. I mean freaking ARCHERS can't even hit people standing ont he ground below a castle wall, it baffles my mind.

I mean, do any of these "action" mmo's even come close to competeing with combat like Mount and Blade, Severance, Devil May Cry, Street Fighter, etc? Those are examples of games with very different styles of action combat. Mount and Blade has excellent range and mounted combat, Severance has great melee combat, and then you have DMC/SF for the more arcadey style over the top action. None of those action mmo's that I've played even come close to them.

It's not even that I think you need action combat, but something a bit more engaging than the older style mmo of standing there and waiting on cooldowns to use skills or having to take a huge breather after a single fight to regain your mana. Dragon Age was an example of a combat system that harkens back toward older rpgs without feeling like it weighted itself down simply to be "old school."

I guess we will have to wait and see what happens. With EQNext closing the doors my hopes for the genre have drastically dwindled down between this game and Camelot Unchained. I know both want to cater to more specific crowds whilst being relevant, so hopefully both, or at least one, will be successful in doing so. FINGERS CROSSED
 
I'm glad to see this continuing! I'll have to check my account since they've updated the website...things are a bit different now and I'm not sure it is showing the properly attributed pledges - (though admittedly, my situation was a bit unusual as they combined a pledge for me back in the day). Here's hoping that Pantheon can advance the genre, while taking some of the great things from the old days (and leaving the crappy ones behind!). With EQ Next falling, I am hopeful Pantheon will rise! They've had a bit of a rocky road getting started, but I am eager to see where it goes!

Oh and Delita, let me offer two other rising crowdfunded MMOs that I've been following, alongside Pantheon and Camelot Unchained, in case you are not aware of them. I think they have potential to invigorate the genre, alongside the 800 lb gorilla (though non-fantasy) crowdfunded MMO, Star Citizen!

Shroud of the Avatar: Forsaken Virtues - ( www.shroudoftheavatar.com ) : Developed by Ultima (Online) guru Richard Garriott, SotA has been developing well over the past few years and has a lot of Roleplaying (housing, ownership of land etc.) and old school focus (ie you actually have to type to NPCs, the quest system is by keyword etc) with a ton of nice systems. Pantheon and Shroud both cross promoted each other during crowdfunding. Really worthwhile and Episode 1 will likely releasing this summer! Pre-Alpha builds available round the clock for backers. Buy to play with perhaps extra items for sale - not sure of the final plan after release.

Crowfall - ( www.crowfall.com ) : A unique spiritual successor to Dark Age of Camelot and perhaps most of all, Shadowbane, Crowfall is an action-combat MMO with some really unique elements such as territory ownership (aka Throne War simulator/sieges. Think Game of Thrones) and more. There are both "permanent" Eternal Kingdoms with vassal systems, land ownership etc... and "Campaign Worlds" which is where people go to get the best resources, do battle against other players and NPCs etc... it looks to be shaping up well; read about it! I've been a backer since its earliest Kickstarter days and it is just getting to offering pre-alpha play tests. Buy to play, with optional subscription.

Note that both of these, if they inspire your interest, I might be able to get you a "better" package for your money (sure I can do so for SotA), likewise for Pantheon! All of these games offer the potential for a unique, new experience in a day when many MMOs are being pushed down the F2P / horrid monetization lineup. I can only hope Pantheon will develop into something I'm happy to have backed!
 
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Even though some real shady things happened with the original crowd funding money, I continue following this game, but I don't trust them (due to the past) at this point to give any money. I suspect the "seed funding" they received is that Brad sold off some of his cars and maybe cashed in some stocks. I don't think an outside person gave them money.

That said, the volunteer (now supposedly paid) team they have are really great. The world builder is pretty talented and the lead creative guy has major respect for old school EQ.

The game you see now really is only about 1.5 years of development. It's came a long way.
 
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With EQ Next being "unfun" and canceled I wonder if they purchase any of the content from them? I mean that game looked to have a lot of great looking content, I'm sure those game developers would like to sell some of it off.
 
With EQ Next being "unfun" and canceled I wonder if they purchase any of the content from them? I mean that game looked to have a lot of great looking content, I'm sure those game developers would like to sell some of it off.

I highly doubt it since it's an entirely different engine and things, I doubt they'd want their team to have to re-learn a new engine and start from scratch, plus EQN didn't really look like it was going in the same direcition as pantheon from a design standpoint.
 
Does anyone know, how are they doing with money? Any recent news about sponsors or funding plans? Point being - such a project will need much, MUCH more than what they appear to have so far.
 
Does anyone know, how are they doing with money? Any recent news about sponsors or funding plans? Point being - such a project will need much, MUCH more than what they appear to have so far.
I'm still following it regularly and there has not been any update on funding beyond the 'seed funding' they received a year ago. They still have crowd funding option for people on their site. They have a new forum system coming out soon that will tie the crowd funding in better than the current system. When that is launched (there is no ETA) we may get more information. I suspect they may attempt another crowd funding campaign in approximately 1 year.

The current state is that they are still designing game systems and are doing some initial passes on zone designs. The feeling I get is they have a half dozen zones done with first pass art. They have yet to enter an accelerated art phase which tells me they are still a long ways off because art is usually the expensive and most time consuming part of game development. I estimate the game is about 2 years away from release.
 
I'm still following it regularly and there has not been any update on funding beyond the 'seed funding' they received a year ago. They still have crowd funding option for people on their site. They have a new forum system coming out soon that will tie the crowd funding in better than the current system. When that is launched (there is no ETA) we may get more information. I suspect they may attempt another crowd funding campaign in approximately 1 year.

The current state is that they are still designing game systems and are doing some initial passes on zone designs. The feeling I get is they have a half dozen zones done with first pass art. They have yet to enter an accelerated art phase which tells me they are still a long ways off because art is usually the expensive and most time consuming part of game development. I estimate the game is about 2 years away from release.

Thanks for the detailed reply! So, not much has changed since my last "check" and I'd say 2 years till launch is not impossible - but it seems quite optimistic in such situation.
 
I'm keeping an eye on the development of that game, not sure if it's going to have anything special when it launches but either way it should at least please a bunch of nostalgic EQ fans. It's been a while since the studio has uploaded a gameplay video, I'm curious to see how things have been progressing.
 
Their problem is getting people to slow down and get patience again. Everyone wants to instant travel, gain levels super fast, be told/guided where to go. I'm sure they will attract the right players but I'm unsure if they will get enough to stay afloat.
 
Their problem is getting people to slow down and get patience again. Everyone wants to instant travel, gain levels super fast, be told/guided where to go. I'm sure they will attract the right players but I'm unsure if they will get enough to stay afloat.

Love that part of these few games. Still play a few of the older ones now and again but it's whether or not there's enough players like that to keep a company going that I question.

I gave them a few hundred bucks a long time ago and hope they make something interesting. Not really holding my breath though.
 
Love that part of these few games. Still play a few of the older ones now and again but it's whether or not there's enough players like that to keep a company going that I question.

I gave them a few hundred bucks a long time ago and hope they make something interesting. Not really holding my breath though.

I'm hoping it pans out. I miss the idea of looking at peoples levels and trying to form something that would be hard for us, other than solo'ing to max level and making a "perfect" group to do something mediocre or repetitive.
 
As one of those "Golden Age" EverQuest players, I am curious to see what they develop. I funded them back during the beginning of their project and think its worthwhile. However, I hope they can remember some of the things that made those games great - such as the level design, zone scale, meaningful class and race differences to some degree (ie stat based I don't like, but I do like things like Elves having night vision and Human based races needed a light source for night travel...which is truly dark!) faction system etc... and harken back to them without giving up over a decade of MMO advancement. I do not want EverQuest With New Graphics. There were a lot of things that were utterly annoying including the "can't solo anything", XP debt/loss, corpse runs, lack of instancing, HUGE time/camp sinks etc.. Sadly,when many people look at the older generation they think that the things that have changed since, mostly those related to tedium, were what is missing from their great experiences today - and this is NOT the case. Its okay to bring back the kind of quality of life improvements that World of Warcraft and Guild Wars 2 have brought to the table - it won't cheapen the experience if done correctly.

There will always be a few players who want to have the exact same experience they did in 1999, but its a tiny minority. Most people remember those times with Strong Prescription Nostalgia Goggle and attribute their fun to the wrong things. However, if a developer is able to take the greatness of the era, leave the tedium / time sinks / "so-called difficulty" and replace it with new systems from over a decade of MMO devleopment, they could have something wonderful on their hands. There are already some developers that are, to some degree doing things like this. For instance Shroud of the Avatar (www.shroudoftheavatar.com) is Richard Garriott's endeavor that is taking some of Ultima Online's dynamics and bringing them to the modern age, where Crowfall (www.crowfall.com) is doing so with a new title inspired by Shadowbane. There are also games like Chronicle of Elyria (www.chroniclesofelyria.com) that are pushing the envelope even further than old technology could ever even think to implement! I like seeing these kinds of projects and watch their development eagerly.
 
I hope they can remember some of the things that made those games great - such as the level design, zone scale, meaningful class and race differences to some degree (ie stat based I don't like, but I do like things like Elves having night vision and Human based races needed a light source for night travel...which is truly dark!) faction system etc... and harken back to them without giving up over a decade of MMO advancement.
aka back to PnP roots like the MUDS EQ was based on.
 
As one of those "Golden Age" EverQuest players, I am curious to see what they develop. I funded them back during the beginning of their project and think its worthwhile. However, I hope they can remember some of the things that made those games great - such as the level design, zone scale, meaningful class and race differences to some degree (ie stat based I don't like, but I do like things like Elves having night vision and Human based races needed a light source for night travel...which is truly dark!) faction system etc... and harken back to them without giving up over a decade of MMO advancement. I do not want EverQuest With New Graphics. There were a lot of things that were utterly annoying including the "can't solo anything", XP debt/loss, corpse runs, lack of instancing, HUGE time/camp sinks etc.. Sadly,when many people look at the older generation they think that the things that have changed since, mostly those related to tedium, were what is missing from their great experiences today - and this is NOT the case. Its okay to bring back the kind of quality of life improvements that World of Warcraft and Guild Wars 2 have brought to the table - it won't cheapen the experience if done correctly.

There will always be a few players who want to have the exact same experience they did in 1999, but its a tiny minority. Most people remember those times with Strong Prescription Nostalgia Goggle and attribute their fun to the wrong things. However, if a developer is able to take the greatness of the era, leave the tedium / time sinks / "so-called difficulty" and replace it with new systems from over a decade of MMO devleopment, they could have something wonderful on their hands. There are already some developers that are, to some degree doing things like this. For instance Shroud of the Avatar (www.shroudoftheavatar.com) is Richard Garriott's endeavor that is taking some of Ultima Online's dynamics and bringing them to the modern age, where Crowfall (www.crowfall.com) is doing so with a new title inspired by Shadowbane. There are also games like Chronicle of Elyria (www.chroniclesofelyria.com) that are pushing the envelope even further than old technology could ever even think to implement! I like seeing these kinds of projects and watch their development eagerly.
What made EQ greater was the level of difficulty and them offering a reward for players who would venture further. I remember how we thought the fire giants would take so many people to kill we wouldn't have enough room in the hallways. Then found nagafen, we always knew he was there but it was pretty badass when we first entered his hallway and did our first suicide run on him.

I mean really, he debuffed everyone at once, feared everyone, flurried, hit for more hp than a wizzard had, regenerated like wolverine and the max HP the game would allow. That was supposed to be unbeatable. I don't care that it had tedious things to the game that I hated, it just made the rewards of the game all that much more special.

I can't remember a single reward I got in WoW and I loved the first iteration of that game. I only liked the solo ability and story lines. The raiding was never that special I thought.
 
They had a lot of problems with Twitch today and the stream was broken up into 6 or 7 pieces. You can check out the whole block here
Code:
https://www.twitch.tv/visionaryrealms/videos/all

You can also watch the entire 3+ hours on CohhCarnage from his perspective
Code:
https://www.twitch.tv/cohhcarnage/v/106324515
 
Game looks a lot more interesting than wow. I am supposing it would still take a lot of time to get anywhere though. Especially with the importance of crafting.
 
I liked the comment that this game is what EQ 2 should of been.
I really enjoyed EQ2 when it had players. The game was well made but it did have too much going on at once, Sony (smedly?) should of cut some of it out honestly.

But once it lost a majority of the players they needed to change too much of it. Wasn't that good anymore.
 
I'm having a tough time resisting making a progression character to be honest. Had so many good times raiding in EQ.
Heh, trust me...it's really not the same. Project 1999 was the best iteration I ever played. It kept me around for 2 years. I'm waiting patiently on Pantheon but I'll probably be getting on the new Nost vanilla WoW server when it comes out.
 
What is this? Is it like the Emerald Dream project? I couldn't get into that, too many broken quest lines and unfinished scripts.
nostalrius was the closest to "blizzlike" in terms of quest lines and scripted events all working. it was shut down via cease and desist a while back due to the fact that they were accepting donations, which is a big no no in the eyes of the game developers. the server shut down, but is now being brought back to life, along with a new server, by another group called Elysium, the old nost devs gave them the code they had and let them bring their server back online. this group does not take donations of any sort, so it's more in the gray area in terms of blizzard taking lawsuit action against them, so it'll probably be just fine. they are launching the old nost server with all the saved characters on december 17th, and a new fresh server hopefully before the end of the year. i'll probably play on the fresh server. i played on emerald dream for a while too, this server is better, and should have pretty acceptable ping, and it will most certainly be the most crowded by a long shot.
 
nostalrius was the closest to "blizzlike" in terms of quest lines and scripted events all working. it was shut down via cease and desist a while back due to the fact that they were accepting donations, which is a big no no in the eyes of the game developers. the server shut down, but is now being brought back to life, along with a new server, by another group called Elysium, the old nost devs gave them the code they had and let them bring their server back online. this group does not take donations of any sort, so it's more in the gray area in terms of blizzard taking lawsuit action against them, so it'll probably be just fine. they are launching the old nost server with all the saved characters on december 17th, and a new fresh server hopefully before the end of the year. i'll probably play on the fresh server. i played on emerald dream for a while too, this server is better, and should have pretty acceptable ping, and it will most certainly be the most crowded by a long shot.

huh, very interesting. I'll give this new one a shot if its much more complete than ED was.

Thanks for the information.
 
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