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Quick question about dailies

psychotichamsterpsychotichamster Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
edited December 2012 in General Discussion (PC)
I've never really played a DnD product before, other than a small stint in DDO, so when the devs talk about dailies, what exactly do they mean? I know its an ability that you use after building up the die shaped thing on your UI, but can you only use that ability once per day(I'm assuming so since its called a daily)? Is it once per ingame day or real world day? Maybe its because I'm not a hardcore DnD fan, but it seems odd to have a once a day feature structured around one ability, and it seems like people would just store it til a boss fight to in a way "cheat" the game. "By cheat" I mean find a way to complete something in an easier way than intended, like exploiting a bug.
Post edited by psychotichamster on

Comments

  • marenormarenor Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited November 2012
    Your confusion is caused because the term daily is from PnP. From what I understand the term has been carried over to NWO but the cool down is based in game activities which build up as you play, represented by the die. As soon as the die is full, the 'daily' power may be used within NWO and the process for the cool down restarts. The activities that build up the ability to use a 'daily' power are class related, so the more activities you do in game which relate to your class, the faster the 'daily' power may be used again. I do not believe there is any link to in game or out of game time for the use of the 'daily' power.
  • psychotichamsterpsychotichamster Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 8 Arc User
    edited November 2012
    Okay, thanks for clearing that up. The name "daily" made it sound like a once a day thing, which is fine if its a really impactful action, but to make an ability like that just seems like a poor choice in design.
  • marenormarenor Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited November 2012
    No worries, the term had me confused for a bit but there was an explanation of it in one of the videos. I am unsure as to how the daily power works in PnP as my experience ends at 3.5 ed due to time and location restraints for the campaign I was in. But I am sure about the explanation from the video which stated that activities in game that related to your class were the methods for regenerating the 'daily' power and that it was not time specific.
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited November 2012
    Yeah, and adding to the confusion is the term "Dailies" also can mean event that happen in MMO's once a day you can participate in.


    From my FAQ. Blue is Tabletop D&D reference, green is in-game MMO reference.


    All characters have powers. Powers are separated into the following: At-will powers, Encounter powers, Daily powers, and Utility powers, like the 4th Edition rules:



    1. At-will: At-will powers go off every attack turn and are "always available." You can use them every attack, but can only use them one time per attack. In an MMO comparison, they have no cooldown timer.
    2. Encounter: Encounter powers pack more power and often incorporate special abilities linked to a class type, (like a Trickster Rogue dropping a dummy to distract enemies and make them vulnerable to more damage.) In an MMO comparison, these are cool-down powers from six to twelve seconds potentially.
    3. Daily: "Daily" powers gain their name from the D&D books. The game allows one casting or an amazingly powerful ability, but you must rest 6 hours or have an extended rest to use it again. The MMO daily powers are not limited to just once per day. By doing class-related activities in attacks (fighters defend, wizards control, rogues strike when they have advantages, etc.) you fill a graphical "die" up with "action" points. When filled, you can unleash your "daily" power which is a devastating attack to multiple enemies. By doing class-related activities again, you can "refill" this meter again, often taking a suggested 2-3 encounters, but results may be more or fewer encounters than this. In an MMO comparison, this is considered an "Ultimate" or "Limit Break" power.
    4. Utility: The Utility power is often a defense power like a fighter's block, rogue's roll or a wizard's "teleport jump" to avoid being hit. Unlike the books, this MMO power appears to also be at will or encounter instead of daily in use, but more information is needed on this.
    Gameplay/UI works as follows:
    • All players gain two at-will powers, mapped to your left and right mouse buttons.
    • Encounter powers are linked to the Q, E, and R keys.
    • Daily powers are mapped to the 1 and 2 keys.
    • The utility power is mapped to the shift (and sometimes tied in with a movement) key.
    • The character is moved using the standard WASD keyboard setup. The mouse when moved moves your character's facing or "looking" direction.
    • For targeting, this "Game Trailers" video (shown starting at :40 seconds) shows there is a targeting reticule. A cursor is available in-game for selection of other (non-combat mainly) User Interface (UI) actions by holding down the alt key.
    • Due to the fast-paced speed of the game as well as how D&D works, you will not have more than several active powers at one time (maybe seven, or possibly similar to how the tabletop game goes: two at-will powers, one to three encounter powers, one to two daily powers, and one class customized utility power such as a fighter's shield block, a rogue's jump behind the enemy or a wizard's teleport hop, ) but can swap out the types of powers you want to use (from something like a powers known list) on the fly.


    Finally, the tabletop game system uses the term "skills" to mean game-checked abilities the character will use (such as Arcana and Perception) and "powers" to means the attacks and utilities described above rather than the (MMO-used) term "skills." These terms will be uses as such throughout this FAQ and all Neverwinter Online descriptions, so please be aware of this when the terms "skills" and "powers" are used as such in D&D and this D&D game.
    [SIGPIC][/SIGPIC]
  • ssantiagoxssantiagox Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited December 2012
    Sorry for raising an old thread, but I came over here to figure out the "daily" thing for myself. This explained it well, thanks.

    However, I have to ask, why? It doesn't make a whole lot of sense to me to use a name that will confuse the vast majority of players and lead to lot's of questions. Are there no other D&D terms that would apply or is it simply out of the question to use a more appropriate term like "special" abilities?

    Thanks. Can't wait to play the game!
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited December 2012
    ssantiagox wrote: »
    Sorry for raising an old thread, but I came over here to figure out the "daily" thing for myself. This explained it well, thanks.

    However, I have to ask, why? It doesn't make a whole lot of sense to me to use a name that will confuse the vast majority of players and lead to lot's of questions. Are there no other D&D terms that would apply or is it simply out of the question to use a more appropriate term like "special" abilities?

    Thanks. Can't wait to play the game!

    Its because the game is based on 4e and in pnp daily is actually daily - i.e. once after rest.
    Because this is action based MMO, in the end they decided to have that d20 gauge instead of rest.
    This is also a fair way to reward a player who plays his class correctly

    in pnp, you have at-will which you can use anytime; utility which is based on your class; encounter which you use once per encounter (e.g. if you have 3 encounters in day you use it thrice) and lastly daily which you use after rest.

    To implement it they decided to have encounter on large cooldowns as in MMO you face a lot of encounters opposed to 1-2 encounters in pnp. And for daily they wanted to make it on number of enemies you fight - so they had a gauge.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited December 2012
    Just to quickly add...

    They have kept the delay about PnP Standards. "daily" doesn't mean once in 24 hours, as Gilrmn stated, it means once per rest. But in PnP you rest maybe once every 10-15 minutes, give or take, depending on the difficulty of the adventure.
    However in an MMO, or even a Co-Op, those rules don't transfer as well since the delay between time isn't as innate. I think the default of NWN was 1 hour lapse every two minutes and player developers often placed a once per 8 hours (16 minute) rest.

    In Neverwinter we won't see such resting mechanics, as near as I can tell, so they implemented various functions which should give similar results. "daily" powers should take a decent amount to charge up while encounter powers cooldown will generally be back up by the time you reach another.

    All in all these are the PnP Mechanics scaled down to an MMO Environment...confusing, somewhat, but overall it's arguably a requirement to keep some form of D&D foundation.
  • missoukmissouk Member Posts: 42
    edited December 2012
    The MMO daily powers are not limited to just once per day. By doing class-related activities in attacks (fighters defend, wizards control, rogues strike when they have advantages, etc.) you fill a graphical "die" up with "action" points. When filled, you can unleash your "daily" power which is a devastating attack to multiple enemies. By doing class-related activities again, you can "refill" this meter again, often taking a suggested 2-3 encounters, but results may be more or fewer encounters than this. In an MMO comparison, this is considered an "Ultimate" or "Limit Break" power.

    this is no more no less than the "combo" mechanics of wow rogues, waow! i'm impress by such creativity!!!
    and what was a daily to make it not too powerfull can now be used in every combat : well done! Say hi to the horde of "kevin" players that are going to roll rogue to play it wow style... and prepare to say bye, coz obviously, trying to make a wow like will only lead you to fail, coz wow has 7 years of developping and polishing behind it.
    shame
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2012
    Well, if you're going to claim it came from one class in WoW, I'm going to trump you and claim as I mentioned before NW is closer to a reverse buildup limit break system (enemies are damaged or defended against) like Final Fantasy VI, which I personally remember playing. However, that system is turn based and not a comparable system even if the buildup mechanics for "ultimate" powers often stem from this game in future MMO's.

    And please don't comment on its failure before trying it out.


    Until somebody actually tries it in action, assuming only comes off as uninformed at best. I've actually tried the demo, and it's nothing like that WoW. It's a buildup of power, an expenditure of power and the bosses may even resist it. That's as close to similarities as we get. Since the attacks don't build up the daily power damage, it's nothing like that and the daily power is a fixed amount based on its abilities alone.Action points while having a differnt option in tabletop do not augment the daily power and simply act as a meter.

    Last I checked, I have heard absolutely no plans to make the daily power damage for classes modifyable to the damage dealt or have items that modify that power directly.

    It simply adapts a once per 8 hour extended rest power into an action MMO standard. And last I checked, WoW is still a tab-based point and click combat system. WoW to EQ or EQ 2 comparisons would make much better sense.

    Comparing NW to an action MMO at least would be a better comparison how something was "copied."
    [SIGPIC][/SIGPIC]
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited December 2012
    missouk wrote: »
    this is no more no less than the "combo" mechanics of wow rogues, waow! i'm impress by such creativity!!!
    and what was a daily to make it not too powerfull can now be used in every combat : well done! Say hi to the horde of "kevin" players that are going to roll rogue to play it wow style... and prepare to say bye, coz obviously, trying to make a wow like will only lead you to fail, coz wow has 7 years of developping and polishing behind it.
    shame

    It has orcs like WoW too.
    It even has elves! - like WoW!
    How outrageous!
    It even have levels - just like WoW - but it has less level! - WoW wins! It has more levels!
    It even allows you to attack monsters like WoW!

    SUCH A BLATANT COPY!

    p.s. all those points wow picked from D&D. D&D in turn picked some of the lore from tolkien like halflings, elves(non-tolkien elves are actually supposed to be like 4-5 feet tall). Just pointing it out, not making an argument. :)
  • elewyndylelewyndyl Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2012
    gillrmn wrote: »
    It has orcs like WoW too.
    It even has elves! - like WoW!
    How outrageous!
    It even have levels - just like WoW - but it has less level! - WoW wins! It has more levels!
    It even allows you to attack monsters like WoW!

    SUCH A BLATANT COPY!

    p.s. all those points wow picked from D&D. D&D in turn picked some of the lore from tolkien like halflings, elves(non-tolkien elves are actually supposed to be like 4-5 feet tall). Just pointing it out, not making an argument. :)
    Melt on this info:).
    1. WOW is the best MMO I have played. Eventually after 3.5 years I got bored on it and stopped playing in 2011.
    2. Dungeons Dragons is the best fantasy pen and paper roleplaying game that I have played. Though last time I played pen and paper it was GURPS fantasy roleplaying game.
    3. R.A Salvatore is the best Dungeons Dragons writer according to my taste and he supports together with Wizards of The Coast the game Neverwinter.
    4. I enjoyed Baldurs Gate games and Neverwinternights 1 and 2.

    I know this game has not every feature that WOW has. That said this game has the FOUNDRY a powerful tool to create adventures with that most MMO:s certainly do not have. From what I have seen Neverwinter is absolutely the game that interest me most in 2013.
  • crypticmapoliscrypticmapolis Member, NW_CrypticDev, Cryptic Developer Posts: 240 Cryptic Developer
    edited December 2012
    I've never really played a DnD product before, other than a small stint in DDO, so when the devs talk about dailies, what exactly do they mean? I know its an ability that you use after building up the die shaped thing on your UI, but can you only use that ability once per day(I'm assuming so since its called a daily)? Is it once per ingame day or real world day? Maybe its because I'm not a hardcore DnD fan, but it seems odd to have a once a day feature structured around one ability, and it seems like people would just store it til a boss fight to in a way "cheat" the game. "By cheat" I mean find a way to complete something in an easier way than intended, like exploiting a bug.

    Early commentors in this thread did a great job explaining it, but I'll go into some detail.

    The term "Daily" does come from D&D 4E and is really meant as a big highly effective power that is great at taking a tough enemy out or getting you and your party out of a bad spot in battle. Neverwinter uses daily powers in this way too, as they tend to be great at turning the tide of a losing battle.

    Daily powers can be used when your action point meter is full. To fill your action point meter, you must play to the strengths of your class. For example, as a control wizard, if I use Ray of Frost to slow an enemy, I am controlling that enemy's run speed and gaining action points while doing so. If I were to start throwing magic missiles, all they do is damage the enemy, so little or no action points are earned.

    This all folds into how you structure your battle tactics. If I'm running solo as a control wizard, I prefer to tweak my wizard to do more damage and focus on control powers that augment the pure damage powers. Even the dailies I choose to use may be more damage focused. In this mode I'm more reliant on daily powers to get me out of a bind, so I earn action points at a rate that lets me use dailies once every 3-4 encounters.

    If I'm running with a group, I'm much more helpful when I slow or disable enemies so the strikers can be the most effective. The daily powers I would use would be the most effective at stopping enemies in their tracks, and my other powers would be geared to earn me action points more rapidly so I can keep the dailies coming.

    These are just a couple strategies from one class. Daily powers ultimately reflect the kind of strategy you've chosen for your character, and they also reflect the strengths of your class.
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