Hello All
Having played this game sometime ago and now replaying it, I'm disappointed that the start of the game is completely different and therefore doesn't make a good story line as soon as you get to the Protector's enclave. The Theft of the Crown & Finding Honor quest has now been left out of the story completely which makes the start of your game a little disjointed. Any thoughts?
2
Comments
Mod 21 will give you a different start. The whole story line is being "re-invented" and you will be able to reach max level, LVL 20 now, in a few hours and be ready for endgame, according to the devs. Of course, (call me cynical) what they really mean is the quicker you get to lvl 20, the sooner you need to start spending real money to get the millions of AD needed for mounts, companions, enchantments,insignia and upgrades to actually be able to complete end game.
So enjoy what little story line you've got left until Mod 21 drops
Once you complete the original storyline, you will be level 20 and from there, pick which adventures/campaigns you want to focus on. And no, just because you are level 20 does not mean you will automatically be end game by any stretch of the imagination. In fact, many zones will be off-limits to a character until you reach the requisite item level.
Mod 21 is such a huge improvement over where the game currently stands.
One thing that no one seems to be talking about is how much more detail there is in the game in Mod 21...it is absolutely gorgeous. Enyo has a nice video that kind of shows the attention to detail (visually, at least) there is in Mod 21 vs earlier Mods by focusing on one map from the preview trailer.
https://youtube.com/watch?v=AyFcdYavFV0
At level 2 they have me trotting off to Neverdeath Graveyard (for no good reason or plot) this is level 30 to 35. Let's look at what the new players joining us in module 20 missed:
- At level 4 Vital Supplies, Rags to Riches, The Theft of the Crown, Finding Honor.
- At level 6 The Trail of the Crown.
- At level 10 Nest Egg, Finder's Fee, False Idols, Trouble in the Tower District... there goes more quest and information. Have fun falling down the Fallen Tower while you still can!
Are Troubled Times, The Wizard's Folly, Spellburst, and The Plague Tower still part of the new game? I don't know, didn't play far into preview, I guess I will find out on release.What about NPC groups the player will not encounter but is simply "expected" to know? When they encounter Yargo Company in the Dread Ring and they are just suppose to know. We experienced the Pirate's Skyhold, but they will never know. It is bad enough they are removing all the startup dragons but all these trivial quests have meaning to the plot. How can you follow a broken timeline?
This is going to be interesting how the players who joined us in the last few months will take to all the changes. Me? I am going to pop the popcorn, pull up a chair in PE, and watch the horror show on day one. Maybe people will love it, hate it, or just meh, it was fun while it lasted...
Just killing time...
4th Edition is from 1479 DR - 1486 DR, 5th Edition is from 1489 DR - ? and the upcoming Baldur's Gate III will be 1492 DR or 'now' and is after Season 9 Avernus Rising (Baldur's Gate: Descent into Avernus)
The old part/intro of the game actually begins in 1479 DR during the attack of Valindra, and everything up to Mod 3 is 4th Ed.
If you compare the Modules and the official D&D content/Seasons you may recognize patterns: (you can check out https://forgottenrealms.fandom.com/wiki/Neverwinter_(game) to see where it all fits in)
Some of the old zones/stories are based on 4th Ed Adventures/Sourcebooks such as Lost Crown of Neverwinter or Storm over Neverwinter (Helm's Hold/Chartilifax/Rohini). With Mod 4 we follow the 5th Edition stories more or less. So it is justified to move the game along. Yes, we loose some (or alot) old content and we gain a bit back (2 'lost' dungeons) but we move along.
This will NOT be the Neverwinter folks played in 2013/14, but will it be bad? Decide for yourself, but form your opinion based on experience.
PS: I am not payed/employed by any parties involved in the game, just a fan of FR
But for the time being, Blacklake District, Tower District, Blackdagger Ruins, Helm's Hold, Pirate's Skyhold, Rothe Valley, and Mount Hotenow and all quests for those areas are gone.
And yes, the 'shelved' part of the 'removed' zones did not get lost to me. Lets hope the comeback will be fun as well.
Edit: oh and I forgot: yes the Chasm and all that spellplague nonsense from 4th would have made a better target for removal
My wife was really upset they removed the Foundry. She told Thomas Foss personally, how upset she was about this action 2 years ago. He more or less confirmed the entire database was removed and not just archived. If they cared so much about this feature, why wasn't it backed up? The entire database maybe contained 2,000 scripts coded in a text only format. The biggest one must have been about 400 to 500 KB. That comes to 1 standard DVD of files including the others on Star Trek.
They tell they the users, we will archived this or we plan to rework that, this is told to stroke the ruffled feathers. Even if this current Neverwinter team plans to do something with old data in the future, they will be working in another department or even at another company by that time. Next team tosses it in the recycle bin... DONE!
PSN Zen AD Exchange - Forecasting Spreadsheet
I don't want to start another discussion about M16, but I remembered when you said that
I wonder what kind of practise this is... They DID state somewhere (I would have to dig...) on the preview forum that the zones that got the boot were chosen because they are low(est) traffic zones compared to others. (Which screams Reducing-for-cheaper-maintenance) I could totally see Hotenow - but not Pirates Skyhold (which was stated that they thought it does not fit the theme, or something like that)
Not sure why they had to kill the first few quests tho... But whatever...
I am not sure if they are threatening to pull their IP or Cryptic is getting the game ready in the event they do pull the IP. In my opinion, losing the IP at any point would just kill Neverwinter, it could not even be called Neverwinter anymore. The game would need a complete revamp removing far too much. Magic was Hasbro/WoC IP, maybe it was the tip of the proverbial iceberg? I don't know.
PSN Zen AD Exchange - Forecasting Spreadsheet
And yes, loosing the IP would very much terminate the game, unless there is some contigency clause in the contract.
I play some other fantasy base games online, they have their own unique stories. He and I were talking about how WoC owned by Hasbro, may have canned the Magic game. Reasons could be evident enough, most people say they never planned to play it.
Just killing time...
Gygax wasn't about you playing in his world of Greyhawk or Dave Arneson's Blackmoor, he wanted people to make their own worlds. He wanted people to use their imagination to advance the universe of D&D. Wizard of the Coast has been "play it our way or hit the highway" since they took over D&D. The game was stolen from Gary Gygax, not by Wizard's of the Coast, but his partners the Blumes. The Blumes sold their stock to Lorraine Williams. Lorraine Williams then sold TSR to Wizards of the Coast.
People shouldn't need to be told by a single card how to think for themselves.
PSN Zen AD Exchange - Forecasting Spreadsheet
They've been dumbing the game down and removing core mechanics since.
@rockster#6227 There are things to be done! My wife said, she noticed on preview they finally removed the old salvager from the garden roof. She used to joke about him needing employment. I guess he found it or Lord Neverember has him in his private dungeon in the Blackstaff Tower as a replacement for Granek Ruskelver
PSN Zen AD Exchange - Forecasting Spreadsheet
Tournaments at cons tend to be best of three, so the faster you get through the faster they can wrap things up for the round and move on to the next.