test content
What is the Arc Client?
Install Arc

Special Forms of Movement

2»

Comments

  • zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited June 2012
    As an Archmage, I must say that I am partial to "Dimension Door" and "Teleport without Error." Depending on how powerful players can get in Neverwinter, I really hope these spells are done justice and are a viable travel option for higher level mages and sorcerers. I also really love "Fly" and "Levitate," indeed.

    The Dungeon Master in me also hopes they implement regular "Teleport" and do the chance for error and outcome some proper justice as well.
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2012
    draygoth wrote: »
    I think it would be nice for mages to be able to cast spells on themselves and group, such as levitate and featherfall. i am not against them casting spells such as fly or teleport either. I would really like to see various forms of travel/movement in this game and maybe not all will be in at launch. I know that COH/COV had swimming(it was not under water, only across), flying and levitate, so i belive Cryptic can do some amazing things in this area.

    Levitate is a personal one-time daily utility power now:

    Wizard Utility 6Levitate
    You rise off the ground a short distance.
    Daily Arcane
    Move Action Personal
    Effect: You move up to 4 squares vertically and hover there until the end of your next turn. While aloft, you are unsteady, taking a -2 penalty to AC and Reflex. If some effect, such as a pit opening below you, causes you to be more than 4 squares above the ground, you drop down to 4 squares above the ground. You do not take damage from such a fall. When the levitation ends, you descend to the ground without taking falling damage.
    Sustain Move: You move up to 3 squares up or down or 1 square horizontally, and you hover there until the end of your next turn. You cannot go higher than 4 squares above the ground.


    And so is fly
    Fly
    You leap into the air and are borne aloft on wings of magic.
    Daily Arcane
    Standard Action Personal
    Effect: You gain a fly speed of 8 until the end of your next turn. When the fly speed ends, you float to the ground without taking falling damage.
    Sustain Minor: The fly speed persists until the end of your next turn.


    So the power could not be used as an exploit or as a constant form of movement.


    And winged boots are a RARE treasure item, as well as feather fall devices are a PARAGON-LEVEL ringed item, so no need to worry about items gaming the system.
    [SIGPIC][/SIGPIC]
  • propagandawar23propagandawar23 Member, Neverwinter Beta Users Posts: 36
    edited June 2012
    Climbing should be integrated. They let you run on walls in CO and climbing is not hard to imitate in the video game arena. However a skill check should happen every 10 feet or so to see if you fall. I think it would be awersome for rouges and others to be able to go through tower windeows and such. Also the old spiderclimb spell was awesome. Going upside down and trying to cast spells while I had my robes flyimg in my face showing everyone my unmetionables.

    Another thing popped up. A rouge going up a cliff and dropping a rope down would be quite cool.

    Flight should last an in game hour per x level like in the traditional rules.
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2012
    Climbing should be integrated. They let you run on walls in CO and climbing is not hard to imitate in the video game arena. However a skill check should happen every 10 feet or so to see if you fall. I think it would be awersome for rouges and others to be able to go through tower windeows and such. Also the old spiderclimb spell was awesome. Going upside down and trying to cast spells while I had my robes flyimg in my face showing everyone my unmetionables.

    Another thing popped up. A rouge going up a cliff and dropping a rope down would be quite cool.

    Flight should last an in game hour per x level like in the traditional rules.
    Climbing should be integrated. They let you run on walls in CO and climbing is not hard to imitate in the video game arena. However a skill check should happen every 10 feet or so to see if you fall. I think it would be awersome for rouges and others to be able to go through tower windeows and such. Also the old spiderclimb spell was awesome. Going upside down and trying to cast spells while I had my robes flyimg in my face showing everyone my unmetionables.

    Another thing popped up. A rouge going up a cliff and dropping a rope down would be quite cool.

    Flight should last an in game hour per x level like in the traditional rules.

    Flight lasts one turn's worth of time as shown per my above post, and is a daily spell in fourth edition. If this is using "traditional rules," it is "inspired" by 4th edition love it, hate it or in the middle.

    Either flight needs to be scaled to a 4e MMO ratio traditional setup or should not be included at all as a power. It's a PARAGON power anyway (flying, not the floating feather fall,) so when a paragon power is limited to a game turn, there's a good balance reason why.


    Conversely, I don't expect to see a large amount of aerial enemies until after paragon tier as well.


    Climbing on the other hand, is really supported in feats, items and even certain species' movement types from heroic tier, and I do hope it can be incorporated in the game in a similar way the CoX series did, but D&D-themed.
    [SIGPIC][/SIGPIC]
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited June 2012
    I don't think comparing with pnp turns is the right way to deduce the movement in a MMO. If the flying is to be restricted, there can be fuel like system with long cooldown, or it may take up resources(money) to stay in air. That way it can be restricted. But there is no reason not to have flight in game. There can however be, no fly zones like for example in/near the cities etc.

    For default travels to motes, flying can be a taxi system to reach there, to avoid the extra costs of falling in mid-air.
  • aralixaralix Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 45
    edited June 2012
    Levitate is a personal one-time daily utility power now:



    And so is fly


    So the power could not be used as an exploit or as a constant form of movement.


    And winged boots are a RARE treasure item, as well as feather fall devices are a PARAGON-LEVEL ringed item, so no need to worry about items gaming the system.

    so instead of sitting midair he quickly flies back up the cliff the monsters just got down from
    rinse repeat

    how long is 1 turn in a live action game? 8 secs? 2?
    how long should developers set fly ability to make it useful but not exploitable?
    you cannot simply compare pnp to a action game that easy there has to be some conversion

    while others have brought up a point
    restricting where such abilities can be used would work -- public areas fly ok
    dungeon delves? your grounded

    and "rare" items just means you have to grind longer before you start exploiting the system, i'm not against having this stuff in the game

    I just don't think its as simple as doing the programming
    again this is my opinion
    The truth will EAT you!
    328894f9-2005-4d27-a221-67ec37aa20f9_zpse7d8f150.jpg
Sign In or Register to comment.