aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
edited August 2012
So I watched these videos and a came away thinking, "Holy cow, this game looks good." You guys did a really good job in that department. Similarly, I'm thinking about a really long post I did in another thread about typography and I'm seeing a lot of smalls caps. I wish those videos were at a higher resolution, but the text seems to be pretty legible. I'm happy for that, too. Lastly, and certainly not least, I'm really, really pleased at how well integrated the Foundry appears to be in the rest of the game. As a STO foundry author I'm drooling over the bells and the whistles and the flavens.
ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2012
Gotta love videos of people playing who can't even hold the camera straight XD
Can't say I liked the pewpewpew coming from the mage there, but I'd have to play it to see how it really works before I pass judgement.
But yeah, as I wrote in the original thread about the Foundry vids, the feature looks absolutely amazing. It's the most compelling reason I've seen NOT to play NWO (and just sit around messing with the editor lol)!
Every time I see this game in action I am more impressed; I think that Cryptic is on the right track but nothing is for sure until we get hands on time with it.
A small video gameplay. Nothing much to add of what we know but still posting it.
You're first video was in the first post of this thread.
The Foundry looks AMAZING. I'm going to have to learn my way around, but it looks wonderful and hopefully as intuitive as she makes it look. I'm glad they're releasing more wizard gameplay, as I've seen mostly just rogues backstabbing people. Keep the info flowing!
A small video gameplay. Nothing much to add of what we know but still posting it.
Yikes, the Noob Trail appears. Couldn't we just make do with a good map/compass system? I just hope we get the latter, and the option to turn the former off, so that it's not as horribly limited and unintuitive as DS III.
To keep this all under the one link i placed this link here, CHECK OUT THE PICKS of the powers ect. Cryptic have gone all out here look at all the advertisement and Pc Booths, MAN O MAN, wish i could get some of this action in OZ.
I'm a bit worried about this fight system... it looked at the video that the mobs were simply slow and unresponsive (waiting and doing nothing for some time before attack and then again...) and here we read that the fighting system was changed and now feels unnatural...
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
Yikes, they call that a tree? b:shocked Looks to have about as much customization as a brick. At least add alternative options for each level, otherwise the game will just play itself. b:angry
I'm a bit worried about this fight system... it looked at the video that the mobs were simply slow and unresponsive (waiting and doing nothing for some time before attack and then again...) and here we read that the fighting system was changed and now feels unnatural...
*shrug* Same thing happened in NWN 1 & 2, and DDO. Looks like the news of "true action combat" were exaggerated, and comparison to RaiderZ far-fetched, but that doesn't make this system inherently bad, just more "classic" than expected. I'm sure the pace would pick up in higher-level encounters.
Now seeing D&D's most customizable class reduced to someone with a linear skill progression of about 10 powers with no apparent choice, THAT worries me. Even the very streamlined action-MMOs like RaiderZ or C9 have more build flexibility. This skill sheet looks as simple as LoL, except I expect that it'll take much longer than an hour to get to max level.
I really hope they post more info soon to explain that this is all somehow a big misunderstanding, and if you click somewhere in the skill sheet, it opens a gigantic tree with lots of choices.
Thay's cuz it's a "control wizard". It has a specific spell list. I never personally liked how they managed it - instead of wizard you need to choose specialization early on and don't have access to spells from others. Or at least it looks like that.
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2012
In Soviet Neverwinter wizard control you? b:chuckle (I'm from former Soviet space, I'm allowed to make this horrible joke.)
I don't mind having to specialize, but why so few options within specialization? OK, I'm a control wizard, but I could still have a choice between, say, damaging spells that slow enemies, single-target paralysis and curses, and AoE hold/slow for each skill slot. In fact, I reeeeally hope that's what we're seeing here, and every one of those is customizable. The fact that the high-level unattained skills are already unlocked suggests otherwise, though. This could really make or break this game for me.
You're basically completely set with character-building once you pick your spec, it seems. Even the most streamlined, action-oriented games do better than this. In Continent of the Ninth Seal, you lock into your class spec at level 20 (which is really only 5-10 hours of focused gameplay), but you still have a tree to customize, and it's rather extensive. You have to balance between developing certain combos, action skills (like grabs), and passive stat boosts.
I know I'm judging from one screenshot, but it's not looking very promising. b:sad
I think that it's not all... if you look closely there are huge gaps between 11 and 20 and then 30+, while in the beginning you get new spells every level or every 2nd level.
On the other hand, you have to consider that 30 levels here is equal to 10 levels in Normal DnD, so 9 spells for 10 levels isn't that small.
Thay's cuz it's a "control wizard". It has a specific spell list. I never personally liked how they managed it - instead of wizard you need to choose specialization early on and don't have access to spells from others. Or at least it looks like that.
Yeah, i also dont like how they built tree-skills or whatever they wanna call it and this is not the first time i say it.
Anyways, i think they will probably change it and we still dont know nothing about the feat system yet
About the videos, mobs look stupidity easy. Even the boss was an easy target lol i rly hope this dificulty is just for the conventions....
I must say I am very impressed by the videos. (Though I am a bit upset, if they had come in europe a couple of months back, I would have the opportunity to attend these too.)
But especially the foundry system is nice. The audio isn't very good, but the UI of foundry and 'stuff' looks quite robust and integrated.
I am pretty sure they are going to add new classes with delay too. Hope they add popular ones at launch like paladin, ranger, sorcerer, monks and bards.
About the fight systems, ughhhh. Mobs were just standing still awaiting slaughter. However, difficulty settings are usually turned way down for ease of playability so more folks can play and so the reps behind the table dont look like noobs Graphically, the game looks great. Sparklies after every weapon swing looks ridiculous.
About the trees, that's 4e for ya. Focus and simplicity. For anyone who knows D&D (but hasnt ventured into 4e) or has been exposed to DDO, these trees are going to look rather sparse.
Time will tell... I'm happy at least to see that they have a working model. Now maybe the devs can open a thread or two and share what they have created thusfar, and get our input. (heh heh I know!!)
I don't mind having to specialize, but why so few options within specialization? OK, I'm a control wizard, but I could still have a choice between, say, damaging spells that slow enemies, single-target paralysis and curses, and AoE hold/slow for each skill slot. In fact, I reeeeally hope that's what we're seeing here, and every one of those is customizable. The fact that the high-level unattained skills are already unlocked suggests otherwise, though. This could really make or break this game for me.
You're basically completely set with character-building once you pick your spec, it seems. Even the most streamlined, action-oriented games do better than this. In Continent of the Ninth Seal, you lock into your class spec at level 20 (which is really only 5-10 hours of focused gameplay), but you still have a tree to customize, and it's rather extensive. You have to balance between developing certain combos, action skills (like grabs), and passive stat boosts.
I know I'm judging from one screenshot, but it's not looking very promising. b:sad
I have read/seen that you can change skills in and out, so there are more skills available, ae skills or single dd or different control types, but only 7 skills total, 2 dailies (the diamond filled), 3 encounter? (cd ones) and 2 at will (the mouse linked ones). last I read was that they where considering whether that could be done on the fly or need to be done before quest/dungeon. They said they where leaning towards before, so load up in the city, then go.
[SIGPIC][/SIGPIC] I am not evil, I am just cursed.
On the abilities: It looks like there are slots for 9 abilities on the UI. From the screenshot of the ability tree, it looks like there will be at least 17 skills to choose from. Probably, you will select from the pool of abilities you want to slot. Early on your character power grows vertically until you get all slots filled. After that you can start tailoring your character based on the now powers you get.
As Andre said however, 4th edition D&D adopted a power system where you were given powers at new levels (much like modern video games) to use. So kind of get locked into that. In general though D&D never had a lot of customization via "powers." It was never that type of game.
One enemy difficulty: Demos are usually easy so as not to frustrate players--people who have never played the game before.
"Control feels stiff and unnatural" "Perfect world vibe to it"
Not sure what to think, and the game play looks way too easy with monsters just standing there. Even the boss was a push over. Only making it easy for a gaming convention makes no sense and I think it would turn more people off just blowing through it. Have a feeling it's going to be way too linear also, but only time will tell.
Daggerdale anyone?
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
As Andre said however, 4th edition D&D adopted a power system where you were given powers at new levels (much like modern video games) to use. So kind of get locked into that. In general though D&D never had a lot of customization via "powers." It was never that type of game.
Yeah, but take a wizard spell list from 3.5e and compare it to this... yeah, sad. I did hear a lot of people bash 4e for killing that in casters, so there's that. I have to say though, it's irrelevant how many skills you have to choose from at cap, because most of the game is getting TO cap, and if the game chooses everything for you, it's not very fun.
I can only hope there's at least the same level of feat/skill customization as other DnD games, otherwise all this is is playing cookie-cutter builds, "push A to win" style.
One enemy difficulty: Demos are usually easy so as not to frustrate players--people who have never played the game before.
Yeah from some of these videos you can tell some of these people don't know how to hold a mouse, much less play a videogame.
"Control feels stiff and unnatural" "Perfect world vibe to it"
The game's in alpha, it's not too surprising if it handles awkwardly. I'm willing to give it the benefit of the doubt until the beta release. Linear is not necessarily bad, if it's creative enough. NWN1 SOTU+HOTU was essentially linear, just with large and complicated enough dungeons to compensate for it. Even if we don't get that from Cryptic, the foundry makes it look like you can make adventures of epic proportions.
About the fight systems, ughhhh. Mobs were just standing still awaiting slaughter. However, difficulty settings are usually turned way down for ease of playability so more folks can play and so the reps behind the table dont look like noobs Graphically, the game looks great. Sparklies after every weapon swing looks ridiculous.
About the trees, that's 4e for ya. Focus and simplicity. For anyone who knows D&D (but hasnt ventured into 4e) or has been exposed to DDO, these trees are going to look rather sparse.
Time will tell... I'm happy at least to see that they have a working model. Now maybe the devs can open a thread or two and share what they have created thusfar, and get our input. (heh heh I know!!)
And where in an MMO are mobs not static or standing still? This is a core feature in every MMO that I've seen.
But really that seige tower vid is autrocous. No dodging or teleport for the mage evasion ability, stood in the red circle of bad stuff, seems like he was spamming at-will magic missile.... autrocious.
The massive gap between powers begs to question if really the powers are incomplete. This is alpha after all and just a demo so who knows. But that gap is way to large especially the at will. And this is just powers, nothing has been released on feats yet.
Closer look the at the right tree is actually only the class powers, the at-will and general powers are not even listed there.
Yeah, but take a wizard spell list from 3.5e and compare it to this... yeah, sad. I did hear a lot of people bash 4e for killing that in casters, so there's that. I have to say though, it's irrelevant how many skills you have to choose from at cap, because most of the game is getting TO cap, and if the game chooses everything for you, it's not very fun.
I can only hope there's at least the same level of feat/skill customization as other DnD games, otherwise all this is is playing cookie-cutter builds, "push A to win" style.
The way it looks to me (and I am likely wrong) but that instead of picking a rogue, then specializing, you actually pick the specialty right off I.E. control wizard or trickster rogue. So I would expect a lot of different "classes" and that is the differentiation. SO there might be 3 different types of rogue, trickster, ambush maybe a control rogue? and so on, likely more difference in utility skills and possibly weapon choices?. So you are kind of skipping the first levels of rogue and going straight to the end picks, if that makes sense. Which might not be a bad thing.
Whether there will be anything else you can choose then it would have to be within that end specialization (paragons did someone say?), which I would assume would not be that many things, but still might have a few good either or choices maybe. Least I would hope.
[SIGPIC][/SIGPIC] I am not evil, I am just cursed.
Just saying hey from F2P.com (it was my two workmates [the Spanish guys who speak] that took the Foundry videos).They were lucky enough to get the meeting/presentation with Perfect World (I think at that time I was getting stiffed on my interview with ProSieben for Planetside 2) and after the day was over Neverwinter was the one game they kept talking about; specifically how awesome the Foundry is going to be. After watching back the video myself I am also well and truly sold and know I'll be spending hours making content instead of playing the game
Comments
All in all, I'm pretty excited.
Can't say I liked the pewpewpew coming from the mage there, but I'd have to play it to see how it really works before I pass judgement.
But yeah, as I wrote in the original thread about the Foundry vids, the feature looks absolutely amazing. It's the most compelling reason I've seen NOT to play NWO (and just sit around messing with the editor lol)!
http://www.youtube.com/watch?v=VMjP4aCnAKc
http://www.youtube.com/watch?v=FfOg2i-lHuo
A small video gameplay. Nothing much to add of what we know but still posting it.
Unleash the daily bro, on the mob of skeletons on the bridge. 8P aarrrrggghhhhhh, or even on the boss
who said that tiefling dont move so grand (in the other vid), looks GUN to me.
said at start of trailer ubisoft and release 4Q 2012?
SHOW US THE CLERIC
nice find Chaps
You're first video was in the first post of this thread.
The Foundry looks AMAZING. I'm going to have to learn my way around, but it looks wonderful and hopefully as intuitive as she makes it look. I'm glad they're releasing more wizard gameplay, as I've seen mostly just rogues backstabbing people. Keep the info flowing!
And some more gameplays:
http://www.youtube.com/watch?v=Glh104w8rFs
http://www.youtube.com/watch?v=XHyR9zp4E38
Yikes, the Noob Trail appears. Couldn't we just make do with a good map/compass system? I just hope we get the latter, and the option to turn the former off, so that it's not as horribly limited and unintuitive as DS III.
Looks good otherwise.
http://www.mmoculture.com/?p=3877
Thanks to Cinderboy
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-1.jpg
icestorm
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-2.jpg
bigby's grasp
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-3.jpg
ray of frost
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-4.jpg
chilling presence
skills sheet control wizard
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-6.jpg
booths/advertisement
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-7.jpg
http://www.mmoculture.com/wp-content/uploads/2012/08/Neverwinter-Gamescom-9.jpg
Yikes, they call that a tree? b:shocked Looks to have about as much customization as a brick. At least add alternative options for each level, otherwise the game will just play itself. b:angry
*shrug* Same thing happened in NWN 1 & 2, and DDO. Looks like the news of "true action combat" were exaggerated, and comparison to RaiderZ far-fetched, but that doesn't make this system inherently bad, just more "classic" than expected. I'm sure the pace would pick up in higher-level encounters.
Now seeing D&D's most customizable class reduced to someone with a linear skill progression of about 10 powers with no apparent choice, THAT worries me. Even the very streamlined action-MMOs like RaiderZ or C9 have more build flexibility. This skill sheet looks as simple as LoL, except I expect that it'll take much longer than an hour to get to max level.
I really hope they post more info soon to explain that this is all somehow a big misunderstanding, and if you click somewhere in the skill sheet, it opens a gigantic tree with lots of choices.
I don't mind having to specialize, but why so few options within specialization? OK, I'm a control wizard, but I could still have a choice between, say, damaging spells that slow enemies, single-target paralysis and curses, and AoE hold/slow for each skill slot. In fact, I reeeeally hope that's what we're seeing here, and every one of those is customizable. The fact that the high-level unattained skills are already unlocked suggests otherwise, though. This could really make or break this game for me.
You're basically completely set with character-building once you pick your spec, it seems. Even the most streamlined, action-oriented games do better than this. In Continent of the Ninth Seal, you lock into your class spec at level 20 (which is really only 5-10 hours of focused gameplay), but you still have a tree to customize, and it's rather extensive. You have to balance between developing certain combos, action skills (like grabs), and passive stat boosts.
I know I'm judging from one screenshot, but it's not looking very promising. b:sad
On the other hand, you have to consider that 30 levels here is equal to 10 levels in Normal DnD, so 9 spells for 10 levels isn't that small.
Yeah, i also dont like how they built tree-skills or whatever they wanna call it and this is not the first time i say it.
Anyways, i think they will probably change it and we still dont know nothing about the feat system yet
About the videos, mobs look stupidity easy. Even the boss was an easy target lol i rly hope this dificulty is just for the conventions....
But especially the foundry system is nice. The audio isn't very good, but the UI of foundry and 'stuff' looks quite robust and integrated.
I am pretty sure they are going to add new classes with delay too. Hope they add popular ones at launch like paladin, ranger, sorcerer, monks and bards.
About the trees, that's 4e for ya. Focus and simplicity. For anyone who knows D&D (but hasnt ventured into 4e) or has been exposed to DDO, these trees are going to look rather sparse.
Time will tell... I'm happy at least to see that they have a working model. Now maybe the devs can open a thread or two and share what they have created thusfar, and get our input. (heh heh I know!!)
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I have read/seen that you can change skills in and out, so there are more skills available, ae skills or single dd or different control types, but only 7 skills total, 2 dailies (the diamond filled), 3 encounter? (cd ones) and 2 at will (the mouse linked ones). last I read was that they where considering whether that could be done on the fly or need to be done before quest/dungeon. They said they where leaning towards before, so load up in the city, then go.
As Andre said however, 4th edition D&D adopted a power system where you were given powers at new levels (much like modern video games) to use. So kind of get locked into that. In general though D&D never had a lot of customization via "powers." It was never that type of game.
One enemy difficulty: Demos are usually easy so as not to frustrate players--people who have never played the game before.
Not sure what to think, and the game play looks way too easy with monsters just standing there. Even the boss was a push over. Only making it easy for a gaming convention makes no sense and I think it would turn more people off just blowing through it. Have a feeling it's going to be way too linear also, but only time will tell.
Daggerdale anyone?
Yeah, but take a wizard spell list from 3.5e and compare it to this... yeah, sad. I did hear a lot of people bash 4e for killing that in casters, so there's that. I have to say though, it's irrelevant how many skills you have to choose from at cap, because most of the game is getting TO cap, and if the game chooses everything for you, it's not very fun.
I can only hope there's at least the same level of feat/skill customization as other DnD games, otherwise all this is is playing cookie-cutter builds, "push A to win" style.
Yeah from some of these videos you can tell some of these people don't know how to hold a mouse, much less play a videogame.
The game's in alpha, it's not too surprising if it handles awkwardly. I'm willing to give it the benefit of the doubt until the beta release. Linear is not necessarily bad, if it's creative enough. NWN1 SOTU+HOTU was essentially linear, just with large and complicated enough dungeons to compensate for it. Even if we don't get that from Cryptic, the foundry makes it look like you can make adventures of epic proportions.
Craig even talks a little bit about Open Beta (so closed beta?)
http://www.perfectworld.com/blog/?p=645181
And where in an MMO are mobs not static or standing still? This is a core feature in every MMO that I've seen.
But really that seige tower vid is autrocous. No dodging or teleport for the mage evasion ability, stood in the red circle of bad stuff, seems like he was spamming at-will magic missile.... autrocious.
The massive gap between powers begs to question if really the powers are incomplete. This is alpha after all and just a demo so who knows. But that gap is way to large especially the at will. And this is just powers, nothing has been released on feats yet.
Closer look the at the right tree is actually only the class powers, the at-will and general powers are not even listed there.
I made a post asking more info about this : http://nw-forum.perfectworld.com/showthread.php?t=9141
But noone gives a HAMSTER, they totally missed the point of my post, startred talking about instances..lol xD
Whether there will be anything else you can choose then it would have to be within that end specialization (paragons did someone say?), which I would assume would not be that many things, but still might have a few good either or choices maybe. Least I would hope.
Awesome video
http://www.youtube.com/watch?feature=player_embedded&v=8vNMqSWF1aU#!
Cool this video about 19 mins in talks about leveling powers (presumably can specialize in powers), and a whole feat systems and paragon powers.
Yeah' thats the Cherry vid for me so far