Here is a closer look at the character menu for the wizard in game (I grabbed a screenshot from the video and made it clearer to see).
http://i.minus.com/i7IDcCShxFBnd.bmp
Here is the race selection menu (note 7 races instead of the 6 that are on the site so far)
http://i.minus.com/i06zrOdE0ZYaZ.bmp
Here is the class selection menu (note 5 classes instead of the 4 that are on the site so far)
http://i.minus.com/ib1IDqSp04R3f4.bmp
Here is the character history menu
http://i.minus.com/ibahIqncbMYLEH.bmp
Here is the character summery menu
http://i.minus.com/ibaWcAhHTSBdmg.bmp
Extra:
You can dye your armour (it was on a loadscreen info tip)
You gain "feat points" which are spent in the "feat menu" (wasn't shown)
You can swap out powers at camp fires
It looks like health regeneration operates on a similar system to Halo-
There are notches along the health bar; when the player recieves damage, they will only regenerate health (out of combat) up to the last passed notch.
Some items are "unidentified", and there are "identification scrolls".
There is an optional fable style breadcrumb trail for quest objectives.
Video:
http://www.youtube.com/watch?feature=player_embedded&v=8vNMqSWF1aU#
Comments
If they can keep the classic DnD options i think they have a good chance but if they remove ( custom builds and other classic DnD features) some of us may just go to GW2
Neverwinter Thieves Guild
Is looking more n more like they are making a youngster console oriented type game where reading is optiional etc.
Neverwinter Thieves Guild
The classes seem to have their powers already chosen, but i have no problem with this as it allows me to pick and play. And even if the classes look that way there is nothing that prevents custom classes to make an appearance later, if not at launch. What I'm looking forward to the most are the paragon paths, if we at any point get a big selection there we might still have a large amount of customization for our endgame builds.
Yeah im not a fan, of the unstoppable, either, so hope with the yellow brick road metioned being able to be turned of, that option will be able to be as well.
you are joking right?
The level of build customization still looks rather sad.
FYI: Halflings are confirmed.
Source: FAQs of truthseeker.
I think you're right, I'd bet halfling.
I reckon it's a ranger cus they've been shown in a few videos.
They didn't show character customisation (looks), and it seems like only a "control" wizard is available for any type of magic class so far.
I would presume that there will be multiple types of wizards, or that the paragon paths will determine your brand of wizardry (I'm thinking this because we have seen Guardians and 2hander warriors; either they are different specialisations of the same class, or they are different classes in the same role).
Note I am not saying they have only they might.
That's not true since you can only slot 7 combat abilities and 2 utility abilities. There are at least ~ 17 in total. It does seem likely that you can build some variety into your character by choosing different abilities.
Unfortunately the game is based on the 4th edition of D&D which embraced an MMO-style powers system. So devoted fans of the NWN system of the 3rd edition era will find a different game with Neverwinter Online.
Paths (not sure what this is yet)
Other spells the control wizard possesses in "At-Will", "General" and "Summons" (which may have 5-7 spells each if they are similar to the ones shown).
So that is roughly 32-38 spells that are unlocked automatically as you level (Diablo 3 style)
Feats (Most likely a WOW style talent tree)
Multiple "Paths"
Multiple types of the class (I'm not sure if they are seperate, maybe that is what "paths" means eg for warrior: Guardian, 2hander. However, I am led to doubt this, as you can choose a control wizard in the character select, not just a general wizard).
Considering you can only equip 7 powers and 2 utilities, that makes for quite a lot of variantion.
2 Control Wizards may have the same potential skills, but may be specced differently and so use different powers.
And it sounded like you can increase your powers seperately to be better, as well as feats. Certianly they discussed speccing out and some specilizations.
Also, don't forget rituals.
Paragon paths are somehwhat equivalent of prestige paths(3e) in 4e. The refine your class to what it is.
About the game looking to be similar to GW2 no i am not.
First i suggested awhile ago they add dye like in GW and looks like they heard that or had it planned already, so similar to gw right there, them looking to how GW2 does things isn't necessarily bad unless the only thing that makes this DnD is the setting.
Limited skill to be used (on hotbar/skillbar) but can be swapped out easily very much like gw both 1 and 2 right there.
Combat looks similar to GW2 in fact looks like they want to compete more with GW2 than say DDO.
Neverwinter Thieves Guild
You mean, like, I can sacrifice kittens/kobolds to evil gods? Dang, I totally want to see warlocks in the game now!
Armour dye seems to be a given for new (and some old) MMO's
It's in GW/GW2, WAR, Diablo3, A.ion, Tera, LoTRO, Rift, SWG, DarkAoC etc
The hotbar is also like Diablo 3.
What's his face (Jack Emmert? Might be the other guy with the glasses...) talked about how if you were able to have all abilities on screen it would be like 5+ hotbars. Streamlining in that regard seems to be the new way for the new wave of MMOs.
Neverwinter and DDO most likely do not want to compete with eachother, as they are both under the WOTC license. So yeah, I am also expecting it to compete with Guild Wars.
on a side note I did notice that as well as the 9 main funtion button, there was a small panel of about 4 button to the right..maybe for potions and clickables?
Possibly Main Menu. Gotta look at those demo vids again.
Yeah, I saw a health pot in there.
I'm wondering where the interaction type things will be (if there are any) such as pick lock, disable trap.b:question
I know if you hold alt you can move a mouse cursor around; perhaps you can do it with that somehow ;P
I know there is an interact button, as I have seen people using levers. I can only presume that detection will be passive and the function key will allow operation for certain classes.
He did mention about traps, hidden passages and locks and I am sure infered that these can be interacted with to disable/open etc.
"However, it?s fast paced combat was engaging and enemies drop better and better loot which keeps the feeling of progression going. One minor feature which I found really useful is that the game recommends if loot is worth picking up or equipping. With every piece of loot, under its name it will say the word ?reccomended? in bright yellow. That means that item is currently better than the other item you have equipped, eliminating the need to having to do tedious number-juggling whilst fighting in a dungeon"
Transport?(er)
http://s1054.photobucket.com/albums/s482/ryvvik/?action=view¤t=7592d843.png
Explorer favor
http://s1054.photobucket.com/albums/s482/ryvvik/?action=view¤t=c4464206.png
Daily events bottom bar + weekend event (on the ice planet!)
cloak tower 11 m remaining, orc assault starts in 11m
http://s1054.photobucket.com/albums/s482/ryvvik/?action=view¤t=787bc674.png
http://s1054.photobucket.com/albums/s482/ryvvik/?action=view¤t=7c785280.png
hotbars, tutorial tips, gear
you now have two daily powers. visit a campfire to swap out powers in your tray
you have a level-up box in you inventory. right click to open it
press c to open your character sheet and apply your new feat points
press 1 to use scattering shock, disabling and damaging your enemies
chilling presence skill which increases cold damage by 15%
Congratz Neverwinter/PWE team
Very nice, congratulations are indeed in order! Huzzah!
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