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

Pantheon is the #1 game I'm looking forward to. See if it can rekindle that old EQ1 magic.
 
I'm hoping this is like Kunark/Velious EQ, Vanguard just was meh, I was exited when my friend made a phone call and the next thing I know I was installing Alpha, that was where the excitement ended heh.
 


Jim Lee popular comic book artist from the 90s plays Pantheon he did a few comic books for Everquest a while ago.
 

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Hello there folks :)

Just occured to me to search for Pantheon here, aaand there you go, lol, there's already a thread for it!
I have the same nickname over at the official forums (and everywhere else for that matter), hopefully i'll even get to chat with some of you.

Not really an EQ fan to be honest, but as that may sound ambiguous given the context i should perhaps explain:
- There is work you need to do so as to receive, and then there's having a second job; or to be frank, a proper, full time job if you wanted the nice stuff. Never my thing, mentality reasons alone and never mind time.
- I never grasped how a farming online simulator that made you camp something for 6 and 8 hours straight just so you could get a piece of pixel can today be considered a "classic". Sorry. Just does not compute. I know why some do/did, but if they managed to take their complexes out of the picture, logic would assuredly dictate a different characterisation.
- Even back then and almost 20 years back by now? I never appreciated the atmosphere of intense antagonising it brought to the table; competing is good and healthy, antagonising, not in the slightest. Plenty of A-holes in RL, thank you very much.

What i did..do.. enjoy in some of these older titles is the slower pace, the sliiightly (and honestly, just barely) emphasis on thinking it through a bit more, the smaller communities (it can help, though that's not a given) and most of all, the audience. The people.
Despite the above mentioned atmosphere these games fostered, the odd exception or two could be found; people my age, people that had chosen the internet to get something more than "pixels" (aka loot) out of it.
It was often a race against the very game itself, doing things your way, doing them only with the people you wanted, rather than with those it would have been more.. beneficial to do with. But it was possible to some extent. And worth it, in light of what it amounted to; the jokes, the laughs, the wipes, lol, the bonding; the stuff that matters and stays, becauses 'lootz' never do.

I miss that, i miss those people. It feels like they've disappeared and i'm an extinct species.
(no, don't tell me adults are still around, i've seen what constitutes an "adult" inside an MMO year of our Lord 2018 and i ain't much impressed in all honesty).

Am really looking forward to Pantheon's launching. It appears to have most of the flaws its predessecor had (Brad does appear stuck in the nineties), but i retain a hope it shall also attract people like me; people that have not touched a newer MMO for over a decade now, because nothing really fit.
Will be an interesting ride :)

For anyone interested, i am currently trying to find a few like-minded people so as to get a guild going. Already got a few through PMs, always open for more.
Read this to get an idea (of both myself and the guild's type): https://www.pantheonmmo.com/content/forums/topic/6116/gauging-interest

* We all have an Alpha pledge, so we'll be around from that time onwards. Looking forward to hearing from you, interested or not ^^
 
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I just hope I can find a Group without much hassle back in the DAOC days it was hit and miss same with EQ 2 but when Rift added the Group Dungeon Que system for dungeon instants made life easy.
 
I just hope I can find a Group without much hassle

Well, given the type of game, i'd assume healthy amounts of patience remain a prerequisite :)
That said, it's been 20 years, i somehow doubt it will be as bad. Even if the devs have not foreseen to it (and in some ways, i know they have [teles near dungeon entrances, etc]), am sure the players will.
 
In this game the only reason someone can't find a group is going to be because they don't want to group. Every class will be useful.
 
In this game the only reason someone can't find a group is going to be because they don't want to group. Every class will be useful.

Min-maxers will always find the loop hole, granted it may not be the holy trinity, but when the weak classes are found good luck with that.

I'm going to be pissed if Ranger's don't get to ride the lightning...

dFqoON2.png
 
I remember in EQ people would quit groups without a CC/Cleric/Tank (warrior) even though ever someone nice classic having almost all DPS and a healer was better at mowing down mobs. I loved how Kunark introduced spells that made AOE groups viable, those were freaking epic, it was nice being able to dungeon crawl once again.
 
I can't tell if this looks good or is just another shitty MMO in the tired, over crowded genre.

I want graphics that are impressive and scalable, and a good story line.

And a great economy that feels like a game all by itself.

I hope it's awesome!
 
I remember in EQ people would quit groups without a CC/Cleric/Tank (warrior) even though ever someone nice classic having almost all DPS and a healer was better at mowing down mobs. I loved how Kunark introduced spells that made AOE groups viable, those were freaking epic, it was nice being able to dungeon crawl once again.
I played a ranger for many years with my thumb up my ass, moved to a Gnome Paladin, I couldn't take a leak without someone asking me to tank... Flash of Light, and you couldn't peel shit off me lol.
I can't tell if this looks good or is just another shitty MMO in the tired, over crowded genre.

I want graphics that are impressive and scalable, and a good story line.

And a great economy that feels like a game all by itself.

I hope it's awesome!

Its looking like the original, ecBay and Faymart, probably will never happen again though..

I hope it doesn't suck.
 
I've been a MMO player for quite some time, including EverQuest (and even a few graphical games before it! I was amazed to see that Underlight was still running...) and it had some wonderful features, but it also had a lot of mechanics that were rather punishing/grinding and I wouldn't like to see them repeated. The camping, huge amounts of "waiting", punishing XP penalties, corpse-runs (whereas you could actually lose all your equipped items if you didn't get to your corpse in time. Shorter corpse runs without permanent equip loss and more ways to summon/port to your corpse would be okay), and perhaps most of all the "Most encounters of the same level as you, even in the overworld, require a balanced group" and other mechanics where you needed perfectly-assembled groups and large blocks of time in order to make any sort of meaningful progression = "game as a job". I didn't like the game-as-job element when I was a teen and I'd like it even less now.

I hope that Pantheon can move forward with what made EQ great, but not get rid of "modern" MMO features like group finders and whatnot. I worry because lots of people who claim to want "classic/hardcore" MMOs seem to make the mistake of believing that what made the old days great were the features that have been removed subsequently - the tedium! However, that is a fallacy! People didn't stop socializing and raiding because of auto-group finders - it simply allowed MORE people to play the game. The people who were socializing were always doing so, but now the people who either could never play, or would never see group/raid content, got to see it! The same thing is true about "raid finder" difficulty in WoW et al - there are still plenty of guilds who make scheduled, hardcore runs of raids on higher difficulties and in fact it is not possible to handle Heroic/Mythic or even Normal without an organized group! I hear many people claim that sites like WoWHead and whatnot "removed the mystery", but during the early EQ days we had Allakhazam which was the prototype for all database game sites of its kind (in fact, wonder why WoWHead is part of the ZAM network ? ;) )

The things that made EQ great were not the tedious elements, but the world building - the way each zone was structured and scaled was immense. Many zones had all sorts of secrets and content for various levels within the same zone - not to mention the huge scale of the zones themselves. The time it took to run along the Karanas or the boat ride across the Ocean of Tears (it wasn't just a zone border, it was an actual zone! With islands and rare creatures!) I won't forget the Velious era dungeon where there after a climb down through an icy dungeon you would reach a real city of neutral/friendly ice dwarves at the midpoint of the dungeon, allowing you to either stock up to proceed deeper or have to fight (or portal) you way back up. There was even a 100% underwater dungeon and you needed water-breathing abilities to function there. Dungeons and high level zones were designed to feel like confusing or awe inspiring places, not just because you risked losing XP from hard monsters but the very layout of the zone itself - the claustrophobic mazes of Guk for instance. Secrets were abound in many zones, especially dungeons but even cities and whatnot - there were false walls/doors everywhere! EQ players, remember how the Befallen low level dungeon had a "secret" well that could drop you down 3 levels below into dangerous undead? Speaking of that, remember Kithigor Forest, where during the day it was low level bees and goblins, but at night it turned into high-level undead! If you were lucky and stayed on the path, you could safely make it through....maybe! Speaking of that, a REAL day/night cycle with light requirements and/or racial benefits. Most races couldn't see in the dark much at all and needed either a lantern, a lightstone(which certain classes could conjure), or a buff from other classes typically at higher levels. Some races had "infravision" which allowed them to see living creatures even in the dark, where a handful of races (notably Dark Elves) had Ultravision, which was true nightvision with a blue tint allowing one to see all kinds of creatures and topography! Speaking of Dark Elves, one thing Pantheon is bringing is a complex Faction system - another great element from the old EQ days. There were tons of reputations so depending on your race/class and your actions, you may be able to go certain places and others be killed on sight. This would evolve based on your actions in major ways. I can remember that as a Paladin, one of the quests to get your Epic Weapon required you to defeat a corrupt captain of the guard (who was of boss difficulty) in one of the two major Human cities! By doing so, you would become KOS to all of his guards so that meant 2/3 of the city was dangerous for you - you had to sneak and avoid (or try to kill, if you got them one on one) the guards, forcing you to take passages in the sewers or through back alleys (the other 1/3 was patrolled by a different faction of guards).

This is the kind of thing Pantheon can do well, without bringing tedium!

Oh by the way, if you haven't yet backed Pantheon and especially want to get in on the PreAlpha there is a LIMITED TIME Promo that ends May 1 - http://pantheonmmo.com/pax/ - Yeah its expensive but it can be paid in installments and you get PreAlpha access which is not usually part of the $1000 / 100-a-month tier except during this promo. Note that if you have an existing pledge or even an older version of the Sunhunter $1000, you'll get PreAlpha access so long as you buy it/upgrade to it prior to May1. Of course, paying in installments will "lock in" your benefits, you don't have to wait until all paid for it to "count" in this regard.
 
Pretty sure I would rather pay a hooker a $100 month for 12 months... for "entertainment" purposes.
 
I played a ranger for many years with my thumb up my ass, moved to a Gnome Paladin, I couldn't take a leak without someone asking me to tank... Flash of Light, and you couldn't peel shit off me lol.


Its looking like the original, ecBay and Faymart, probably will never happen again though..

I hope it doesn't suck.
Same as a cleric

“Lfg? In a group? I need Rez, 100pp....”

Oh yea the Rez was like 5 zones away lol
 
without bringing tedium

That is a difficult thing to expect, commit to, or even anticipate..
To explain, we need first acknowledge that people have changed.

Back then?
+ I was literally the youngest person online i could find (age)
+ Internet cost money, a lot of it; and also entailed a phone right next to you and/or conditions in which no one else had to use it (money)
* and my apologies to any lefties..liberals..whatever, but i tend to stick to the facts; a lot of money = steady income = responsibilities, work, etc
+ A time when people spending this much time on something this anonymous/detached from reality were of a vastly different idiosyncracy than those you'll 'encounter' today (mentality/maturity)

Even then, you still had your morons, your bullies, what have you, granted. But i like to look at the broader picture, in which there were far fewer of them then than there are today.

Now take it 20 years forward and conceptualise your average contemporary gamer tard:
- Probably younger, or if not, at the least immaturer; would remind here that statistics alone allow for that; the more the people... (everyone plays games now. Used to be i was ashamed to even mention them, now they're part of our culture).
- Having picked up all the wrong habbits (WoW, its clones and what they've done to the genre). Which also means that to some extent, they now act accordingly as well. Myself included to an extent. 50min corpse run? Fuck that man. See what i mean? :)
- Significantly lower barrier to entry/cost, entailing not only the opposite of money as depicted above, but more to the point? Reduced sense of investment. Just one more game among a myriad others they statistically keep on their Steam library. They don't have to care as much, there are alternatives now.
- Lack of wonder/novelty. Nothing is new anymore, not in MMOs. This 'meta knowledge' has its own part to play. Cynicism, set expectations and in advance, a down to earth approach, an almost immediate finding of any flaws or lacks, etc etc.
- And what this all entails in terms of everyday behavior, ingame. Of which i'm sure most of you've had a pretty good experience of?

So given the differences, to get back to your post above, it's a slippery slope.
Too much and you encourage the wrong audience, too little and you encourage a very small audience that will never expand, ie a financially non viable situation.

Brad understands only the latter part, lol, the financially viable one. Which is why you see certain.. concessions. He does however appear to either ignore or refuse to take into account everything else, ie what the 'people' element amounts to, today. Just read his blogs..
Don't know how it all work out, but i do know two things:

1) your expecting minimum tedium is not necessarily beneficial.
2) it may well be that this game will be trying for a very, very long time to decide what it really is and whom it caters to (because ultimately, it needs to remain viable). Meaning rebalancings, changes, etc. These are the outcomes of shifting your design approach midterm so to speak.

* Already, there is talk of minimum progress, a heavier than average emphasis on alt rolling, et al.
 
The things that made EQ great were not the tedious elements, but the world building - the way each zone was structured and scaled was immense.

The thing to me that made EQ great was the social aspect brought on by the tedious crap. I still remember half the names of the people I camped Jboots with/for. Same with SMR. Breaking into Fear Plane was awesome the 1st time we did it, this is in part of what you describe for the world building...but remember the 8 hour long clear after that? Tedious as fuck.

Skip around a bit here. Brad I HOPE realizes that some shit no matter how much he hates it, is probably needed. Group finder for the SERVER is one such thing. I personally hate cross server finders. No repercussions for being a dink. No reputations are built for being a great tank etc...

Looking at the streams, I HOPE they speed up combat just a bit. Doesn't need to be whack a mole, but that seems REALLY slow combat.
 
The thing to me that made EQ great was the social aspect brought on by the tedious crap. I still remember half the names of the people I camped Jboots with/for. Same with SMR. Breaking into Fear Plane was awesome the 1st time we did it, this is in part of what you describe for the world building...but remember the 8 hour long clear after that? Tedious as fuck.

Skip around a bit here. Brad I HOPE realizes that some shit no matter how much he hates it, is probably needed. Group finder for the SERVER is one such thing. I personally hate cross server finders. No repercussions for being a dink. No reputations are built for being a great tank etc...

Looking at the streams, I HOPE they speed up combat just a bit. Doesn't need to be whack a mole, but that seems REALLY slow combat.

Yep on the underlined, that was the best part of it all. Made the camps, keys, wipes, strat work etc manageable. Well, except for Gates... dayum that was rough that first couple months.

As to the combat speed, I really think that the guys playing on the stream are not that great at it and I'm positive they don't have anything close to normal grinding gear on with stats set up to help them out etc. None of that is a criticism, I just think it's not a priority right now. I'm guessing your average player group used to grinding away will be considerably faster with no other changes than intention let alone when gear is available and class abilities are fleshed out.
 
That is a difficult thing to expect, commit to, or even anticipate..
To explain, we need first acknowledge that people have changed.

Back then?
+ I was literally the youngest person online i could find (age)
+ Internet cost money, a lot of it; and also entailed a phone right next to you and/or conditions in which no one else had to use it (money)
* and my apologies to any lefties..liberals..whatever, but i tend to stick to the facts; a lot of money = steady income = responsibilities, work, etc
+ A time when people spending this much time on something this anonymous/detached from reality were of a vastly different idiosyncracy than those you'll 'encounter' today (mentality/maturity)

Even then, you still had your morons, your bullies, what have you, granted. But i like to look at the broader picture, in which there were far fewer of them then than there are today.

Now take it 20 years forward and conceptualise your average contemporary gamer tard:
- Probably younger, or if not, at the least immaturer; would remind here that statistics alone allow for that; the more the people... (everyone plays games now. Used to be i was ashamed to even mention them, now they're part of our culture).
- Having picked up all the wrong habbits (WoW, its clones and what they've done to the genre). Which also means that to some extent, they now act accordingly as well. Myself included to an extent. 50min corpse run? Fuck that man. See what i mean? :)
- Significantly lower barrier to entry/cost, entailing not only the opposite of money as depicted above, but more to the point? Reduced sense of investment. Just one more game among a myriad others they statistically keep on their Steam library. They don't have to care as much, there are alternatives now.
- Lack of wonder/novelty. Nothing is new anymore, not in MMOs. This 'meta knowledge' has its own part to play. Cynicism, set expectations and in advance, a down to earth approach, an almost immediate finding of any flaws or lacks, etc etc.
- And what this all entails in terms of everyday behavior, ingame. Of which i'm sure most of you've had a pretty good experience of?

So given the differences, to get back to your post above, it's a slippery slope.
Too much and you encourage the wrong audience, too little and you encourage a very small audience that will never expand, ie a financially non viable situation.

Brad understands only the latter part, lol, the financially viable one. Which is why you see certain.. concessions. He does however appear to either ignore or refuse to take into account everything else, ie what the 'people' element amounts to, today. Just read his blogs..
Don't know how it all work out, but i do know two things:

1) your expecting minimum tedium is not necessarily beneficial.
2) it may well be that this game will be trying for a very, very long time to decide what it really is and whom it caters to (because ultimately, it needs to remain viable). Meaning rebalancings, changes, etc. These are the outcomes of shifting your design approach midterm so to speak.

* Already, there is talk of minimum progress, a heavier than average emphasis on alt rolling, et al.


I see this as the last and final push to bring a good game to the table myself in my lifetime after that I won't care =) Basically when Sony sunk Everquest Next I knew the MMO community isn't going to be doing very well. Then you have Black Desert Online which I haven't played it looks really good just don't want to invest any time in a Korean MMO minus the action. Ashes of creation looks good to be honest but I don't think it's anything I've ever seen before but it looks really good.
 
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I see this as the last and final push to bring a good game to the table myself in my lifetime after that I won't care =)

Pretty much. During these 10, 12 years of nothing, just waiting, i've grown, changed; barring some digital 'revolution' that i cannot see happening (the tech is there, just can't see it utilised in a direction i could ever deem qualitative), there simply won't be any time for 'more'.
Give it another decade and i won't give a damn, even if it's the best(est) game ever. Will just be too late :)
Already, i'm sure one can discern my levels of cynicism, which i personally find healthy, am just not 15 anymore, different imperatives, different levels of tolerance. Lower ones, to be exact.

It probably won't surprise you, but i've seen similar remarks made by many others; it's logical ^^
So just cross your fingers this time will be the charm, lol
 
I've had difficulty letting go of certain elements of older games. Some of these things to me seem like solutions looking for problems, or better yet, trivial problems being made more complicated than they really are.

  • Invisible armor - Currently on the PROFT forum as a subject being brought up. I don't understand why if a player doesn't like a graphic, either get a different item or just take it off when you want the 'no armor look'. It doesn't need to be an in game toggle.
  • "Mentoring systems" - When someone wants to play a lower level character to play with new friends or something, why is a complicated system of "de leveling" needed just to get around someone making an alt? Make "making an alt" easier seems like a better solution.
  • Faster leveling - Why is getting to max level so important? EQ always seemed to have more interesting group content (especially early expansions) than high end. I'd just eliminate the level cap all together and instead use a soft cap and have the content decide the cap.
 
The real problem is, no one will ever capture another "Kunark" era EQ mmo again, and I can't force myself to play for 48 hours straight every weekend lol... I think that was the real kicker, the fact content was locked on slow progression, and since it was all new to everyone, we nerds ate that shit up, we didn't have to go outside... Plus the game ripped so many elements from the movie Legend, Lesser Faydark and the unicorn's, the Mino lord etc. etc.
 
The real problem is, no one will ever capture another "Kunark" era EQ mmo again, and I can't force myself to play for 48 hours straight every weekend lol... I think that was the real kicker, the fact content was locked on slow progression, and since it was all new to everyone, we nerds ate that shit up, we didn't have to go outside... Plus the game ripped so many elements from the movie Legend, Lesser Faydark and the unicorn's, the Mino lord etc. etc.

Heh. I look back at some of the shit I have done in an MMO, like literally an hour sleep for two days. I'm like WTF was wrong with me? Then I remember I REALLY had fun doing it.
 
The earth spins in mysterious ways! Unless it really is squared and they've all been lying to us, but whatever! It seems there's enough interest for a guild to hopefully, tentatively, be a thing.
Shocking, but hey, won't see me complaining :)

Since i've had various PMs from people that clearly suffered with reading comprehension, i've also revised the wording a little bit; hopefully it draws as clear a picture as possible.
So for a second and final time (because i know it can be annoying so my due apologies) i'd ask that folks have a look, see if it's within their interests. The more the merrier.
https://www.pantheonmmo.com/content/forums/topic/6116/gauging-interest

*obligatory wall-o'-text warning*
 
I've had difficulty letting go of certain elements of older games. Some of these things to me seem like solutions looking for problems, or better yet, trivial problems being made more complicated than they really are.

  • Invisible armor - Currently on the PROFT forum as a subject being brought up. I don't understand why if a player doesn't like a graphic, either get a different item or just take it off when you want the 'no armor look'. It doesn't need to be an in game toggle.
  • "Mentoring systems" - When someone wants to play a lower level character to play with new friends or something, why is a complicated system of "de leveling" needed just to get around someone making an alt? Make "making an alt" easier seems like a better solution.
  • Faster leveling - Why is getting to max level so important? EQ always seemed to have more interesting group content (especially early expansions) than high end. I'd just eliminate the level cap all together and instead use a soft cap and have the content decide the cap.

1. Stats, stats matter (especially in a game like EQ and older mmo's), that's why "just get a different one or don't wear it" doesn't really apply, you have to wear good armor and simply hurting yourself by not wearing it won't really fly, especially for grouping or doing hard things. How does having a toggle to turn it on/off hurt anything? If I want my character to have no helm graphic but still wear one for the stats the armor gives that seems rather trivial to me, especially since I'm the one that'd be looking at my character more then some random person who's playing the game and sees more and wonders why I have no helmet showing.

2. Simple, time investment. Not everyone has a ton of freetime to play, some friends will start the game earlier than others who might pick it up later. Having to roll a new character to simply play with your friends? It's not fun. Being able to simply take your character and de-level to your friends lv so you can group and play with them is a lot better, it's not a complicated system and it's simply an easy solution to a problem. Forcing people to make alts and re-rolling and then to stay near their friends lv range isn't easy, especially if one of them has a job that requires a lot of time away vs the other who might not. There's not really any positive reason to force alts on people to play with friends of different lv ranges.

3. This is one I agree on. I never got the whole "Rush to max lv" style of play. The journey of getting there IS the game to me and I like to take my time and enjoy it. That said, I like to have FUN getting there, some games (including EQ) with it's "hell levels" were not fun at some points in time, a lot of padding and "grinding" to hit level ups. IMO Quality>Quantity.

I would rather have a lower time to level up but get being filled with fun and varied content vs having looooong lv's that are mostly spent grinding and doing repetitive tasks over and over that isn't that fun or varied.
 
If you agree that time and means should not matter and quality trumps quantity, why would you excuse mentoring? If the journey is such an amazing experience and the end does not matter, surely re-rolling, to be with a friend no less, should be a welcomed experience? :)

Likewise with stats. You ever wondered why they matter? Where they were taken from? As a concept? Or what having them matter amounts to, in terms of consequences? Given that they were invented for a different medium?
(you as in figuratively)

Anyway, as i keep saying, if 20 years later, with all the maturity that one's supposedly got in the meantime the above are still questions.. or worse still, notions one has yet to even wonder about..

Suffice it to say (hinted in my previous posts) you are mixing things up :)
You've got the autists/aspies/retards, you name them, who are happy enough to hunt one digital carrot after the other; all it takes for them to be happy. Harder to reach the carrot? The more its stats matter? Amagad, hardkkkore!!111! Aweomez gaem!1
And you've got the people that want the escapism, the role playing, the new, the adventure, the imagining. No such game, not for such people; so they've gotta fit somewhere else, wherever most applicable. It's 99% of the reason why even the most retarded of an MMO can sport the odd 'social' exception or two.

Know who you are, deal with it. Then know whom the game caters to. And this game, it caters to the aspies. Such pixelz, much wow. This is not an accident, that's what the devs want.
Either you're like that, or you come in aware of it but hoping to find others of a similar mindset.

Seeing people of a certain age attempting to rationalize or even worse, excuse "stats" and "hardcore" is just well, sad really. It's been decades, surely by now we should have grasped the what and the why.
These were the questions "posed" said same twenty years ago; what am i, Aenra (not being figurative now), to think when they're being discussed still, by the same people, twenty years of personal growth notwithstanding?
/rhetorical

Know who you are, lol. Not just in games.
 
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Yikes you ramble. Some of the most meandering pontification I've read in years. Not mad or put out, more impressed. Tell me you've got a gaming blog or channel somewhere? Not joking or sarcastic, I'd read/watch. Much words, so wow.
 
If i touched you somewhere special, it was by accident, i swear :)

At least that time it wasn't all handsey and gropey, just a quick pinch.

Was more talking about your guild post on the officials. Dayum man.
 
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Was more talking about your guild post on the officials

It's a double edged kind of thing..
If i'm not myself/honest, i've a high chance of wasting my time talking, or trying, with people i'd never actually bother with; and in a social context this matters.
My views being what they are however, said honesty often amounts to folks getting butthurt; can live with that just fine, always have :)

I don't fuck with people, i don't pretend. In a world filled with retards, there's only one downside to this, i need explain myself. Because most just won't get it, not with a one-liner; hence the occasional wall-o-text you hinted at above.
* And i do occasionally apologise for that! :)
* If the game interests you, if hanging out with perverted sociopaths counts as quality time in your distorted view of the cosmos, by all means feel free to PM me for info; or get a restraining order, that's O.K. too.
 
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They basically had to update the graphics otherwise people would write off the game for that alone. Really hope they would have some cool spells effects like they did in either EQ 2 or Dark Age of Camelot.

If they took another 2+ years I wouldn't care really just hope the game is successful.
 
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