Hi, everyone!
I've always been waiting for a real MMORPG in the world of FR. I'm playing games because of people. Not just a small party, that's CO-OP and I find it boring. Lot's of people playing together is the real fun.
Things I'd like to see:
Real MMO with wide and open world where anyone can meet and interact anywhere, with instanced and not instanced dungeons.
To be able to level easily with only the good quests, only grinding, or both - so that everyone can play the way they enjoy it.
Viability of lone characters. Sure, it's an MMO, but sometimes people need time alone.
Good grouping/party system with experience/drop reward. Groups with as many people as you wish. YEAAAH full-scale assault and waaaar!
Wide choice of loot distribution methods. Good crafting system.
Viability of healing. I've been playing PW's Jade Dynasty for some time now, and the only thing people care about is the ability to kill. Make them want a good priest/druid in the party. Make them able to keep themselves and the hole party alive.
Viability of controling classes both in PVE and PVP. No OP, please.
Good tanking system. This is the most important for me. Make them real tanks, no really big damage, but able to keep monsters on them while being outdamaged by others. I'd like to micro-manage my dwarven fighter (or Defender, if it will be available). A prot warrior was one of the most fun to play classes in wow. Let them want that big armored thug take the hits for them while they beat the HAMSTER out of that big ugly monster.
Balanced PVE and PVP No PVP-only and PVE-only cookie-cutter builds, I'd like to be able to play both while roleplaying an imperfect character. Let tactics and strategy count. Maybe separate realms for PVE and PVP like in Jade Dynasty, for example.
Small-scale and large-scale wars, not just arenas/battlegrounds. Like War of Emperium in Ragnarok Online (imho it's one of the best MMOs ever)
I don't know how you'd put Int/Wis/Cha to use outside the combat mechanic, but it'd be a win if a way were found. I know some of the 4E classes promote cross-class mechanics. I'm not that up on 4E, but if a warrior needs to be more likeable for some reason, it sounds fine to me.
The easiest way to use the soft attributes in game, is to make them important in the locating and researching aspects of the adventure.
How does the party get that map in the first place?
Once they get the map, how do they find out where in the world it is?
Once they have the map, how do they research possible inhabitants now, to best prepare?
NPC's should actively deal with poor charisma, and be reluctant to give information to those with poor social skills, and in fact, never give anything at all, unless the person has Charisma "X" and above.
Why would Baron "A" hire Joe the Rogue with a Charisma of 8, to do a job, when he could hire Jim the Bard, with a Charisma of 16, and ranks in the Diplomacy Skill.
Then, when gathering what the Baron knows about the job, having a high Wisdom and or Intelligence, should help you garner more relevent information from him or others in the know, that they do not realize they posses, think is important, or do not want to reveal, but can be tricked into doing.
Then in dungeons, Intelligence and Wisdom can be far more useful in figuring out solutions to problems. Need to cross a 20' chasm, with only a 50' rope and a couple of 12' wooden planks you can scrounge up in the local area available. (Hint: Just tying them together to make a 22' plank will not be enough, as you have to get the plank across the chasm, and letting it fall will more likely cause it to bounce and fall in the chasm. Ever try to lower a 22'x2"x12" using just strength?)
Heck, in some dungeons, Charisma could be a huge help, especially ones with PC humanoids, allowing the party to get past some guards, by playing the "Hi, Joe here, your boss, you know. *Guards says "Karl", yeah Karl, that's him, well he met me when he was last in "X City" and he told me that he had a job for me and my friends, and to look him up here." (Yeah, that's the ticket...) Well, we are here, said to give you this *A half a playing card, with Karl's symbol written on it.* (That you found out through research and had fabricated by the party forger.), and you would let us in.
The probelm is not the Soft attributes themselves, but poor use of them to their fullest effect by game developers and DM's.
Imaging the chain of attribute checks, that would be required to get to the point above, and how important it would make the soft arrtibute characters to the parties success, especially if the guards not sounding an alarm, means the party does not lose 50% of their spells, and supplies, in an unecessary battle.
I want this game to be more NWN/D&D and less WoW/MMO.
If you're planning to give me yet another fantasy MMO but I can make a mini adventure on the side with lackluster tools and limited capabilities, count me out. We don't need another one of those.
If you're planning to give us the chance to be the devs or to play the myriad games our fellow gamers have created, then count me in. If you want to sell texture packs and locations and addons to make bazillions of games for everyone, I'll buy out the store. if you plan to sell armor sets for the players and exp bonuses like STO count me out. Sure, i'll buy armor sets -armor I can place in my dungeons for players to unearth. But if they buy it all from your store themselves, they wont really care what trivial tidbits my dungeon drops.
Don't for a moment underestimate the generations of creative D&D DMs and players who have been the living, breathing force behind the game's success. We're starving for this online outlet to make our worlds "real" for our players. And we're dying to playing the games others have so carefully crafted.
I don't know if you really realize what you're sitting on. Sure, make some worlds/games of your own that players can run thru. but don't bother making some huge MMO world. You have scads of willing, capable, creative content creators standing by to do it FOR you. In iteration after iteration of fascinating Forgotten realms stories.
make MODULES for us to run our players through. Do some of the classics, whether its the Keep on the Borderlands or The Curse of the Azure Bonds. Heck, we'll buy em and thrill to running our friends through them AS THE GM. Or playing thru them while one of our friends GMs it. Those I'll happily fork over cash for in your store!
but if youre making yet another boring MMO with static npcs and walls of text quests with pvp and elitists and raids -god, forget it. THAT'S NOT WHAT D&D PLAYERS COME TO NWN FOR. By all means, go make yet another MMO to add to your list but don't do that to Neverwinter.
My best advice would really to be to find a good, well-run group of creative D&Ders and PLAY table top D&D. Find out why we love it so much. Figure out what makes it tick. WoW with a small dungeon maker is not the answer.
To those who I'm sure will disgree with me and say they want an MMO with pvp etc, i point you to www.mmorpg.com to find one of the hudnreds already out there. As for what I AM asking for, can you point me to it anywhere??
It's tiresome people coming here and posting and expectiing this to be a WoW Clone. There are plenty of games out there aready and do it in a far surpassing manner than what Neverwinter could ever do in that aspect.
I just want a good solid D&D game that brings out the elements of RPG which made me fall in love with it decades ago and sticks to the rules as much as possible unlike DDO which is my biggest disappointment in that game. These elements are those that I would put games like IDW, BG, hell even the 8 bit glory games like Pool of Radiance that will trump any modern flashy game like KoA or what other monstrosities that are out there.
I have to admit I played WOW but only after Neverwinter Nights 1 died out, and I had to go somewhere else. If you are trying to do all the above I am going to be happy to pay a monthly subcription. Hate the idea of free to play. There are more than enough of us Neverwinter Nights 1 fans to keep a player content true Role Playing MMO going for years. Still think the game would be most successful if developers received royalties when people used their content. I am saying this as a player that wants player developers to be motivated to create and maintain content because player/developer content is always superior to computer programmer created content.;)
For the most part, I to agree with ademnus as well. This game is a great opportunity for both Cryptic and Perfect World, and the best way for everyone to benefit from this opportunity is for Cryptic to make the game mechanics and the Foundry as rich and powerful as possible. The player base itself will generate high quality content, given the right tools, and will be happy to do it.
However, I have to disagree with the idea of having module creators specifically choose which treasure to place in their modules. The reason for this concern is simple... some people will make modules that consist of nothing but treasure chests filled with the treasures they want. Also, from a DM standpoint, when placing treasure in dungeons, I usually want to place treasure that would be of interest to the specific party that I'm creating the dungeon for, and that doesn't really make sense in a generic module... so I think for this reason, random treasure generation makes sense as well.
Also, I'm not opposed to the inclusion of features like raids and PvP provided that the main focus of development efforts is in providing solid PvE gameplay that's true to the 4e rules and top-quality content creation tools, and that there's no non-cosmetic reward that cannot be obtained without participating in those features.
I've been writing code for NWN1 and STO for some time now. I loved the flexibility of NWN. I am not crazy, at all, about the Foundry for STO. For one, it is very difficult to build "campaigns" without being able to tag characters with persistent variables.
With persistent variables can ensure that players will get the game experience that they dream about, at least the players that will subscribe to the sections that I build. Without persistent variables, I will end up wasting a tremendous amount of having to work around their lack.
Give us persistent variables, and we will give you worlds without end.
For the most part, I to agree with ademnus as well. This game is a great opportunity for both Cryptic and Perfect World, and the best way for everyone to benefit from this opportunity is for Cryptic to make the game mechanics and the Foundry as rich and powerful as possible. The player base itself will generate high quality content, given the right tools, and will be happy to do it.
However, I have to disagree with the idea of having module creators specifically choose which treasure to place in their modules. The reason for this concern is simple... some people will make modules that consist of nothing but treasure chests filled with the treasures they want. Also, from a DM standpoint, when placing treasure in dungeons, I usually want to place treasure that would be of interest to the specific party that I'm creating the dungeon for, and that doesn't really make sense in a generic module... so I think for this reason, random treasure generation makes sense as well.
Also, I'm not opposed to the inclusion of features like raids and PvP provided that the main focus of development efforts is in providing solid PvE gameplay that's true to the 4e rules and top-quality content creation tools, and that there's no non-cosmetic reward that cannot be obtained without participating in those features.
I've been writing code for NWN1 and STO for some time now. I loved the flexibility of NWN. I am not crazy, at all, about the Foundry for STO. For one, it is very difficult to build "campaigns" without being able to tag characters with persistent variables.
With persistent variables can ensure that players will get the game experience that they dream about, at least the players that will subscribe to the sections that I build. Without persistent variables, I will end up wasting a tremendous amount of having to work around their lack.
Give us persistent variables, and we will give you worlds without end.
I wonder how "community voting" will influence what is allowed to be released?
I wonder how "community voting" will influence what is allowed to be released?
Depends on what part of the community is voting and how diverse the community is. You'll always have the munchkin crowd who won't care about the game itself and just vote for whatever gives the most pluses. So unless the rest of the community is very very very proactive and the staff is very proactive about making sure treasure room style quests don't get approved they will sneak one bye. Everyone rolls a 1 on the spot check once in a while
Depends on what part of the community is voting and how diverse the community is. You'll always have the munchkin crowd who won't care about the game itself and just vote for whatever gives the most pluses. So unless the rest of the community is very very very proactive and the staff is very proactive about making sure treasure room style quests don't get approved they will sneak one bye. Everyone rolls a 1 on the spot check once in a while
LOL! QFT, but we do for the most part give mods a fair shake.
LOL! QFT, but we do for the most part give mods a fair shake.
As one should. This is one reason why I think the foundry users should be allowed to place their own treasure into the quests provided there is proper oversight by the community and veto power by the staff (to be used sparingly). I'm all about letting the legit builders have full controll but I also realize that there are munchkins out there who would abuse the hell out of it if not regulated.
Customization
As much player customization as possible. Especially when it comes to skills and the freedom to dishing out points into different abilities. ( I think Ultima Online did well with this)
Abilities
Not just combat related stuff. I want story related abilities. I want skills that come in handy in ways you expect in an actual campaign. (for instance I would love to have detective like abilities to deal with mystery stories or to deal with NPC's to determine if they are lieing to me etc.)
Things I wonder:
Will there be an active world where players can run around in aside from instanced dungeons? What is planned for these areas?
How will foundry created dungeons/storylines handout experiance and other rewards?
How will items be balanced? Enchanted items? Etc.
Million other things on my mind about the game but, those are the most important at the moment.
I would like to see Class quest lines, for example thieves guild gauntlet too actually test a rogue before they can join an NPC guild in order to gain access to their quest line, or a pallies holy quest, ect. Also have the quest line different for alignment and worshipped deities.
Those are good questions, Vangald. I think pickpocketing should be included in some form, but it should also not be possible to obtain anything by pickpocketing that is not also obtainable by disabling/killing the victim and looting its body. Pickpocketing would just be a quicker, less messy way of getting the goods, so to speak. Also, equipped items should not be obtainable via picking pockets under any circumstances because stealing the plate mail someone is wearing without being noticed is just silly.
Those are good questions, Vangald. I think pickpocketing should be included in some form, but it should also not be possible to obtain anything by pickpocketing that is not also obtainable by disabling/killing the victim and looting its body. Pickpocketing would just be a quicker, less messy way of getting the goods, so to speak. Also, equipped items should not be obtainable via picking pockets under any circumstances because stealing the plate mail someone is wearing without being noticed is just silly.
Silly awesome you mean
But I do agree.
I think this like many features in the game really needs it's risk vs. reward (and actually anything PvP related) well balanced. The more risk. The more reward.
The only D&D books I have are for AD&D so I don't know how this has changed over the years and how that would translate in game.
Thievery encompasses pick-pocketing as the skill (or NWP as it once was called.) I agree on what was listed as as best as conquering it in other methods should be only rewarded. And fully un-support player pick-pocketing or reverse pick-pocketing as that is too grief-potentially bad, but NPC's work for me (as long as the authorities can jail you if you do get caught.)
I'd like to see a complete absence of endgame. There's a highest-level-dungeon, and sure it's endgame~ish. But there's simply no single superweapon to grind out over and over. Why would we grind an acidic mythril weapon of dragonsbane when we could just as well have a vampiric weapon of haste? A lack of a single, supreme item might make it pointless to raid the one dungeon over and over for a year. Then everyone can get on with actually playing the game.
D&D, as far as I've played, presents a mix of item hoarding, personal power gain, socializing, and a kind of "Sims" quality of directing and watching your guy as he fashions a new magic item or builds himself a tavern. I'd say it's perfectly normal for anyone to focus on gaining the first two early in your adventuring career and holding on the next two until you've gained a few levels. It's harder to get your character's life moving if you're only level 2, with 9 gold coins to your name. Certain games seem to do the opposite and have you focused on the weapons and armor late in the game, to the detriment of letting your character have a life.
I'm not saying it's universal or anything, of course. But if I'm max level, and recently rid the world of an ancient threat from before the beginning of time, I'd really like to not go through that again and again. I'd want to construct a little bowyer shop and snooze the day away while the kid at the front quietly skims profits from my masterwork composite bows.
I'd like to see a complete absence of endgame. There's a highest-level-dungeon, and sure it's endgame~ish. But there's simply no single superweapon to grind out over and over. Why would we grind an acidic mythril weapon of dragonsbane when we could just as well have a vampiric weapon of haste? A lack of a single, supreme item might make it pointless to raid the one dungeon over and over for a year. Then everyone can get on with actually playing the game.
D&D, as far as I've played, presents a mix of item hoarding, personal power gain, socializing, and a kind of "Sims" quality of directing and watching your guy as he fashions a new magic item or builds himself a tavern. I'd say it's perfectly normal for anyone to focus on gaining the first two early in your adventuring career and holding on the next two until you've gained a few levels. It's harder to get your character's life moving if you're only level 2, with 9 gold coins to your name. Certain games seem to do the opposite and have you focused on the weapons and armor late in the game, to the detriment of letting your character have a life.
I'm not saying it's universal or anything, of course. But if I'm max level, and recently rid the world of an ancient threat from before the beginning of time, I'd really like to not go through that again and again. I'd want to construct a little bowyer shop and snooze the day away while the kid at the front quietly skims profits from my masterwork composite bows.
Unfortunatly, this game will have end game just as all others do. Wether its about grinding that special piece of gear or setting up your little bowyer shop and snoozeing the day away while trying to make a profit. Wether its how awesome your gear is or how much coin you can make in a day people are always goign to find a way to define end game. Its just the way it is and theres nothing a developer can do about it.
These are my wishes:
1. DDO Style combat
2. Houses, crafting, guild halls
3. A lot of Role-playing content (Taverns which are fun to go to, food, drinks, emotes, walk mode etc..)
4. A really long time to level up. Why?
In DDO you would level up after a LOOONG time and it would be bad because it was too limited and then you would have to repeat same quests again and again and again... I would love it if it would take days of gameplay to level up but that there are enough of adventures that you don't need to repeat them once. Thus when you would level up it would be a great joy and kind of more appreciated. I believe it would be the best.
5. I have nothing against pay to play content such as items and races and classes, but please don't create pay to play adventures because that is a great turn down, I want to be able to play the game as any other player without paying extra just to be able to play more adventures.
T... you would have to repeat same quests again and again and again...
I believe this was the #1 detractor of DDO for many in the D&D PnP crowd. I would hope that the Foundry lessens this, and for the most part I think it will. However expecting no repetition I dont think will be possible in this iteration of Neverwinter.
Had script for calling PC info (class/race/sex etc.) into a strings for dialogue
Had scripts that ran skill checks to call other scripts, i.e. so I could present PCs with a chance to negotiate with an NPC opponent instead of fight, etc.
Is huge in D&D. Limitless adventures which one doesn't repeat ad nauseam. Differing Story lines within a campaign. I would like to play 12 characters which each had a totally different experiance in Neverwinter Online. If the Foundry is robust enough perhaps more Stories will be created by talented folks. Thus in time making the possibilities within a campaign world near limitless.
Is huge in D&D. Limitless adventures which one doesn't repeat ad nauseam. Differing Story lines within a campaign. I would like to play 12 characters which each had a totally different experiance in Neverwinter Online. If the Foundry is robust enough perhaps more Stories will be created by talented folks. Thus in time making the possibilities within a campaign world near limitless.
QFT. While I can't expect a guaranteed replay-ability for 12 different characters, a strong replay-ability flexibility is a serious foundation to this type of game, and making it work like this concept would cement many a player's interest.
Comments
I've always been waiting for a real MMORPG in the world of FR. I'm playing games because of people. Not just a small party, that's CO-OP and I find it boring. Lot's of people playing together is the real fun.
Things I'd like to see:
The easiest way to use the soft attributes in game, is to make them important in the locating and researching aspects of the adventure.
How does the party get that map in the first place?
Once they get the map, how do they find out where in the world it is?
Once they have the map, how do they research possible inhabitants now, to best prepare?
NPC's should actively deal with poor charisma, and be reluctant to give information to those with poor social skills, and in fact, never give anything at all, unless the person has Charisma "X" and above.
Why would Baron "A" hire Joe the Rogue with a Charisma of 8, to do a job, when he could hire Jim the Bard, with a Charisma of 16, and ranks in the Diplomacy Skill.
Then, when gathering what the Baron knows about the job, having a high Wisdom and or Intelligence, should help you garner more relevent information from him or others in the know, that they do not realize they posses, think is important, or do not want to reveal, but can be tricked into doing.
Then in dungeons, Intelligence and Wisdom can be far more useful in figuring out solutions to problems. Need to cross a 20' chasm, with only a 50' rope and a couple of 12' wooden planks you can scrounge up in the local area available. (Hint: Just tying them together to make a 22' plank will not be enough, as you have to get the plank across the chasm, and letting it fall will more likely cause it to bounce and fall in the chasm. Ever try to lower a 22'x2"x12" using just strength?)
Heck, in some dungeons, Charisma could be a huge help, especially ones with PC humanoids, allowing the party to get past some guards, by playing the "Hi, Joe here, your boss, you know. *Guards says "Karl", yeah Karl, that's him, well he met me when he was last in "X City" and he told me that he had a job for me and my friends, and to look him up here." (Yeah, that's the ticket...) Well, we are here, said to give you this *A half a playing card, with Karl's symbol written on it.* (That you found out through research and had fabricated by the party forger.), and you would let us in.
The probelm is not the Soft attributes themselves, but poor use of them to their fullest effect by game developers and DM's.
Imaging the chain of attribute checks, that would be required to get to the point above, and how important it would make the soft arrtibute characters to the parties success, especially if the guards not sounding an alarm, means the party does not lose 50% of their spells, and supplies, in an unecessary battle.
If you're planning to give me yet another fantasy MMO but I can make a mini adventure on the side with lackluster tools and limited capabilities, count me out. We don't need another one of those.
If you're planning to give us the chance to be the devs or to play the myriad games our fellow gamers have created, then count me in. If you want to sell texture packs and locations and addons to make bazillions of games for everyone, I'll buy out the store. if you plan to sell armor sets for the players and exp bonuses like STO count me out. Sure, i'll buy armor sets -armor I can place in my dungeons for players to unearth. But if they buy it all from your store themselves, they wont really care what trivial tidbits my dungeon drops.
Don't for a moment underestimate the generations of creative D&D DMs and players who have been the living, breathing force behind the game's success. We're starving for this online outlet to make our worlds "real" for our players. And we're dying to playing the games others have so carefully crafted.
I don't know if you really realize what you're sitting on. Sure, make some worlds/games of your own that players can run thru. but don't bother making some huge MMO world. You have scads of willing, capable, creative content creators standing by to do it FOR you. In iteration after iteration of fascinating Forgotten realms stories.
make MODULES for us to run our players through. Do some of the classics, whether its the Keep on the Borderlands or The Curse of the Azure Bonds. Heck, we'll buy em and thrill to running our friends through them AS THE GM. Or playing thru them while one of our friends GMs it. Those I'll happily fork over cash for in your store!
but if youre making yet another boring MMO with static npcs and walls of text quests with pvp and elitists and raids -god, forget it. THAT'S NOT WHAT D&D PLAYERS COME TO NWN FOR. By all means, go make yet another MMO to add to your list but don't do that to Neverwinter.
My best advice would really to be to find a good, well-run group of creative D&Ders and PLAY table top D&D. Find out why we love it so much. Figure out what makes it tick. WoW with a small dungeon maker is not the answer.
To those who I'm sure will disgree with me and say they want an MMO with pvp etc, i point you to www.mmorpg.com to find one of the hudnreds already out there. As for what I AM asking for, can you point me to it anywhere??
It's tiresome people coming here and posting and expectiing this to be a WoW Clone. There are plenty of games out there aready and do it in a far surpassing manner than what Neverwinter could ever do in that aspect.
I just want a good solid D&D game that brings out the elements of RPG which made me fall in love with it decades ago and sticks to the rules as much as possible unlike DDO which is my biggest disappointment in that game. These elements are those that I would put games like IDW, BG, hell even the 8 bit glory games like Pool of Radiance that will trump any modern flashy game like KoA or what other monstrosities that are out there.
I have to admit I played WOW but only after Neverwinter Nights 1 died out, and I had to go somewhere else. If you are trying to do all the above I am going to be happy to pay a monthly subcription. Hate the idea of free to play. There are more than enough of us Neverwinter Nights 1 fans to keep a player content true Role Playing MMO going for years. Still think the game would be most successful if developers received royalties when people used their content. I am saying this as a player that wants player developers to be motivated to create and maintain content because player/developer content is always superior to computer programmer created content.;)
However, I have to disagree with the idea of having module creators specifically choose which treasure to place in their modules. The reason for this concern is simple... some people will make modules that consist of nothing but treasure chests filled with the treasures they want. Also, from a DM standpoint, when placing treasure in dungeons, I usually want to place treasure that would be of interest to the specific party that I'm creating the dungeon for, and that doesn't really make sense in a generic module... so I think for this reason, random treasure generation makes sense as well.
Also, I'm not opposed to the inclusion of features like raids and PvP provided that the main focus of development efforts is in providing solid PvE gameplay that's true to the 4e rules and top-quality content creation tools, and that there's no non-cosmetic reward that cannot be obtained without participating in those features.
I kind of agree with everything in this post only I think the emphasis DOESN'T have to be on player created worlds.
Instead to think of it as a (one) company designed huge persistent world server....
With persistent variables can ensure that players will get the game experience that they dream about, at least the players that will subscribe to the sections that I build. Without persistent variables, I will end up wasting a tremendous amount of having to work around their lack.
Give us persistent variables, and we will give you worlds without end.
I wonder how "community voting" will influence what is allowed to be released?
Depends on what part of the community is voting and how diverse the community is. You'll always have the munchkin crowd who won't care about the game itself and just vote for whatever gives the most pluses. So unless the rest of the community is very very very proactive and the staff is very proactive about making sure treasure room style quests don't get approved they will sneak one bye. Everyone rolls a 1 on the spot check once in a while
LOL! QFT, but we do for the most part give mods a fair shake.
As one should. This is one reason why I think the foundry users should be allowed to place their own treasure into the quests provided there is proper oversight by the community and veto power by the staff (to be used sparingly). I'm all about letting the legit builders have full controll but I also realize that there are munchkins out there who would abuse the hell out of it if not regulated.
Customization
As much player customization as possible. Especially when it comes to skills and the freedom to dishing out points into different abilities. ( I think Ultima Online did well with this)
Abilities
Not just combat related stuff. I want story related abilities. I want skills that come in handy in ways you expect in an actual campaign. (for instance I would love to have detective like abilities to deal with mystery stories or to deal with NPC's to determine if they are lieing to me etc.)
Things I wonder:
Will there be an active world where players can run around in aside from instanced dungeons? What is planned for these areas?
How will foundry created dungeons/storylines handout experiance and other rewards?
How will items be balanced? Enchanted items? Etc.
Million other things on my mind about the game but, those are the most important at the moment.
I too hold these things in question. Players want to know; April fast approaches devs!
If pickpocketing would be added how would this be done?
Would this be allowed in non instanced areas?
Would the items pick pocketed only be what the character has on them or would this be based on a loot table?
Can this be done to other players?
If so repeat first previous questions for players. If pickpocketing is allowed for players to do to other players will this just be in PVP areas?
Will there be reverse pickpocketing (cause the idea of sticking a bomb in someones backpack just makes me giddy with delight)?
Will there be anti thief traps that can be carried on a player?
Will there be item insurance available for rare items and weapons?
Will there be item forging (as in making a fake copy that can act as a decoy which in turn could maybe be used in quests)?
Silly awesome you mean
But I do agree.
I think this like many features in the game really needs it's risk vs. reward (and actually anything PvP related) well balanced. The more risk. The more reward.
The only D&D books I have are for AD&D so I don't know how this has changed over the years and how that would translate in game.
~open world
~instanced dungeons
and the most important to me....keeping the NWN dungeon creation for those able to do it.
D&D, as far as I've played, presents a mix of item hoarding, personal power gain, socializing, and a kind of "Sims" quality of directing and watching your guy as he fashions a new magic item or builds himself a tavern. I'd say it's perfectly normal for anyone to focus on gaining the first two early in your adventuring career and holding on the next two until you've gained a few levels. It's harder to get your character's life moving if you're only level 2, with 9 gold coins to your name. Certain games seem to do the opposite and have you focused on the weapons and armor late in the game, to the detriment of letting your character have a life.
I'm not saying it's universal or anything, of course. But if I'm max level, and recently rid the world of an ancient threat from before the beginning of time, I'd really like to not go through that again and again. I'd want to construct a little bowyer shop and snooze the day away while the kid at the front quietly skims profits from my masterwork composite bows.
Unfortunatly, this game will have end game just as all others do. Wether its about grinding that special piece of gear or setting up your little bowyer shop and snoozeing the day away while trying to make a profit. Wether its how awesome your gear is or how much coin you can make in a day people are always goign to find a way to define end game. Its just the way it is and theres nothing a developer can do about it.
1. DDO Style combat
2. Houses, crafting, guild halls
3. A lot of Role-playing content (Taverns which are fun to go to, food, drinks, emotes, walk mode etc..)
4. A really long time to level up. Why?
In DDO you would level up after a LOOONG time and it would be bad because it was too limited and then you would have to repeat same quests again and again and again... I would love it if it would take days of gameplay to level up but that there are enough of adventures that you don't need to repeat them once. Thus when you would level up it would be a great joy and kind of more appreciated. I believe it would be the best.
5. I have nothing against pay to play content such as items and races and classes, but please don't create pay to play adventures because that is a great turn down, I want to be able to play the game as any other player without paying extra just to be able to play more adventures.
I believe this was the #1 detractor of DDO for many in the D&D PnP crowd. I would hope that the Foundry lessens this, and for the most part I think it will. However expecting no repetition I dont think will be possible in this iteration of Neverwinter.
1. Build a default "Neverwinter" for those who want a MMO experience.
2. Give players/builders the ability to create their own world servers apart from the "Default"
3. Update the foundry with "Mod Packs" which can be sold(For $9.99 Heh) and are required to play on the servers that use them.
Thats what I want.
Had script for calling PC info (class/race/sex etc.) into a strings for dialogue
Is huge in D&D. Limitless adventures which one doesn't repeat ad nauseam. Differing Story lines within a campaign. I would like to play 12 characters which each had a totally different experiance in Neverwinter Online. If the Foundry is robust enough perhaps more Stories will be created by talented folks. Thus in time making the possibilities within a campaign world near limitless.
QFT. While I can't expect a guaranteed replay-ability for 12 different characters, a strong replay-ability flexibility is a serious foundation to this type of game, and making it work like this concept would cement many a player's interest.