I have a couple of features I would really love to see. NPC teams: I'd like to see more options for NPCs than just the standard friendly, enemy or neutral (non-combat). Non-combat NPCs (of the invincible kind) would have to remain neutral, but for others I think it would be better if they were divided into 'teams'. These…
Bringing this back on topic, could someone playing the beta please tell me what the non-combat elements of questing are like? How do skills affect exploring the dungeon and talking to NPCs? What are traps, secret doors, etc like? How does this stuff work in the standard quests, and what creative uses have you seen on…
Definitely, The Foundry has been one of the main things I have been looking forward to. I will likely spend most of my time either playing or creating Foundry content.
While I see your point, I have to say that I am actually the player you're talking about. I have never played pnp D&D, everything I know and think about D&D started with playing DDO. I picked it up on the strength of D&D having a very dedicated fanbase with high expectations, thinking that to stay alive it would have to be…
Pretty much this. The other D&D MMO would be a good example of non-combat skills and puzzles, for example. It is also an example of what happens when you try to combine that with a lack of content, where most people seem to know most quests inside out and zerg them, completely breaking immersion. With the Foundry I have…
Perhaps I chose my words badly there. In-combat tactics look really good, don't get me wrong. I'm really excited to try that aspect of the game. I meant more in terms of the way you approach a quest. A better idea might be asking someone with actual beta experience wouldn't it lol? Does this feel like a hack n' slash with…
That sounds quite disappointing... These simplified/rushed interactions and skills (from the sound of it) coupled with the quest path (no word yet on whether we can disable that for Foundry content) makes it sound like they've gone for fast-paced action at the expense of tactics and puzzles. Once you learn how to spot the…
Could someone from the beta give any examples of the sort of interactions that involve these non-combat skills? It seems less obvious to me how these would work as opposed to bluff, diplomacy or intimidate. Also are there any form of 'levels' or skill check for these or is it a case of you either have it or you don't?
Having only played another MMO version on D&D I've never had a chance to play a Tiefling. That will have to be the first I try, as long as it fits nicely with the Trickster that is...
After watching the MMORPG.com live stream last night I have a foundry related question: I saw in the dungeons there is a quest path you can toggle on/off. Does this mean I have to put a quest path into my foundry content? The reason I ask is that I plan on making at least one (probably multiple) find-the-exit style quests…