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MMORPG Playtest Feedback

aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
edited February 2013 in General Discussion (PC)
So MMORPG playtests with the Neverwinter Devs! Finally we get to realize what Neverwinter Online will play like. So without further ado, lets get to the feedback:

1. I'd like to get a "before and after" read, so please choose among the following thoughts of Neverwinter Online before and after watching the MMORPG playtest with developers:

a. Was interested, now I am jacked. Very excited to play.
b. Was interested, now I am disappointed. I will give it a shot, but much less excited now.
c. Was interested, not so much now. After what I saw, I am passing.
d. Was not interested, now I am considering it. Better than I thought it would be.
e. Was not interested, now I am jacked. Very excited to play.
f. Was not interested, still not be interested. I am passing.


2. What did you think of the combat?

3. Rooting. What was your feel on having to stop and plant yourself for each swing or to cast?

4. What was your feel on the voice chat? Sound effects?

5. What is the one thing that popped out that you loved, and one thing that you didnt like?

6. General feedback: let 'er rip!!

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Post edited by aandrethegiant on

Comments

  • vangaldvangald Member, Neverwinter Beta Users Posts: 325 Bounty Hunter
    edited February 2013
    1. b
    2. After seeing a few more videos but.....(moving on to 3)
    3. I don't like the fact that all combat is basically rooted. I can understand having some of it rooted but all of it? This makes the active combat seem like a moot point now. When I think of an active combat system I think of the type of action you get from games like Chivalry. Now it looks like a beat em up with an rpg skill tree.
    4. I don't have any super distinct feelings on this at the moment.
    5. Companions. Didn't see other uses for companions outside of combat.
    6. Early game is pathetically easy and though people say "yeah because it is teaching the controls" this shouldn't be an issue. It doesn't need to be that mindlessly easy just to learn the controls.

    There were comments on the forum at one point bitching about the ego inflating numbers. Using large numbers in order to denote stats that in an actual D&D game would be rather small. It was a silly thing to complain about but it mainly nudged at the point of unnecessary ego boosting and a sense that it is a bit patronizing. Well the numbers don't bug me like that but the choices of AI/NPC's that one faces at low level does. If it is a character that SHOULD be a challenge in any reasonable capacity I don't want to see it dumbed down to the point of being a cakewalk. Now granted that by not doing that most RPG's then end up having you slay rats and roaches and that isn't good either. There is surely a middle ground here to be reached. If you HAVE to have a more menacing creature used for low level give him a noticeable handicap. Or create an alternate method of defeating him that fits the story. Don't ask me why little things like that bug me but they do.

    Then the part where the enemies just stand there waiting. Waiting in a fight stance. Clear line of site of the players but no. You are not close enough yet. Nevermind the fact that you are slaying ALL their useful minions. I mean at least give me some animations for these characters to be doing in the mean time. So that there is at least a reason they aren't noticing the guy they are looking DIRECTLY AT. This is one thing I really like about CoH. The enemies would carry on conversations with each other and would be doing something. Loading a truck or taking apart a public telephone box etc.

    Hopefully these are all things that can be fixed in the foundry.
  • quorforgedquorforged Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    1. I'd like to get a "before and after" read, so please choose among the following thoughts of Neverwinter Online before and after watching the MMORPG playtest with developers:

    I continue to be interested.
    2. What did you think of the combat?

    Looks neat. The Channel Divinity and Stealth meter mechanics look interesting. Lots of cool looking abilities.
    3. Rooting. What was your feel on having to stop and plant yourself for each swing or to cast?

    Is this the case? Seemed like the cleric was moving around while casting. Couldn't tell with the melee, although that's where I'm more worried about it. I thought we were told before that there wouldn't be rooting?

    If there is full rooting, then I will hate it. Action combat is not action combat with rooting all over the place. This is what ruined melee in TERA for me. This is one thing that DDO gets so completely right, that no other MMO I've played manages. The feeling of freedom of being able to move around while attacking is so fundamental to action combat. It outweighs all the flashy animations that Neverwinter and TERA have that DDO doesn't really have.

    I just don't get why it's such a universal MMO convention. It's so obviously terrible in every way. Is it laziness for animation?

    Action combat should feel like playing a 3D Zelda game, or a third-person-shooter, not same-old boring WoW combat sped up.
    4. What was your feel on the voice chat? Sound effects?

    Voice chat seemed to be a bit buggy, but it otherwise seemed to work well. Sound effects sound good to me.
    5. What is the one thing that popped out that you loved, and one thing that you didnt like?

    The flanking mechanic looks neat, and wasn't something I was expecting.

    "Rolling" dice for ability scores during character creation is completely stupid. Looks like it's an array or pointbuy behind the scenes. Just make that available instead, instead of making us click a button until we get the stats we want.

    The question of rooting is probably my biggest concern, though.

    edit: here's what I was remembering about rooting:

    http://www.mmorpg.com/gamelist.cfm/game/634/feature/6284/Neverwinter-Cryptics-Dark-Horse-Rising.html
    And yes, you can move as you attack. No locked animations. You can jump, dodge, run, and break skills after you start casting them.

    Did they change this at some point? Or was the author just plain wrong?
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited February 2013
    quorforged wrote: »
    Is this the case? The question of rooting is probably my biggest concern, though.

    Good question isnt it :) Well, if you watch closely, at no point does a player swing while moving. Certainly with caster and melee, mid cast or swing, no one's feet are moving. Not saying one is good or bad... after all we are discussing one's personal tastes after all.

    However due to viewing the videos, rooting does appear to exist.

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  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited February 2013
    quorforged wrote: »
    was the author just plain wrong?

    Jumping is clearly allowed while moving from the video. Im sure you can do some things while moving, but swinging and casting? good question ;)

    TYRS PALADIUM - A Premier Neverwinter Online Guild
    No Drama. Camaraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
    Research our Guild here: Read our official Recruitment thread | Sign up here: Tyrs Guild Website! | NEVERWINTER GUILD LEADERS: Join the Fellowship!
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited February 2013
    Good question isnt it :) Well, if you watch closely, at no point does a player swing while moving. Certainly with caster and melee, mid cast or swing, no one's feet are moving. Not saying one is good or bad... after all we are discussing one's personal tastes after all.

    However due to viewing the videos, rooting does appear to exist.

    It must have been introduced after the alpha because I remember athene trying to "backpeddle" and move while using the mage.

    Maybe it is intentional?

    DUN DUN DUN!!!
  • quorforgedquorforged Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Good question isnt it :) Well, if you watch closely, at no point does a player swing while moving. Certainly with caster and melee, mid cast or swing, no one's feet are moving. Not saying one is good or bad... after all we are discussing one's personal tastes after all.

    However due to viewing the videos, rooting does appear to exist.

    I could've sworn I'd seen the cleric moving while casting, but now that I look again, that doesn't seem to be the case. Ugh... this is really undermining my interest in this game.

    As far as good or bad, does anyone actually prefer having rooting for everything? The only reason I could see having it is to prevent kiting, but that can be solved with just slowing movement speed for ranged attacks. And there's no good reason to root melee attacks.
  • castagyrecastagyre Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited February 2013
    1. Was moderately interested, still moderately interested.

    2. Looked a bit chaotic

    3. I don't care much. After 14 years of these games I've grown used to it.

    4. N/A, had sound off.

    5. Game looks nice. Choices seem limited.

    6. Honestly, I just want to play D&D. If this were a different setting I might not be here. The game looks fun enough and I'm looking forward to it, but I'm not a super-hyped fanboy. That hasn't really changed. Maybe it will after I get my hands on it.
    Remembering Hanlon's Razor can save one a lot on aspirines.
  • shaudiusshaudius Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2013
    quorforged wrote: »
    If there is full rooting, then I will hate it. Action combat is not action combat with rooting all over the place. This is what ruined melee in TERA for me. This is one thing that DDO gets so completely right, that no other MMO I've played manages. The feeling of freedom of being able to move around while attacking is so fundamental to action combat. It outweighs all the flashy animations that Neverwinter and TERA have that DDO doesn't really have.

    Rooting is an intentional design choice. Apparently they feel that combat is too easy if you can move around while you cast, which I kind of agree with, no mob is ever going to be a challenge if you can just run around shooting at it before it can catch you.
    See the discussion here on the total biscuit video:
    http://www.youtube.com/watch?v=Z0E6Yw-M1YY
    the discussion of rooting starts around the 31:30 minute mark.
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  • castagyrecastagyre Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 4 Arc User
    edited February 2013
    shaudius wrote: »
    Rooting is an intentional design choice. Apparently they feel that combat is too easy if you can move around while you cast, which I kind of agree with, no mob is ever going to be a challenge if you can just run around shooting at it before it can catch you.
    See the discussion here on the total biscuit video:
    http://www.youtube.com/watch?v=Z0E6Yw-M1YY
    the discussion of rooting starts around the 31:30 minute mark.

    Which is the reason dodging in GW2 is mostly useless outside of certain circumstances in PvE. No need to dodge if you can circle strafe or kite well.
    Remembering Hanlon's Razor can save one a lot on aspirines.
  • doctorcomicsdoctorcomics Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited February 2013
    quorforged wrote: »
    If there is full rooting, then I will hate it. ... I just don't get why it's such a universal MMO convention. It's so obviously terrible in every way. Is it laziness for animation?

    So this came up in Total Biscuit's play through and he asked the devs "Why can't we move and attack at the same time." And the developer who answered him had a lot to say. I really recommend watching the video.

    First, they went through several iterations on this. So they tried a lot of things, and found pros and cons, and had to decide what their priority was.

    And it turns out that characters who are moving and attacking feel "floaty." Their combat animations don't feel weighty, because the avatar is swinging with only the top half of his body while his legs run all over. By making the character stop to attack, they can use the whole body -- legs and feet planted on the ground -- to get animations which feel heavy, powerful, and more real. It helps player projection into the avatar's space.

    So: You don't have to agree. And a lot of people won't. But it was not lazy, and Cryptic has a reason, and they tried it both ways, and went with this one. You don't have to agree. But you have to respect the work, the effort, and the time.
  • zagemoggazagemogga Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2013
    So MMORPG playtests with the Neverwinter Devs! Finally we get to realize what Neverwinter Online will play like. So without further ado, lets get to the feedback:

    1. I'd like to get a "before and after" read, so please choose among the following thoughts of Neverwinter Online before and after watching the MMORPG playtest with developers:

    a. Was interested, now I am jacked. Very excited to play.
    b. Was interested, now I am disappointed. I will give it a shot, but much less excited now.
    c. Was interested, not so much now. After what I saw, I am passing.
    d. Was not interested, now I am considering it. Better than I thought it would be.
    e. Was not interested, now I am jacked. Very excited to play.
    f. Was not interested, still not be interested. I am passing.
    1. moderate and now more interested in all the horder options. For example to collect items in a dungeon and be able to assemble them at the end following a recipe written on a scroll.
    2. What did you think of the combat?
    2. not so much interested as long as monsters are doable without raids or something beyond a group, except maybe one or two monsters in the whole game.
    3. Rooting. What was your feel on having to stop and plant yourself for each swing or to cast?
    3. don't care
    4. What was your feel on the voice chat? Sound effects?
    4. don't care
    5. What is the one thing that popped out that you loved, and one thing that you didnt like?
    5. The dwarf behaved like a picture while not moving and the humans also appeared stiff to me. Commoner 1, commoner 2, commoner 3 etc. I hope they come up with some names. The NPC wouldn't interact with the PC, like greet them or look at them. They even went constantly through the wolf-mount of the one PC.
    The graphic is very good, no blurry corners but real edges on the wood and no comic graphic. Those class items in the areas looked interesting. I only had arcane things which noone could use... :(
    They got Tieflings!
    6. General feedback: let 'er rip!!
    6. wish it would be tomorrow already...
  • quorforgedquorforged Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Thanks for the video. It's, well, still disappointing, but glad to hear they put real thought into it.
    And it turns out that characters who are moving and attacking feel "floaty." Their combat animations don't feel weighty, because the avatar is swinging with only the top half of his body while his legs run all over. By making the character stop to attack, they can use the whole body -- legs and feet planted on the ground -- to get animations which feel heavy, powerful, and more real. It helps player projection into the avatar's space.

    I think a possible compromise could be to have the most basic, at-will attacks be usable while moving, and have encounters have those heftier, full-body animations. That would also give some tactical weight to using encounter powers instead of at-wills, in addition to cooldown management. And while there's a game balance justification for rooting ranged attacks, there really isn't one for melee attacks.

    I guess I never found DDO's animations "floaty", just simple, so this doesn't seem like a problem that has to be solved by limiting the gameplay. And considering that mobility is a huge part of melee combat in reality, I would have to think it's at least possible to have satisfying combat animations while moving, even if it's difficult to do, and thus might be limited to only a subset of powers.
  • ruinedmirageruinedmirage Member Posts: 440 Bounty Hunter
    edited February 2013
    Every time I heard some particular questions (will there be gift boxes, talk about crafting, PvP, describe cash store, etc.), I always heard a delayed pause, then a stuttering phrase similar to, "W..we can't really talk about that right now...."

    And then I heard the virtual moan of thousands of viewers, and I wasn't even on chat or anything. It was a little disheartening and sad when even the highest people on the ladder can't even say, "this is subject to change, but....." they just don't want to answer because they know that it'll disappoint everyone.
  • aandrethegiantaandrethegiant Member Posts: 3,369 Arc User
    edited February 2013
    Well, maybe we can get some answers real soon ;)

    TYRS PALADIUM - A Premier Neverwinter Online Guild
    No Drama. Camaraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
    Research our Guild here: Read our official Recruitment thread | Sign up here: Tyrs Guild Website! | NEVERWINTER GUILD LEADERS: Join the Fellowship!
  • doctorcomicsdoctorcomics Member, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited February 2013
    quorforged wrote: »
    Thanks for the video. It's, well, still disappointing, but glad to hear they put real thought into it.

    I hear you and your frustration. Personally, I'm eager to give the game a shot. If I decide I need to move and attack, I'll just play GW2.
  • darkweather12550darkweather12550 Member Posts: 1 Arc User
    edited February 2013
    Hello, I'm a long time player of NWN1 "Diamond" which was a great game 16 classes and tons of races, though when NWN2 came out they killed the game(I did buy NWN2 and played it for 3 weeks everything from game play to classes were all messed up so i packed it away and never played it again. it seems to me your missing a lot of races for a D+D game no gnomes, half lings. My real Q is this game based off NWN2 or 1??
  • tinbender02tinbender02 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 209 Bounty Hunter
    edited February 2013
    So MMORPG playtests with the Neverwinter Devs! Finally we get to realize what Neverwinter Online will play like. So without further ado, lets get to the feedback:

    1. I'd like to get a "before and after" read, so please choose among the following thoughts of Neverwinter Online before and after watching the MMORPG playtest with developers:

    a. Was interested, now I am jacked. Very excited to play.
    b. Was interested, now I am disappointed. I will give it a shot, but much less excited now.
    c. Was interested, not so much now. After what I saw, I am passing.
    d. Was not interested, now I am considering it. Better than I thought it would be.
    e. Was not interested, now I am jacked. Very excited to play.
    f. Was not interested, still not be interested. I am passing.


    2. What did you think of the combat?

    3. Rooting. What was your feel on having to stop and plant yourself for each swing or to cast?

    4. What was your feel on the voice chat? Sound effects?

    5. What is the one thing that popped out that you loved, and one thing that you didnt like?

    6. General feedback: let 'er rip!!

    1. somewhere between d. and e. my reservations are not from the video more from the we'll add it later mantra.
    2. suprised myself by liking the the combat.
    3. rooting wasn't a problem for me. it has advantages and disadvantages so to me it is a wash.
    4. voice chat seemed good despite a few technical difficulties
    5.Loved the look, still don't like those character templates but were stuck with them
    6.The game looked good enough to intrigue me off the fence. I like that the team combat was actually team combat and each brought something useful and possobly even needed to the fight.
    [SIGPIC][/SIGPIC]
    *sniffs* Me want ranger
  • tinbender02tinbender02 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 209 Bounty Hunter
    edited February 2013
    Hello, I'm a long time player of NWN1 "Diamond" which was a great game 16 classes and tons of races, though when NWN2 came out they killed the game(I did buy NWN2 and played it for 3 weeks everything from game play to classes were all messed up so i packed it away and never played it again. it seems to me your missing a lot of races for a D+D game no gnomes, half lings. My real Q is this game based off NWN2 or 1??

    niether for better or for worse this game was "inspired by" DnD 4e
    [SIGPIC][/SIGPIC]
    *sniffs* Me want ranger
  • denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    1. a
    2. very interesting. Powerful, tactical, everyone deals at least some damage: i'll love to heal, since it seems it will be the hardest thing to do. The addition of Combat Advantage on flanking is a tremendously good idea. The addition of an additional set of abilities based on the TAB ability is just brilliant.
    3. after gw2 i prefer moving when casting, but i'm open to rooting. I'll wait to hear developers' comment in TB video.
    4. I don't care about voice chat. Music seemed really nice, though
    5. traps and loot based on characters' skills (dungeoneering, religion, etc.). I didn't like gold looting in groups, but i was told that they're going to change it.
    6. Various thoughts: a) MMORPG.com players are really really bad. They managed to make difficult what is not difficult at all. b) loot share roll should be baseline on white loot (now it's baseline green), since even scrolls are very important in this game. c) i want a battle cleric d) i want another tank.
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
  • iamtruthseekeriamtruthseeker Member, Moonstars, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Every time I heard some particular questions (will there be gift boxes, talk about crafting, PvP, describe cash store, etc.), I always heard a delayed pause, then a stuttering phrase similar to, "W..we can't really talk about that right now...."

    And then I heard the virtual moan of thousands of viewers, and I wasn't even on chat or anything. It was a little disheartening and sad when even the highest people on the ladder can't even say, "this is subject to change, but....." they just don't want to answer because they know that it'll disappoint everyone.


    Just want to say stuff like this is still being internally tested.
    At least they didn't mention something that might be completely different in a few weeks or months later (like character rooting.)

    Due to some things I know, I'll abstain on answering this poll until other things are publicized.
    [SIGPIC][/SIGPIC]
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited February 2013
    ...
    Due to some things I know, I'll abstain on answering this poll until other things are publicized.

    I now know where to send Loviatar Inquisitors to if I need to get some information.
  • mariorui12mariorui12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    HI every 1

    1- was interested,very interested,now im a bit disapointed,will give it a shot but im less excited.

    2-combat,was interesting,till i found out that i can only use around 7 skills,so basically,tactics is 0,n it becomes more a hack n slash.Wat im trying to say is,well at least wat i like,i like to have the skills at my disposal n use them has i see fit,depending on enemy or situation,the game limits us to the use of only 7 skills...makes me dont want to learn new skills,cuz im gonna have to give up one,to use the new 1,dosnt make a lot of sense to me,well at least is my opinion..

    3-rooting i think its good,i wouldnt want to,like someone said,attack a mob on my right while my legs were running left,it wouldnt feel natural.

    4-voice chat didnt tryed it yet,n sound fx i think they r still working on it

    5-i like the idea of making ur own dungeons, i hate the skills system,has u might have noticed,like GW2 an overall good game,that i cant seem to put myself playing cuz of limited skills...

    6-its still a good game,and im interested in keep trying it out,all the cons i posted here,its not to diminish anything,cuz im sure lots of people like it like that,im honestly stating my opinion n sharing it.

    overall i wish all of you to play and have fun.
  • gillrmngillrmn Member Posts: 7,800 Arc User
    edited February 2013
    mariorui12 wrote: »
    ...
    2-combat,was interesting,till i found out that i can only use around 7 skills,so basically,tactics is 0,n it becomes more a hack n slash.Wat im trying to say is,well at least wat i like,i like to have the skills at my disposal n use them has i see fit,depending on enemy or situation,the game limits us to the use of only 7 skills...makes me dont want to learn new skills,cuz im gonna have to give up one,to use the new 1,dosnt make a lot of sense to me,well at least is my opinion..
    ....

    did you press P and try to change the skills spoonfed to you? there was a large list there of powers shown in feeds.
  • ufdamayaufdamaya Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 42
    edited February 2013
    I am still getting used to all the commands. Overall I really like the game. I will hold off on detailed thoughts until after the last beta test weekend.

    I would definitely recommend the game to my friends based on first impressions.
  • ruinedmirageruinedmirage Member Posts: 440 Bounty Hunter
    edited February 2013
    I've been seeing a lot of complaints about not having enough skills to use. I'm still curious about how many actions or powers you can map onto a typical 360 controller. 4 shoulder buttons, 4 face buttons, 4 directions, and 2 analog buttons. If holding each of the shoulder buttons brought up a different skillset with the d-pad and face buttons, there wouldn't be any problem for me.

    If I see too many icons or skillsets on the screen, it's like watching a foreign film with subtitles. I spend too much time looking at the words and miss the rest of the real action going on.
  • horrorscope666horrorscope666 Member, Neverwinter Beta Users Posts: 415 Bounty Hunter
    edited February 2013
    I've been seeing a lot of complaints about not having enough skills to use. I'm still curious about how many actions or powers you can map onto a typical 360 controller. 4 shoulder buttons, 4 face buttons, 4 directions, and 2 analog buttons. If holding each of the shoulder buttons brought up a different skillset with the d-pad and face buttons, there wouldn't be any problem for me.

    If I see too many icons or skillsets on the screen, it's like watching a foreign film with subtitles. I spend too much time looking at the words and miss the rest of the real action going on.

    With a game pad you can designate a shoulder to be a shift to double up your hotkeys for skills.

    But unless this is coming to consoles (which it is not) I'm not sure why gamepad play is even important to think about. Sure some could have it, fewer even prefer it, but everyone has a k/m and that combo is universally praised as being A-Ok and then there isn't such button limit at all. So to me this is an artificial barrier they could be putting on themselves. And what other MMO that was made for a controller, really take off and be successful? DCUO which I do enjoy, is panned repeatedly over lack of skill choice, because.... it was made for a PS3 controller first.
  • ruinedmirageruinedmirage Member Posts: 440 Bounty Hunter
    edited February 2013
    I have a better time memorizing the layout with a controller. FPS work great for k/m because of the precision and fast movement of the camera, but that's not so much the case with either this game OR 3rd person action games in general, in my opinion. If someone put a keyboard in my hand and told me to hit a specific key without taking my eyes off the screen, I would have to feel around for the little bumps on the "f" and "j" keys, then try and estimate the distance to the correct key, all while being cautious as a life-or-death decision could be the wrong hotkey. If someone tells me to use my heal skill on a controller, I can be most effective without making a single mistake.

    It may depend on how you grew up, though. I've been a solid console gamer since I was 3 years old (NES), but will still get PC exclusives when it comes to RPGs. This is only speculation from watching streams and hearing whispers, but since combat is more rooted and I haven't heard anything about "called shots" or anything requiring super-precision (like headshots in a FPS), it won't be as twitch reliant as other genres might be.

    For me, I was raised with a controller, and I can be more efficient when I'm not accidentally bringing up inventory, menus, or map screens in the middle of combat.
  • mariorui12mariorui12 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    ok,so we played some more hours,and when i say we,means 5 people that have lots of experience in online games,and wat we achieved,was a game to play but not to play hardcore...
    game is to easy to lvl up,5 players in 5 hours achieved lvl 18,skills limitation is just stupid,u learn bunch of skills but u cant use them cuz u cant place them in hotkeys,and it dosnt seem like ur playing ur class at all,meaning tank dont feel has tank and healer dont feel like healer.for example,cleric wants to heal tank,but if someone steps in ur front while u press the button,the tank wont receive any healing cuz someone just runned across u and ur target... heals are short heals like regen....
    tank can keep agro if u sacrifice other attacking skills,cuz rogue will steal aggro from u really easy...
    game feels alot like hack n slash wit no tactics at all,just press ur attack/heal buttons n ur ok....
    once again this is our opinion, i recommend everyone to try the game...
    everyone has his own opinion how should games be,and this is ours...
    please have fun playing
  • johnny305johnny305 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Well I knew from the start it is a "hack and slash" MMO. Its pure action, spam skills and few tactics in every live feed I've seen.

    Also most people say they can solo almost everything and when its groups, they just faceroll the game. So difficulty needs to be adjusted.

    To me I see this game as D&D Online simplified for people that don't like to think as much(less depth in characters and gameplay) and also updated graphics and engine to make it prettier.
  • darkpriestiedarkpriestie Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 1 Arc User
    edited February 2013
    d. Was not interested, now I am considering it. Better than I thought it would be.

    Rooting. What was your feel on having to stop and plant yourself for each swing or to cast?[/COLOR]

    Can't say I'm overly excited by the rooting in combat, would prefer to see the ability to move around whilst casting or swinging. Don't really see the advantage of the rooting in the game myself, for me it makes the game feel somewhat 'aged' gaming (no natural movement). Game has promise but I can see rooting being a detracting for many gaming fans.
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