hope they have faster ways around that city, which is huge btw. mounts? which would be classed as cosmetic i assume, they make money out of selling them:)
[SIGPIC][/SIGPIC] I am not evil, I am just cursed.
hope they have faster ways around that city, which is huge btw. mounts? which would be classed as cosmetic i assume, they make money out of selling them:)
As long as they don't go overboard with it...insta anywhere has killed a many a MMO to all but the spreadsheet crowd.
Also as far as difficulty goes. I talked to my good friend who was actually at the demo and was told that the difficulty wasn't representative of the finished product but that Neverwinter was going to be accessible to a lot of different skill levels...seems Cryptic learned from whole war on fun thing that plagued Champions Online.
He further wen't on to tell me that they said the challenge in the regular game was being prepared for whatever it is your facing apparently like in D&D facing a Zombie isn't the same fight as facing a Dark mantle also the traps from what he gathered are going to be dynamic, so you won't be facing the same thing every time you level a character. They wouldn't elaborate but said they had some big news about dynamic content later.
The group Dungeon runs are suppose to be quite challenging, but we all know how that goes someone somewhere will whine that it's too easy no matter; anyway while it's unofficial and pretty vague It does give us a bit more of what we can expect.....he said the booth was slammed (which wasn't the case for a couple other MMO's apparently) so interest in the game is high.
I always loved Ultima Online's method of insta transport using the "Mark", "Recall" and "Gate" spells.
Basically how it worked was you could go to any location in the world and cast the "Mark" spell on a blank rune, if successful it would mark the rune for that exact location (you could mark over the top of marked runes). Marking a run was a 6th Circle spell, so you needed around 55+ Magery to mark a rune (which was a mid level mage, so not accessible to someone who just dabbled). However, Mages would go to different locations and mark runes to sell to other players (and you could put them in Runebooks so you didn't have a load of runes in your backpack), so they might sell Full City Runebooks for all the cities in the world, or Dungeon runebooks, or POIs, etc, etc.
Then you had the "Recall" spell, which was a 4th Circle (Magery 35+) which was still a little more than dabbling, but if you weren't a mage you could use scrolls instead of normal reagents which made casting easier for none mage characters. With a successful cast you would instantly teleport to the location marked on your rune. You could drop a rune on the ground for your friends to all cast from so you go to the same place, then put it back in your backpack to cast Recall yourself.
Finally there was the "Gate" spell, which was an 8th Circle spell I believe, so you had to be pretty committed to being a Mage to be able to cast it; as expected it opened a temporary gate to the location marked on your rune and anyone could go through it. Again, Mages could sell gates to certain locations, or do it for free if feeling charitable, for none mage players.
Exploring the world and finding awesome locations then taking your friends there later was an awesome experience. It was also really convenient and you could mark your favourite places that you always went to (for PvE, PvP or even RP cities/towns and buildings). It's something I think would fit easily into the DnD/FR style setting using Portal Rituals, etc. so hopefully it's something they might consider. Portals to travel to locations that have a permanent location (etched runes) for lower level casters, and Portals to anywhere (marked) in the game for higher level casters. Unfortunately as it's more complicated than the more common systems I can't see it happening myself.
That is easily the best video up to date, and i wan't to win some of that loot. The control wizard does really look fun to play, and the fact that you'll be able to choose both feats and paragon paths is, well... brilliant.
There looked to be some nice encounters in the video. There were quite a few "tougher" mobs in a lot of the trash encounters on the way to Captain Blackdagger. Usually you don't see has much peppered throughout single player questing content.
Furthermore, it really does seem like in encounters are more active in the sense that adds come into combat after you've engaged with another set. One encounter had a tougher mob with a weaker one in the middle as you come though a gate. There was a nuker in the back. You get nuked if attack the main group of two but get ganked by the main group if you run the nuker first. You got to make some smarter choices.
So there seems to be a little more going on with these simple encounters then we typically see in many MMOs.
might not be quite what the hardcore D&D extreme customisation person is looking for.
I can't imagine many D&D fans being upset with the Foundry thusfar. It looks incredible. There are naturally things like voice that folks will ask for, but the Foundry looks easy to use and quite powerful.
Got to remember game dev like to water down the AI for DEMO reasons, for game conventions.
I don't understand the argument for that. It doesn't make sense to me to water down the difficulty level, as it provides a disingenuous play experience. Yes, yes, I understand the marketing thinking behind making a product look excessively desirable, but I don't think a low difficulty of challenge is a useful or desirable selling point in video games.
As such, I've always suspected that what you're talking about is an urban myth. If anybody has any evidence to the contrary, I'd be willing to hear it, though.
In one of the early game play videos, I think from E3 though I could be wrong, Andy said they have large heal potions that were there for the demo and they likely won't make it into earlier levels if at all for launch.
I don't understand the argument for that. It doesn't make sense to me to water down the difficulty level, as it provides a disingenuous play experience. Yes, yes, I understand the marketing thinking behind making a product look excessively desirable, but I don't think a low difficulty of challenge is a useful or desirable selling point in video games.
As such, I've always suspected that what you're talking about is an urban myth. If anybody has any evidence to the contrary, I'd be willing to hear it, though.
I probably post it before. It is demo. So you want show them exciting features.
"Ok, we will kill the ogre and then we have a nice cutscene where troll breaks the wall. Ok. Here I go. Ugg... Ahh... what the... why is ... omg I need heals... oh no no healer... I am dead.
Ok lets do it again."
It is this reason. You just want to show them the features. That is what I think.
EDIT: I think it was confirmed that the demo was watered down. But I don't remember where. Perhaps after PAX when we were asking questions on forums.
I don't understand the argument for that. It doesn't make sense to me to water down the difficulty level, as it provides a disingenuous play experience. Yes, yes, I understand the marketing thinking behind making a product look excessively desirable, but I don't think a low difficulty of challenge is a useful or desirable selling point in video games.
As such, I've always suspected that what you're talking about is an urban myth. If anybody has any evidence to the contrary, I'd be willing to hear it, though.
Usually you have a demo team working parallel to the dev team.
I'd be willing to bet that what people were playing in the booths and saw on screen is not representative of the current state of the game, but more a limited, stable version.
For the purposes of demonstration, the character was boosted to level 27, with 40 big health potions (if I remember correctly). I'm not sure about the difficulty being toned down, or what level the enemies were in relation to the player, but you can bet that it's not representative of final product.
(Guy was also using codes to port around to different quests, so he might have done something to the character also).
0
ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
this is in deutsch, maybe someone can translate anything new, they were saying something about Alpha at the end?
Other than the two guys being hilarious, and the new take on the same footage we saw before, nothing really new. Regarding the Alpha, they point out that apparently the screen says "Pre-Alpha" on top, but the game already handles pretty well.
Other than the two guys being hilarious, and the new take on the same footage we saw before, nothing really new. Regarding the Alpha, they point out that apparently the screen says "Pre-Alpha" on top, but the game already handles pretty well.
Comments
As long as they don't go overboard with it...insta anywhere has killed a many a MMO to all but the spreadsheet crowd.
Also as far as difficulty goes. I talked to my good friend who was actually at the demo and was told that the difficulty wasn't representative of the finished product but that Neverwinter was going to be accessible to a lot of different skill levels...seems Cryptic learned from whole war on fun thing that plagued Champions Online.
He further wen't on to tell me that they said the challenge in the regular game was being prepared for whatever it is your facing apparently like in D&D facing a Zombie isn't the same fight as facing a Dark mantle also the traps from what he gathered are going to be dynamic, so you won't be facing the same thing every time you level a character. They wouldn't elaborate but said they had some big news about dynamic content later.
The group Dungeon runs are suppose to be quite challenging, but we all know how that goes someone somewhere will whine that it's too easy no matter; anyway while it's unofficial and pretty vague It does give us a bit more of what we can expect.....he said the booth was slammed (which wasn't the case for a couple other MMO's apparently) so interest in the game is high.
Hope this helps.
Basically how it worked was you could go to any location in the world and cast the "Mark" spell on a blank rune, if successful it would mark the rune for that exact location (you could mark over the top of marked runes). Marking a run was a 6th Circle spell, so you needed around 55+ Magery to mark a rune (which was a mid level mage, so not accessible to someone who just dabbled). However, Mages would go to different locations and mark runes to sell to other players (and you could put them in Runebooks so you didn't have a load of runes in your backpack), so they might sell Full City Runebooks for all the cities in the world, or Dungeon runebooks, or POIs, etc, etc.
Then you had the "Recall" spell, which was a 4th Circle (Magery 35+) which was still a little more than dabbling, but if you weren't a mage you could use scrolls instead of normal reagents which made casting easier for none mage characters. With a successful cast you would instantly teleport to the location marked on your rune. You could drop a rune on the ground for your friends to all cast from so you go to the same place, then put it back in your backpack to cast Recall yourself.
Finally there was the "Gate" spell, which was an 8th Circle spell I believe, so you had to be pretty committed to being a Mage to be able to cast it; as expected it opened a temporary gate to the location marked on your rune and anyone could go through it. Again, Mages could sell gates to certain locations, or do it for free if feeling charitable, for none mage players.
Exploring the world and finding awesome locations then taking your friends there later was an awesome experience. It was also really convenient and you could mark your favourite places that you always went to (for PvE, PvP or even RP cities/towns and buildings). It's something I think would fit easily into the DnD/FR style setting using Portal Rituals, etc. so hopefully it's something they might consider. Portals to travel to locations that have a permanent location (etched runes) for lower level casters, and Portals to anywhere (marked) in the game for higher level casters. Unfortunately as it's more complicated than the more common systems I can't see it happening myself.
That is easily the best video up to date, and i wan't to win some of that loot. The control wizard does really look fun to play, and the fact that you'll be able to choose both feats and paragon paths is, well... brilliant.
There looked to be some nice encounters in the video. There were quite a few "tougher" mobs in a lot of the trash encounters on the way to Captain Blackdagger. Usually you don't see has much peppered throughout single player questing content.
Furthermore, it really does seem like in encounters are more active in the sense that adds come into combat after you've engaged with another set. One encounter had a tougher mob with a weaker one in the middle as you come though a gate. There was a nuker in the back. You get nuked if attack the main group of two but get ganked by the main group if you run the nuker first. You got to make some smarter choices.
So there seems to be a little more going on with these simple encounters then we typically see in many MMOs.
http://www.youtube.com/watch?v=LLvD2v6YnjY
watchout for the hello at the start.
this is in deutsch, maybe someone can translate anything new, they were saying something about Alpha at the end?
middle vid 20 mins with Craig and Lindsay
Though I think it might not be quite what the hardcore D&D extreme customisation person is looking for.
But looks good for me.
I can't imagine many D&D fans being upset with the Foundry thusfar. It looks incredible. There are naturally things like voice that folks will ask for, but the Foundry looks easy to use and quite powerful.
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Got to remember game dev like to water down the AI for DEMO reasons, for game conventions.
I don't understand the argument for that. It doesn't make sense to me to water down the difficulty level, as it provides a disingenuous play experience. Yes, yes, I understand the marketing thinking behind making a product look excessively desirable, but I don't think a low difficulty of challenge is a useful or desirable selling point in video games.
As such, I've always suspected that what you're talking about is an urban myth. If anybody has any evidence to the contrary, I'd be willing to hear it, though.
I probably post it before. It is demo. So you want show them exciting features.
"Ok, we will kill the ogre and then we have a nice cutscene where troll breaks the wall. Ok. Here I go. Ugg... Ahh... what the... why is ... omg I need heals... oh no no healer... I am dead.
Ok lets do it again."
It is this reason. You just want to show them the features. That is what I think.
EDIT: I think it was confirmed that the demo was watered down. But I don't remember where. Perhaps after PAX when we were asking questions on forums.
Usually you have a demo team working parallel to the dev team.
I'd be willing to bet that what people were playing in the booths and saw on screen is not representative of the current state of the game, but more a limited, stable version.
For the purposes of demonstration, the character was boosted to level 27, with 40 big health potions (if I remember correctly). I'm not sure about the difficulty being toned down, or what level the enemies were in relation to the player, but you can bet that it's not representative of final product.
(Guy was also using codes to port around to different quests, so he might have done something to the character also).
Other than the two guys being hilarious, and the new take on the same footage we saw before, nothing really new. Regarding the Alpha, they point out that apparently the screen says "Pre-Alpha" on top, but the game already handles pretty well.
Keep up the good work Shaun...
Dankeschon'