Then we are in agreement that the mount should be for long travel or posssble quest control when needed, ne?
Plus flying combat such as dragon riders and or some other flying mount battle would be really cool (nice) to have. But again should be scaled correctly to fit the scope of the game and not just to be there to be there.
I can definitely see uses for flying mounts if they're crucial for the plot of the story I just don't want them used to fly over stuff And If flying mounts are added please good don't allow them to hover or make it really difficult to hover. A prime example of this is the occulus from WOW. an instanced hated by all just about everyone. By having to travel in the 3rd dimension ment you could get lost really really easy atleast for me anyway.
If we have flying mount they alway be moving like an airplane.
I'd love to see flying (or riding winged beasts) as an option, so long as it does not become the only viable option. Quite often, travel powers and mounts in games are a fabricated necessity - the world is designed to make them useful. It quickly becomes assumed that all but the most concept-dedicated players will invest in them, and the lack of their speed boost translates into low-level frustration. The early game becomes a race to your travel power, and all the content used to reach that point is considered slow-moving noise. Plus, you're suddenly faced with a social hub populated entirely by people riding whatever the best mount happens to be, even if they are conceptually rare.
If they can produce a travel power system that avoids these trappings and genuinely adds to the game without taking away something else or making other options obsolete, I would be seriously impressed.
Also, to contribute to the game features discussion - this is not something I would consider innovative, really. Just something I don't see done enough:
Holstered weapons - and some options in regards to how we holster them, not just strapped to our backs but hanging from our hips. Quivers, backpacks, belt pouches - purely cosmetic items that indicate that our equipment does not vanish into the ether when not in use.
Holstered weapons - and some options in regards to how we holster them, not just strapped to our backs but hanging from our hips. Quivers, backpacks, belt pouches - purely cosmetic items that indicate that our equipment does not vanish into the ether when not in use.
Great idea. Not sure how easily it can be implemented with all the possible visuals, but certainly an interesting idea. Two handed greataxes don't just disappear into nothingness because you push a button.
Might be comparing apples to oranges in terms of game engines here, but Dragon Age's way of handling this was what I would consider a "good start" - weapons were slung across the back, and archers had quivers. It wasn't as robust as I would like - I'd basically like to see a few options for how weapons are carried, when it makes sense - and I'd still like to see satchels and backpacks actually represented on the character (and honestly, this will go MILES in adding variety to character appearances). But it was a welcome consideration that I won't think is present nearly enough.
That said, I've once again combed the e3 trailer in hopes of finding something else. I noticed a wererat with a sword slung on his back, but this could just be the NPC model. There's a shot of the fighter with his sword resting on his shoulder, which would be a pretty cool idle animation. And the shot of the elven archer had - *sigh* - no visible quiver, at least from the angle they show her. Here's to hoping archers aren't materializing their arrows from the empty air over their shoulder.
To go with a holstering/sheathing system, i would really like to have a toggle or something so I can tell the engine that IF I am in a quest/dungeon - have weapons drawn and IF i am in town - put them away.
While DA was okay, it was kind of a pain to have to draw over and over a few seconds after your last fight. In dangerous situations, I want my weapon in hand, not on my back. I think in town you should have guards tell you to 'put away' your weapon, etc.
Really good point, Razorr, I didn't even think of that - not even while playing the DA games, but looking back that seems real silly. What seasoned, or even inexperienced, warrior puts away their weapon, even for a moment, in an area that presents the constant and likely possibility of danger? Still, in less perilous surroundings I'd love to still SEE the weapon present on my character if they have it on their person, even if they are not using it. Ammunition and miscellaneous equipment would ideally also be accounted for visually.
My new idea - attacking air. As we all know, some creatures can be invisible. Normally, in DnD you can try to hit such a creature by attacking air around you and hoping you hit. In Neverwinter Nights you didn't have that opportunity. It would be nice to be able to do it in NWO.
My new idea - attacking air. As we all know, some creatures can be invisible. Normally, in DnD you can try to hit such a creature by attacking air around you and hoping you hit. In Neverwinter Nights you didn't have that opportunity. It would be nice to be able to do it in NWO.
Actually, you just might... The recent STO combat revision lets you play in "shooter mode," where you can attack empty air. I don't know if Cryptic was planning to port that over to NWO, but yeah, the tech is there and the engine can handle it...
Feel free to edit your own posts along the first page to show an updated list of ideas.
I don't think I'll be checking back on this forum until I hear news that they are bring back online co-op to the forefront instead of free 2 play mmo mediocrity.
Then we are in agreement that the mount should be for long travel or posssble quest control when needed, ne?
Plus flying combat such as dragon riders and or some other flying mount battle would be really cool (nice) to have. But again should be scaled correctly to fit the scope of the game and not just to be there to be there.
This is Toril, not Krynn. Dragon riders can look elsewhere.
I just wonder about the achievement system... As much as I like achievements they seem to me generally useless. I would like them to give some bonuses, for example:
Hero of the Day - do 30 side-quests - bonus: 5% more xp from quests.
I knew Cryptic would find some way to make D&D into a something as bland as an "action" combat mmo.
Thanks for completely missing again Cryptic.
You take these IP's and you just dumb them down.
I wish there were game development companies with the balls to make a game to it's full potential, instead of settling for an easy sell to a producer who only wants quantity over vision.
I'm still sour on what you did to the hero/champion system and now you turned Neverwinter into diablo2/Fable.
Are they even going to have crafting? I know a lot of people are looking at this like its gonna be a full blown mmorpg with a big open world, lots of nodes/plants/trees to harvest pick but I'm thinking its going to be like a single player rpg with 4 or 5 of your friends going through a fairly linear storyline (not including custom content of course ).
I'm not seeing that as a bad thing...I'm pretty sick of guild centric progression MMO's with boring HAMSTER crafting systems thrown in as a bone to non-raiders. I want to go on adventures with my friends ( and when I say friends I don't mean the people I consider tools that get me phat epix :rolleyes:) not grind through yet another raid or die wonderland.
I knew Cryptic would find some way to make D&D into a something as bland as an "action" combat mmo.
Thanks for completely missing again Cryptic.
You take these IP's and you just dumb them down.
I wish there were game development companies with the balls to make a game to it's full potential, instead of settling for an easy sell to a producer who only wants quantity over vision.
I'm still sour on what you did to the hero/champion system and now you turned Neverwinter into diablo2/Fable.
I had dim hopes but you again let me down.
wow... if you read this in the Comic shop guys voice it's hilarious. :rolleyes:
I knew Cryptic would find some way to make D&D into a something as bland as an "action" combat mmo.
Thanks for completely missing again Cryptic.
You take these IP's and you just dumb them down.
I wish there were game development companies with the balls to make a game to it's full potential, instead of settling for an easy sell to a producer who only wants quantity over vision.
I'm still sour on what you did to the hero/champion system and now you turned Neverwinter into diablo2/Fable.
I had dim hopes but you again let me down.
I don't really understand your anger, Sabre. The combat for me is a superb solution. There never was a way to implement a turn-based combat in an MMO or multiplayer game. Neverwinter Nights even couldn't do it and had a semi-action combat.
So instead of empty complaining, pls write what do you dislike
The combat looked better than most MMO's out there. Next you'll want it turned based. Off Topic from a slightly prior post. Ohh I would so love to see a Dragon Lance Flight sim game again. I loved that old game and even got a emualated version of it somewhere. Here's another one not so innovatitve because I believe its been done before. Have DM's control monster npc's. They would have to qualify for it but that would be cool.
The combat looked better than most MMO's out there. Next you'll want it turned based. Off Topic from a slightly prior post. Ohh I would so love to see a Dragon Lance Flight sim game again. I loved that old game and even got a emualated version of it somewhere. Here's another one not so innovatitve because I believe its been done before. Have DM's control monster npc's. They would have to qualify for it but that would be cool.
It's been stated clearly in the ask SS thread we cannot user-control the game's NPC's as a DM.
Q: Will it be possible for a player to take on the role of a DM for foundry-created content, like in NWN?
Yes, and no. Yes, you will be able to create adventures for your friends to play through. No, you will not be able to jump in and modify those scenarios on the fly, or take over certain NPCs. Remember more info on The Foundry will be forthcoming.
I see allot of discussion about two things in this game that make me want to shy away from it.
1) As someone with lots of health issues it seems like this game is going to be more of an arcade style react and click click click, which completely hampers my ability to play because I have mild loss of fine moter skills and reflexes which means it is very hard for me to be able to react and click or do fast repetitive clicks. I can only imagine how bad that could be for someone with even more severe issues than I have.
Personally I liked the NWN 1's and NWN 2's systems for combat well for the compromise it made between turn-based and real time combat in the multiplayer mode.
2) I see a number of people here wanting flying mounts. But what about the huge range of races in DND that have inherent flight or the spells that allow various forms of long distance transportation (such as teleportation spells, dimensional doors, portals, etc) or spells and items that granted flight?
It would be truly refreshing to see a DND game that allowed true flight and a wide range transportation systems and actually make the world completely viable for those that want to play winged creatures, or powerful mages, or planer beings that want to be able to not feel artificially restricted.
One of the things I loved about the last NWN 2 server I played and DMed on is that the scripting team we had managed to hack in several of these features.
I see allot of discussion about two things in this game that make me want to shy away from it.
1) As someone with lots of health issues it seems like this game is going to be more of an arcade style react and click click click, which completely hampers my ability to play because I have mild loss of fine moter skills and reflexes which means it is very hard for me to be able to react and click or do fast repetitive clicks. I can only imagine how bad that could be for someone with even more severe issues than I have.
Personally I liked the NWN 1's and NWN 2's systems for combat well for the compromise it made between turn-based and real time combat in the multiplayer mode.
2) I see a number of people here wanting flying mounts. But what about the huge range of races in DND that have inherent flight or the spells that allow various forms of long distance transportation (such as teleportation spells, dimensional doors, portals, etc) or spells and items that granted flight?
It would be truly refreshing to see a DND game that allowed true flight and a wide range transportation systems and actually make the world completely viable for those that want to play winged creatures, or powerful mages, or planer beings that want to be able to not feel artificially restricted.
One of the things I loved about the last NWN 2 server I played and DMed on is that the scripting team we had managed to hack in several of these features.
I like the way they have combat set up. However one thing that as a person who fights in real life (Brazillian Jiu Jitsu for2 years now, Stand up for 7) finds funny is all the rolling running and jumping around I see; not only in MMO's but most games in general. Its just not how it is in real life. I think the main issue is foot movement. While humans can move in side to side forward and back wards, roll and jump in a fight you better be rolling because you fell or were thrown.If your jumping it better be at the opponent to tackle the person which is dumb, or out of the way. One things for sure though you wont jump jump, roll, jump. It just doesnt work that way. So maybe if they had implemented a jump timer and a roll timer it may slow it down just enough for you to not have to be clicking at 20 miles an hour while your trying to chase them down.
I'm also hoping to see flying and levitate spells implemented. As duration spells of course wheather as a caster or item based.
Pay real money for housing, towers or castles but on a different level. Ever see a real cool house on a street, or maybe a wizard tower in the middle of the city. Just there sitting like eye candy. Why not let us buy that house. First come first serve. That house will get a little wood graphic sign your buds can visit you. Hell maybe eve put a open house policy so toons can see what youve done trophy wise n stuff (Yes I know been done) The main thing is instead of going into the desert to build your dirt igloo you can buy one thats allready in game. Take it to another level set your house up as lootable and with traps. This would make for some good rouge adventures.
Pay real money for housing, towers or castles but on a different level. Ever see a real cool house on a street, or maybe a wizard tower in the middle of the city. Just there sitting like eye candy. Why not let us buy that house. First come first serve. That house will get a little wood graphic sign your buds can visit you. Hell maybe eve put a open house policy so toons can see what youve done trophy wise n stuff (Yes I know been done) The main thing is instead of going into the desert to build your dirt igloo you can buy one thats allready in game. Take it to another level set your house up as lootable and with traps. This would make for some good rouge adventures.
Or better yet, why not use a combination of instancing and the foundry system + a branch on the economics tree that allows the building of settlements which can grow to towns, which can grow into cities, where all the buildings that get placed require materials and and belong to actual players.
For some, going off and killing monsters and looting treasure is their only reason for playing. For others, building social structures and just BEING in the game is all they want.
The mechanics that do exist within the Cryptic Engine can allow both to exist without stepping on each others' toes. Community building would be system-driven, so no development time beyond tweaking the system is needed, so nothing will detract from Cryptic's development of the playable content that adventurers crave
It's been stated clearly in the ask SS thread we cannot user-control the game's NPC's as a DM.
Things can change. Nothings ever set in stone.
That is true. A "Log in as Dungeon Master" option could eventually be allowed. You'd be invisible to the players and able to move around unseen by mobs.
In Star Trek Online there are events in some of the missions that have us in disguise. We take on a completely different character model, not just a swapping of costume pieces. That could be used to allow us to take control of plot-related characters if we are running a live module for a group of our guildmates.
Such a character would need to be created for the quest but not placed. If we have an Assume Control command we could manifest as that character.
It would be a nice feature that could be added later, if not present at launch.
It's been stated clearly in the ask SS thread we cannot user-control the game's NPC's as a DM.
Things can change. Nothings ever set in stone.
Not if the engine doesn't support it. Sorry if so. But when Cryptic says they're not supporting it, even if the engine does it's a moot point to ask for it now. Expect this way down in the future not at release if ever.
Not that I don't support this, it's IMO the keystone of D&D, the live GM.
Comments
I can definitely see uses for flying mounts if they're crucial for the plot of the story I just don't want them used to fly over stuff And If flying mounts are added please good don't allow them to hover or make it really difficult to hover. A prime example of this is the occulus from WOW. an instanced hated by all just about everyone. By having to travel in the 3rd dimension ment you could get lost really really easy atleast for me anyway.
If we have flying mount they alway be moving like an airplane.
If they can produce a travel power system that avoids these trappings and genuinely adds to the game without taking away something else or making other options obsolete, I would be seriously impressed.
Holstered weapons - and some options in regards to how we holster them, not just strapped to our backs but hanging from our hips. Quivers, backpacks, belt pouches - purely cosmetic items that indicate that our equipment does not vanish into the ether when not in use.
Great idea. Not sure how easily it can be implemented with all the possible visuals, but certainly an interesting idea. Two handed greataxes don't just disappear into nothingness because you push a button.
That said, I've once again combed the e3 trailer in hopes of finding something else. I noticed a wererat with a sword slung on his back, but this could just be the NPC model. There's a shot of the fighter with his sword resting on his shoulder, which would be a pretty cool idle animation. And the shot of the elven archer had - *sigh* - no visible quiver, at least from the angle they show her. Here's to hoping archers aren't materializing their arrows from the empty air over their shoulder.
While DA was okay, it was kind of a pain to have to draw over and over a few seconds after your last fight. In dangerous situations, I want my weapon in hand, not on my back. I think in town you should have guards tell you to 'put away' your weapon, etc.
I don't think I'll be checking back on this forum until I hear news that they are bring back online co-op to the forefront instead of free 2 play mmo mediocrity.
This is Toril, not Krynn. Dragon riders can look elsewhere.
Hero of the Day - do 30 side-quests - bonus: 5% more xp from quests.
I knew Cryptic would find some way to make D&D into a something as bland as an "action" combat mmo.
Thanks for completely missing again Cryptic.
You take these IP's and you just dumb them down.
I wish there were game development companies with the balls to make a game to it's full potential, instead of settling for an easy sell to a producer who only wants quantity over vision.
I'm still sour on what you did to the hero/champion system and now you turned Neverwinter into diablo2/Fable.
I had dim hopes but you again let me down.
I'm not seeing that as a bad thing...I'm pretty sick of guild centric progression MMO's with boring HAMSTER crafting systems thrown in as a bone to non-raiders. I want to go on adventures with my friends ( and when I say friends I don't mean the people I consider tools that get me phat epix :rolleyes:) not grind through yet another raid or die wonderland.
I'm pretty sure I'm not alone.
wow... if you read this in the Comic shop guys voice it's hilarious. :rolleyes:
Worst...resurrected...Neverwinter...forum...joke....ever!
I don't really understand your anger, Sabre. The combat for me is a superb solution. There never was a way to implement a turn-based combat in an MMO or multiplayer game. Neverwinter Nights even couldn't do it and had a semi-action combat.
So instead of empty complaining, pls write what do you dislike
It's been stated clearly in the ask SS thread we cannot user-control the game's NPC's as a DM.
Bummed me out.
I know I need new material :P
1) As someone with lots of health issues it seems like this game is going to be more of an arcade style react and click click click, which completely hampers my ability to play because I have mild loss of fine moter skills and reflexes which means it is very hard for me to be able to react and click or do fast repetitive clicks. I can only imagine how bad that could be for someone with even more severe issues than I have.
Personally I liked the NWN 1's and NWN 2's systems for combat well for the compromise it made between turn-based and real time combat in the multiplayer mode.
2) I see a number of people here wanting flying mounts. But what about the huge range of races in DND that have inherent flight or the spells that allow various forms of long distance transportation (such as teleportation spells, dimensional doors, portals, etc) or spells and items that granted flight?
It would be truly refreshing to see a DND game that allowed true flight and a wide range transportation systems and actually make the world completely viable for those that want to play winged creatures, or powerful mages, or planer beings that want to be able to not feel artificially restricted.
One of the things I loved about the last NWN 2 server I played and DMed on is that the scripting team we had managed to hack in several of these features.
I like the way they have combat set up. However one thing that as a person who fights in real life (Brazillian Jiu Jitsu for2 years now, Stand up for 7) finds funny is all the rolling running and jumping around I see; not only in MMO's but most games in general. Its just not how it is in real life. I think the main issue is foot movement. While humans can move in side to side forward and back wards, roll and jump in a fight you better be rolling because you fell or were thrown.If your jumping it better be at the opponent to tackle the person which is dumb, or out of the way. One things for sure though you wont jump jump, roll, jump. It just doesnt work that way. So maybe if they had implemented a jump timer and a roll timer it may slow it down just enough for you to not have to be clicking at 20 miles an hour while your trying to chase them down.
I'm also hoping to see flying and levitate spells implemented. As duration spells of course wheather as a caster or item based.
Or better yet, why not use a combination of instancing and the foundry system + a branch on the economics tree that allows the building of settlements which can grow to towns, which can grow into cities, where all the buildings that get placed require materials and and belong to actual players.
For some, going off and killing monsters and looting treasure is their only reason for playing. For others, building social structures and just BEING in the game is all they want.
The mechanics that do exist within the Cryptic Engine can allow both to exist without stepping on each others' toes. Community building would be system-driven, so no development time beyond tweaking the system is needed, so nothing will detract from Cryptic's development of the playable content that adventurers crave
That is true. A "Log in as Dungeon Master" option could eventually be allowed. You'd be invisible to the players and able to move around unseen by mobs.
In Star Trek Online there are events in some of the missions that have us in disguise. We take on a completely different character model, not just a swapping of costume pieces. That could be used to allow us to take control of plot-related characters if we are running a live module for a group of our guildmates.
Such a character would need to be created for the quest but not placed. If we have an Assume Control command we could manifest as that character.
It would be a nice feature that could be added later, if not present at launch.