The devs have mentioned an official story arc for the game. It involves the Crown of Neverwinter. I don't think we know anything more then that.
Interestingly enough, that and Valindra are only a few of the crazy number of schemes swirling in Neverwinter according to the Neverwinter Campaign Guide. There's a whole heck of a lot of story Cryptic can flesh out from the plot hooks in that book for years to come before they have to come up with something on their own (not that I expect they won't be doing their own thing on top of it all). It's a good campaign setting, even if you're not big into FR.
Interestingly enough, that and Valindra are only a few of the crazy number of schemes swirling in Neverwinter according to the Neverwinter Campaign Guide. There's a whole heck of a lot of story Cryptic can flesh out from the plot hooks in that book for years to come before they have to come up with something on their own (not that I expect they won't be doing their own thing on top of it all). It's a good campaign setting, even if you're not big into FR.
Yep, what I find really awesome is...
SPOILER ALERT!
...how the Neverwinter Campaign Guide has it set up so that Lord Neveremember can be killed off by the party or anyone else, but such would lead to far-reaching consequences. It even outlines some of the possible ramifications from his death and ways that he could die. As well as notes factions that want him dead and those that would protect him or have ill will against any assassin that might kill the Lord Protector.
This makes me remember what was spoken in the last Key-note address by Ed Greenwood where he mentioned that us, the players and DMs of the Forgotten Realms, will be able to shape it's official future somehow with the coming of D&D Next. I wonder if part of this sentiment will be viable through events and player actions in Neverwinter Online, which has possibly already had such a foundation laid with how Valindra's depiction in NWO has become FR Canon.
...how the Neverwinter Campaign Guide has it set up so that Lord Neveremember can be killed off by the party or anyone else, but such would lead to far-reaching consequences. It even outlines some of the possible ramifications from his death and ways that he could die. As well as notes factions that want him dead and those that would protect him. This makes me remember what was spoken in the last Key-note address by Ed Greenwood where he mentioned that us, the players and DMs of the Forgotten Realms, will be able to shape it's official future somehow with the coming of D&D Next. I wonder if part of this sentiment will be viable through events and player actions in Neverwinter Online, which has possibly already had such a foundation laid with how Valindra's depiction in NWO has become FR Canon.
It's an interesting idea. I remember the keynote address, but then and now I still question the scope to which such a thing would be done. It's my opinion that WotC will treat wherever Cryptic goes with Neverwinter like any other home campaign run in a published setting. That is to say, WotC will let all that run independently of whatever they want to do with the Realms.
That being said, within the scope of this MMO alone, I can see where some thought could be given to expanding the story based on the general player base's actions.
It's an interesting idea. I remember the keynote address, but then and now I still question the scope to which such a thing would be done. It's my opinion that WotC will treat wherever Cryptic goes with Neverwinter like any other home campaign run in a published setting. That is to say, WotC will let all that run independently of whatever they want to do with the Realms.
That being said, within the scope of this MMO alone, I can see where some thought could be given to expanding the story based on the general player base's actions.
Unfortunately D&D Next is a separate time-line after 4E and such a thing would require approval from WotC and we're not finishing up this edition's play-testing for two years. That written, it does give time to add things for the expansion of the events that lead to "The Sundering" if PWE and WotC were to discuss expansion agreements.
SPOILER ALERT!
...how the Neverwinter Campaign Guide has it set up so that Lord Neveremember can be killed off by the party or anyone else, but such would lead to far-reaching consequences. It even outlines some of the possible ramifications from his death and ways that he could die. As well as notes factions that want him dead and those that would protect him or have ill will against any assassin that might kill the Lord Protector.
This makes me remember what was spoken in the last Key-note address by Ed Greenwood where he mentioned that us, the players and DMs of the Forgotten Realms, will be able to shape it's official future somehow with the coming of D&D Next. I wonder if part of this sentiment will be viable through events and player actions in Neverwinter Online, which has possibly already had such a foundation laid with how Valindra's depiction in NWO has become FR Canon.
*Select the text below to see the spoiler*
Spoiler
Yes, in fact a whole background of Neverwinter Noble is based on enemity of neverember with PC. Neverember will try to kill PC who is noble to strengthen his claim to throne. But as the game is supposed to be cannon (the pnp was supposed to launch along with the game), it will not be having those drastic alternates of the routes.
0
aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
Unfortunately D&D Next is a separate time-line after 4E and such a thing would require approval from WotC and we're not finishing up this edition's play-testing for two years. That written, it does give time to add things for the expansion of the events that lead to "The Sundering" if PWE and WotC were to discuss expansion agreements.
But develop things for D&D Next now, no way.
I'm not sure why this is a problem. The MMO is its own thing on some levels, and on those levels if you, to us an analogy, consider Cryptic as a DM and us as the PCs, then you can see where Cryptic can advance the setting some in their own "campaign."
I'm not sure why this is a problem. The MMO is its own thing on some levels, and on those levels if you, to us an analogy, consider Cryptic as a DM and us as the PCs, then you can see where Cryptic can advance the setting some in their own "campaign."
The problem is years of development to advance an ensure setting this way, but stories that could be done as "chapters" could be feasible if done within a two year development planning and execution phase.
Or:
I just don't get it: Why does a MMO takes so long to release in the first place?
Well, that's a long and detailed explanation, that would take too much space for me to detail here (in one section in its entirety.) Fortunately I did post a response to this type of question in an archived thread, which took two parts just to explain. You can read about it here: Part 1Part 2
aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
edited September 2012
Advancing a setting doesn't have to require years and years of development. I suppose you could make exhaustive changes to already existing assets and content if you wanted to do something sweeping, but that's not what I'm talking about. Think additive, not retroactive.
You can advance the story of Neverwinter by adding a content area based on player activity elsewhere. If, for instance, a quest has 2 possible endings: A and B. If 66% of the player base completes ending B, then your new addition to the story can be teased out of the logical result of ending B being the canonical ending. This would require some planning ahead, of course.
If you don't have/don't want metrics for determining where the story goes, you can be much, much more organic about it, and take a general reading on the community and/or the staff's feeling about (also what your budget says you can afford) X, Y, or Z addition to the game and add that content accordingly.
All you really need is a story reason for why dungeon #325 is now in the game when it wasn't there before, and boom, instant story advancement.
Advancing a setting doesn't have to require years and years of development. I suppose you could make exhaustive changes to already existing assets and content if you wanted to do something sweeping, but that's not what I'm talking about. Think additive, not retroactive.
You can advance the story of Neverwinter by adding a content area based on player activity elsewhere. If, for instance, a quest has 2 possible endings: A and B. If 66% of the player base completes ending B, then your new addition to the story can be teased out of the logical result of ending B being the canonical ending. This would require some planning ahead, of course.
If you don't have/don't want metrics for determining where the story goes, you can be much, much more organic about it, and take a general reading on the community and/or the staff's feeling about (also what your budget says you can afford) X, Y, or Z addition to the game and add that content accordingly.
All you really need is a story reason for why dungeon #325 is now in the game when it wasn't there before, and boom, instant story advancement.
Actually this is how D&D Next will advance its campaigns based on player/GM outcomes what send feedback on the results.
I only start reseaching a game deeper if it has a nice customer creation and very good graphics;
I only start a game before reseaching.
If the graphics won't be better than perfect worlds tideborns&earthguards or forsaken worlds character I'm not gonna play.
I only start reseaching a game deeper if it has a nice customer creation and very good graphics;
I only start a game before reseaching.
If the graphics won't be better than perfect worlds tideborns&earthguards or forsaken worlds character I'm not gonna play.
Now wait a minute, he's got something here. If companies can spawn customers, they can take care of their revenues! We just have to skirt that ethical cloning humans thing...wait, that supports big business but may use embryonic and/or stem cells...which party do I vote for to get this approved again?
While I certainly wouldn't want to push any devs to release more information than they are allowed, character creation is probably the feature I'm most interested in right now. The ability to customize your character is what has kept me coming back to D&D, both in its PnP and online formats, for so many years. I've extremely intrigued by the foundry, but without significant character customization I doubt that would be enough to hold my interest. Just my personal opinion, looking forward to seeing more information as it is available.
0
katalystikMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited September 2012
The the amount of sliders found in the Foundry's customization system is any indication of what we can do for our own characters, the amount of detail should be substantial. If its not, then we've nothing to go on and here is to hoping its good!
The the amount of sliders found in the Foundry's customization system is any indication of what we can do for our own characters, the amount of detail should be substantial. If its not, then we've nothing to go on and here is to hoping its good!
The sliders show visual customization, fluff. Visuals are not a focal point in the OP.
Its the amount of control we'll have over the actual build stats at creation of the character that will affect us the most. Is it our toon, or theirs? If we can't roll stats, and choose OUR own way to progress, without requiring to follow a predetermined path, than it's not OUR toon, simple as that.
The sliders show visual customization, fluff. Visuals are not a focal point in the OP.
Its the amount of control we'll have over the actual build stats at creation of the character that will affect us the most. Is it our toon, or theirs? If we can't roll stats, and choose OUR own way to progress, without requiring to follow a predetermined path, than it's not OUR toon, simple as that.
I wasn't referring to just those sliders, I meant sliders in general, as in they are allowing us to do a lot of things there, so its feasible they will carry over that same amount of choice to the other half of the game.
I have played to level 30 so far, and from what I've seen, they do an OK job of giving players the illusion of customization. Start with the character building - yes, you can keep re-rolling your stats, but there is an extremely minimal variety in your die rolls, and the difference in the end result is inconsequential.
Then there's the ability system. Yes, you get to decide where you put your ability points. But by the time you reach level 20, you will literally have every ability upgraded to its 2nd level, resulting in every character being the same to that point. I believe that the same happens up to level 30.
That is one thing that DDO had going for it - there was such an immense amount of ability options that you could actually build a character that you felt like was your own. This game tries to trick you into thinking you have options, but ends up being as cookie cutter as it gets.
For die hard D&D traditionalists there is no way this game can hold our interests for the longterm. Ive already went back to playing NWN2 and my dwarven defender/weaponmaster builds, and specialists wizards. I only log in to pray and do professions, but that is losing stream as well. Old school D&Ders have standards that simply must be met. There is no way around that. This game will eventually lose that die hard player pool and will be nothing more then an action mmo with nothing unique about it.
TSR/WoC is a victim of its own creation with this. D&D has history, like baseball its nostalgic and the title "D&D" holds value and has created a certain standard that mmos just cant touch or even fathom. This standard is what must exist for myself and many others to play this game longterm. And of course that standard will never be implemented, delegating the hard nosed D&D crowd back to the table and back to NWN2 for our gaming fix.
Simple things that simply cant be compromised. Such as character diversity. We need upteen thousand build options, period just no way around that. We need DM interaction, Just no way around that. We need RP, we need warrior classes to able to use nearly all types of arms and armor, we need giant lists of diverse spells for casters,.... just no way around any of this.
That is one thing that DDO had going for it - there was such an immense amount of ability options that you could actually build a character that was totally fail.
Fixed.
Side effect of all the level-up options in DDO - unless you followed a guide, the average player could destroy their character utterly, by level 6-10, without realizing it until several levels later.
Side effect of all the level-up options in DDO - unless you followed a guide, the average player could destroy their character utterly, by level 6-10, without realizing it until several levels later.
So you're saying that it's their fault they allowed dumb people to do dumb things? Their character customization was FAR better than anything else out there, and seriously put this game's character builder to shame.
So you're saying that it's their fault they allowed dumb people to do dumb things? Their character customization was FAR better than anything else out there, and seriously put this game's character builder to shame.
Honestly, there is such a thing as too many options, especially in a game like DDO, which is balanced (at the later levels) around absolute min-max.
I would REALLY love hip width/torso length sliders in character appearance customization. In fact, those have personally become the sole reasons why I haven't committed to this game yet. It's perfect otherwise.
Well met OP. The lackluster character customization is a shame on Cryptic. Look at what they gave us before City of Heroes, Champions Online and Star Trek online. All of their previous games gave us insane levels of customization , this game is a somewhat backward step.
I would REALLY love hip width/torso length sliders in character appearance customization. In fact, those have personally become the sole reasons why I haven't committed to this game yet. It's perfect otherwise.
Heck, id be happy for something even more basic like a simple height slider. The options, at least for me, seem limited.
Granted, this is coming from a Cryptic fangirl who has adored the level of customization in past Cryptic games. After CO and STO the options here cant do anything but disappoint.
Heck, id be happy for something even more basic like a simple height slider. The options, at least for me, seem limited.
Granted, this is coming from a Cryptic fangirl who has adored the level of customization in past Cryptic games. After CO and STO the options here cant do anything but disappoint.
Right, and a height slider too. Can't forget that. That's practically the bread and butter of heavy character customization.
Comments
Interestingly enough, that and Valindra are only a few of the crazy number of schemes swirling in Neverwinter according to the Neverwinter Campaign Guide. There's a whole heck of a lot of story Cryptic can flesh out from the plot hooks in that book for years to come before they have to come up with something on their own (not that I expect they won't be doing their own thing on top of it all). It's a good campaign setting, even if you're not big into FR.
Yep, what I find really awesome is...
SPOILER ALERT!
...how the Neverwinter Campaign Guide has it set up so that Lord Neveremember can be killed off by the party or anyone else, but such would lead to far-reaching consequences. It even outlines some of the possible ramifications from his death and ways that he could die. As well as notes factions that want him dead and those that would protect him or have ill will against any assassin that might kill the Lord Protector.
This makes me remember what was spoken in the last Key-note address by Ed Greenwood where he mentioned that us, the players and DMs of the Forgotten Realms, will be able to shape it's official future somehow with the coming of D&D Next. I wonder if part of this sentiment will be viable through events and player actions in Neverwinter Online, which has possibly already had such a foundation laid with how Valindra's depiction in NWO has become FR Canon.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
It's an interesting idea. I remember the keynote address, but then and now I still question the scope to which such a thing would be done. It's my opinion that WotC will treat wherever Cryptic goes with Neverwinter like any other home campaign run in a published setting. That is to say, WotC will let all that run independently of whatever they want to do with the Realms.
That being said, within the scope of this MMO alone, I can see where some thought could be given to expanding the story based on the general player base's actions.
Unfortunately D&D Next is a separate time-line after 4E and such a thing would require approval from WotC and we're not finishing up this edition's play-testing for two years. That written, it does give time to add things for the expansion of the events that lead to "The Sundering" if PWE and WotC were to discuss expansion agreements.
But develop things for D&D Next now, no way.
*Select the text below to see the spoiler*
Spoiler
Yes, in fact a whole background of Neverwinter Noble is based on enemity of neverember with PC. Neverember will try to kill PC who is noble to strengthen his claim to throne. But as the game is supposed to be cannon (the pnp was supposed to launch along with the game), it will not be having those drastic alternates of the routes.
I'm not sure why this is a problem. The MMO is its own thing on some levels, and on those levels if you, to us an analogy, consider Cryptic as a DM and us as the PCs, then you can see where Cryptic can advance the setting some in their own "campaign."
The problem is years of development to advance an ensure setting this way, but stories that could be done as "chapters" could be feasible if done within a two year development planning and execution phase.
Or:
Those two posts are really very informative. I actually bookmarked them when they were posted, they were so nice.
Thanks! I got that before so I added it to my FAQ because of it.
You can advance the story of Neverwinter by adding a content area based on player activity elsewhere. If, for instance, a quest has 2 possible endings: A and B. If 66% of the player base completes ending B, then your new addition to the story can be teased out of the logical result of ending B being the canonical ending. This would require some planning ahead, of course.
If you don't have/don't want metrics for determining where the story goes, you can be much, much more organic about it, and take a general reading on the community and/or the staff's feeling about (also what your budget says you can afford) X, Y, or Z addition to the game and add that content accordingly.
All you really need is a story reason for why dungeon #325 is now in the game when it wasn't there before, and boom, instant story advancement.
Actually this is how D&D Next will advance its campaigns based on player/GM outcomes what send feedback on the results.
I only start a game before reseaching.
If the graphics won't be better than perfect worlds tideborns&earthguards or forsaken worlds character I'm not gonna play.
You mean character creation, right?
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!
Now wait a minute, he's got something here. If companies can spawn customers, they can take care of their revenues! We just have to skirt that ethical cloning humans thing...wait, that supports big business but may use embryonic and/or stem cells...which party do I vote for to get this approved again?
Exactly. That's the kind of thing Zebular and I were discussing as used for Neverwinter. I just disagreed with him on scope.
The sliders show visual customization, fluff. Visuals are not a focal point in the OP.
Its the amount of control we'll have over the actual build stats at creation of the character that will affect us the most. Is it our toon, or theirs? If we can't roll stats, and choose OUR own way to progress, without requiring to follow a predetermined path, than it's not OUR toon, simple as that.
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!
I wasn't referring to just those sliders, I meant sliders in general, as in they are allowing us to do a lot of things there, so its feasible they will carry over that same amount of choice to the other half of the game.
Then there's the ability system. Yes, you get to decide where you put your ability points. But by the time you reach level 20, you will literally have every ability upgraded to its 2nd level, resulting in every character being the same to that point. I believe that the same happens up to level 30.
That is one thing that DDO had going for it - there was such an immense amount of ability options that you could actually build a character that you felt like was your own. This game tries to trick you into thinking you have options, but ends up being as cookie cutter as it gets.
Simple things that simply cant be compromised. Such as character diversity. We need upteen thousand build options, period just no way around that. We need DM interaction, Just no way around that. We need RP, we need warrior classes to able to use nearly all types of arms and armor, we need giant lists of diverse spells for casters,.... just no way around any of this.
Fixed.
Side effect of all the level-up options in DDO - unless you followed a guide, the average player could destroy their character utterly, by level 6-10, without realizing it until several levels later.
So you're saying that it's their fault they allowed dumb people to do dumb things? Their character customization was FAR better than anything else out there, and seriously put this game's character builder to shame.
Honestly, there is such a thing as too many options, especially in a game like DDO, which is balanced (at the later levels) around absolute min-max.
Especially when you're charging $ for respec.
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial
Nepht and Dr Deflecto on primus
Heck, id be happy for something even more basic like a simple height slider. The options, at least for me, seem limited.
Granted, this is coming from a Cryptic fangirl who has adored the level of customization in past Cryptic games. After CO and STO the options here cant do anything but disappoint.
Helpful Tools: Dictionary.com - Logical fallacies - Random generator - Word generator - Color tool - Extra Credits - List of common English language errors - New T6 Big booty tutorial