What are your thoughts on this matter
- all maps being combined instead of
Instance base
- adding fast travel for only vip players for example ( vip fast travel from brovia to wells of dragons ) if all maps where combined to make a an official mmo
- adding globel chat channels if all maps were combined for heroic encounters, bhes, or meeting up with other players
- implementing flying into the game basic wasd hold space bar to lift in the air to fly to other destinations within the open world of neverwinter
Please add your ideas below maby devs will look into this i would love neverwinter to become a mmo ty for reading
-tankready gm - best in class Alliance
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As for the open world suggestion. Assuming they even remade the game engine to work that way. I don't know how you would stitch together those maps. Unlike the original Guild Wars, there is really nothing between these instances. The original Guild Wars game is a bunch of instance maps. Towns and out posts were the largest. They used several more instance maps between to travel from town to town.
This game assumes a lot of travel has been done when you leave town. I don't think I would like the long hike from PE to Icewind Dale or the Well of the Dragons. Guild Wars allows fast travel for no charge assuming you have been there on foot at least once. Guild Wars 2 charges a few coppers to fast travel much the same way WoW charged for air taxi.
Yes, I think it would be just awesome, if they turned Neverwinter into a MMO someday. Until then we will settle for this game.
So the game in story mode was never meant to have a huge world map. Its meant to suspend your illusion of disbelief where all the events are sequenced, because realistically it would take months of travel to go from Protectors Enclave to Barovia. And look how the Chult story goes. You take a ship from the River District and sail down the ocean to the Island of Chult. Why would you constantly port back and forth? Why not just port to it to start with? Its because the story is meant to mean all the time you actually spent there was one long year or so in the story. Even though realistically you didnt just stay in chult until your campaign was done.
• signpost = fast travel, also this is an official mmo with or without it being open world.
• meh, already enough chat channels and since open world won't happen no reason for it
• doubt this will ever happen because game engine, rebuilding, etc
while i enjoy open world games, i don't need every game on the face of the planet to be open world and NW works fine the way it is. one might add that when they have instances with 40 people in them the lag becomes horrendous as is. Imagine that in an open world environment.
* There needs to be incremental world loading as you move. Instance maps just load the entire map once and for all.
* There needed to be better tolerance for a large number of players gathered together. The current NW client has demonstrated that it is uncomfortable at anything more than 30-40 players per instance.
Open world is such a major redesign that it is unlikely it will happen.
The difference between an open world MMO and an instance MMO is very subtle, but as pointed out, the engine has to be designed to work that way. World of Warcraft has instances, but they are "seamless" when you travel across the land. Depending greatly on detail, it takes longer for you to load into an open world, because they load in the instance maps around the instance your character is currently standing within. You get loaded with several possible next destinations on the map. If they don't want you to travel East, they just have a barrier such as a mountain or a wall in your way. The engine looks at the database and loads the enemies and other NPCs around you as you move toward them. It dumps (forgets) those you leave far behind you. As you cross the border into a new land, the engine is loading up the next set of possible instances you will travel toward, and dumping the ones you are leaving behind. If the memory isn't dumped, this creates what programmers call a memory leak and your game gets too big for your RAM to handle.
In an open world, if my character is standing in the Land of Nightmares and has options of 6 other lands around him, then there has to be 7 instances open at that time. Some games have the local chat display as the area; [Land of Nightmares] Bob the Dragon: shouting would only be seen by those in this instance. Global chat (greatly depending on the game) could mean shouting to the server shard or just the surrounding zones. Other games have broken the chat down by character levels, such as [Level 50 - 60 Chat] or by class [Wizard Chat]. The chat engine in most of these games is a separate module in of itself, the game engine is independent of chat.
Also it is my understanding big changes were made back last year that cause a disagreement and many players left the game. The same thing occurred with the MMO Guild Wars created its sequel back in 2012. The original game was, as Wendy stated above, a series of instance maps. The largest a town can hold is 100 players. Once you portal outside town, the instance is limited to you and the 7 people in your party. This makes playing Guild Wars very isolated, but faster to handle only 8 players in a zone. Guild Wars 2 went with grandiose server maps in an open world setting. People still play both games, but the population is not what it use to be in either game, and many of those player's loyalties are divided between the 2 games.
I have no opinion on the changes made back in April. But after watching Star Wars IX, all I can say is, it could have been a lot worse, Cryptic could have sold Neverwinter to Disney.
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As far as adding Flying to the current game is concerned, it would require a complete reworking of pretty much every exterior map in the game. They would need to add flying challenges/encounters to make the maps even matter, (if you can fly in a straight line from point A to point B why bother walking the winding path and having to fight dozens of monsters?
But also, the exterior zones are almost like a stage set. Where a certain piece of scenery covers up a big mechanical effect from the audiences line of sight. It also serves to allow artists to not have to paint and texture every square inch of the zone, saving time and depending on how much you don't have to do, potentially saving memory. (I don't imagine this is anywhere near the issue it was for us plodding Modders in Neverwinter Nights 2, but every little bit helps.)
I think being based on D&D the more linear "Boom, you arrive..." of zones is probably better suited than a wander round till you find what you are looking for of an open world.
Maybe if you are the sort of "person who enjoys having pain inflicted upon them" (since the profanity filter forbids me from using the actual word for such a person... geez...) who enjoyed finding the SKT treasure maps (without downloading a map of their locations from the internet...) then an Open World might appeal.
And don;t get me wrong, I have nothing against open world games, I've played every iteration of Elder Scrolls since I got Morrowind with my original X Box about 17 or 18 years ago and enjoyed every one (more or less). But, personally, I think there are far more important issues for Cryptic to be focusing on.
When I type in "Star Wars Thrawn Trilogy" into Google/Amazon/etc., it always brings up Heir to the Empire, Dark Force Rising, and The Last Command.
What other books would constitute as the "Thrawn Trilogy" ... unless Disney had Zahn slave away at a reboot version in their own twisted universe? I wouldn't be adverse to flying on, say, a broomstick and blasting enemies with magic, but ... Cryptic quest design right now literally is "force the player down a set path and have a bunch of monsters guard an objective so players waste time whacking them", or otherwise just make killing enemies (on the ground) an objective.
They'd probably contrive some 100% accurate ballista or some magic field that knocks you off your mount and forces you to fight on foot, or just make it so you can't complete any quests without having to get off the mount anyways.
If they want to put in a mini game like, for instance, (a less glitchy version of) the Stag Ride in the Nostura zone in Cloaked Ascendancy then they have my full support.
Maybe zooming about on a little dragon, and yelling "Dracarys!" in its ear hole to get it to blast flying enemies.
That would be cool. (without the Dracarys bit obviously... HBO have good lawyers...)
Or... you get Polymorphed INTO a Dragon for a side quest solo instance!!! I'll buy that for a dollar!
But for free roaming an open zone like, say, Well Of Dragons, or Barovia... I just think it would create more issues than it resolved.
And the novelty of being able to fly about pretty much all the time soon wears off.
I think it was about 3 days for me playing the Anthem download I got with the new XBox that I got for Christmas.
When something becomes normal, it stops being special.
Ugh, the only thing worse than sci-fi is poorly written sci-fi. Yes, in fact, I am looking for something to edit my demo files. I have Demolisher, but it seems very outdated and unfinished. It won't allow for costume edits on the NPCs. The demo files are text only and can be edited manually, if only I knew what I am doing, every "experiment" I have tried ends up crashing on playback. Otherwise I found this set of STO tutorials on YouTube helpful.