Towards the end, he said, Beta early 2013 and game release 1st quarter 2013. Sounds about right. I'm looking forward to the announcements he said would be coming in the next few weeks.
Finally, a more conclusive beta time. Not exact, but now we won't be waiting every day this month for it. And I forgot that the Paris gameshow just started...so no rogue vids yet.
0
syfylisMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
edited November 2012
AI AI AI AI
Where is it ?
Mobs are dumb, with slow reaction time. Where is the challenge in this video ?
1. First >> chain reaction << (5:15 sec) there is a mage that just watch as his mates get killed so it would be nice if mob have in his field of view you atacking his crew go to help them.
2. Archers should try to runaway from melee enemies. At 2:25 sec archers should try to runaway and hide beind the big mob that come to atack at 2:30
3. If you have in game mechaincs to support dealing more dmg from backstab then mobs should try to do it also.
(graphics look nice so you get one + from me)
4. There is not enough global abilities. Guy just take even boss straight on. Even for tank fighting boss should be a little problem and fight should make him sometimes to runaway or start kiting.
5. Some mobs with less than 20% hp should try to runaway or hide.
6. If you guys create castles and stuf it would be nice that some doors should be opened by some more compicated mechanism.
7. In this video you just go straight to the target, maybe creating alternative path make journey more random ?
8. Make this game more dark and scary.
9. It would be nice if the enemy castle or your ally camp would feel more alive.
I'm not asking for something on the level of "Gothic" rpg game series but atleast try to make them patrol instead of standing in one place all the time.
10. Fix the animations of attacks. The problem is in fact that animation it's to short for mobs and heroes and because of that it looks less smoothly.
Do one thing for me please. Take all your animation crew outside of studio to some park. Give them some wooden stick and tell them to atack so long so they sweat their HAMSTER off and learn how it really looks like.
Nice vid thanks. I wish we'd gotten a closer look at that skill tree, but it is clear some tabs have been added since our previous view, it looks like they were added to the what was called class powers, but appears to contain some "feats" this go around or was Cleave moved to something else in 4e I forget?
Well I LOVED this vid. Now I'm off to find a rogue vid of the same thing, but better. BECAUSE IT"S A ROGUE!
I second this notion!
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade! Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
0
bitterwinterMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited November 2012
It looked like either a dwarf or halfling female guardian there
Mobs are dumb, with slow reaction time. Where is the challenge in this video ?
1. First >> chain reaction << (5:15 sec) there is a mage that just watch as his mates get killed so it would be nice if mob have in his field of view you atacking his crew go to help them.
2. Archers should try to runaway from melee enemies. At 2:25 sec archers should try to runaway and hide beind the big mob that come to atack at 2:30
3. If you have in game mechaincs to support dealing more dmg from backstab then mobs should try to do it also.
(graphics look nice so you get one + from me)
4. There is not enough global abilities. Guy just take even boss straight on. Even for tank fighting boss should be a little problem and fight should make him sometimes to runaway or start kiting.
5. Some mobs with less than 20% hp should try to runaway or hide.
6. If you guys create castles and stuf it would be nice that some doors should be opened by some more compicated mechanism.
7. In this video you just go straight to the target, maybe creating alternative path make journey more random ?
8. Make this game more dark and scary.
9. It would be nice if the enemy castle or your ally camp would feel more alive.
I'm not asking for something on the level of "Gothic" rpg game series but atleast try to make them patrol instead of standing in one place all the time.
10. Fix the animations of attacks. The problem is in fact that animation it's to short for mobs and heroes and because of that it looks less smoothly.
Do one thing for me please. Take all your animation crew outside of studio to some park. Give them some wooden stick and tell them to atack so long so they sweat their HAMSTER off and learn how it really looks like.
1,2,5,9, AI is not very the strongest point of cryptic... in STO for example to make ennemies harder they just increased their Hit point...not making them smarter or using their power more efficiently...which makes you fighting the same opponent for a long time...
3 in some previous videos, i did notice some clipping and characters hoovering the ground...
4: i believe i read somewhere that they purposely lower the difficulty in the demo to allow visitors to test the game.
6: i found the overall over-sized dimension a bit disruptive but less than in start trek. Hoping to see some more complicated
7: i don t remember alternate routes in cryptic games. pretty linear. Hoping for the community to create this...but i do recall some limitations in the foundry tool about this in STO...But the NWO one should be a bit stronger.
8: it depends of the setting around you...outdoor and an underground dungeon should have a different feel.
10: I don t know...it runs pretty smoothly to me. Just remember they have a limited team and some of them are shared between their games...there s so much they can do. plus they see this as an investment ...is it really worth it to put 3 people for 3 month on a animation project to have a 10% improvement?
Mobs are dumb, with slow reaction time. Where is the challenge in this video ?
Got to remember by looking at that Player Character power screen (seeing the early power screenshot from months ago), that the tank was probably fully loaded for the game demo, remembering that he may be in an area thats for lvl 12's or something and the fact that it comes accross as the mobs looking dumbed down cos he's actually lvl 49.
so beta next year (sigh)
Graphically it looks fine as you stated but thats about all i can agree on.
D&D Gnolls ( at least the dogmen variety) were pretty big...but not that big.
The good news is he said more announcements on beta in a couple weeks...of course he contradicted that three words later.
At least they gave gave us a beta update. Might not be descriptive, but damn it I know I can start playing other games without worrying I"ll miss out on this one now. H4 here I come!!! Not that I'll stop being on here every other hour a day... X-D
At least they gave gave us a beta update. Might not be descriptive, but damn it I know I can start playing other games without worrying I"ll miss out on this one now. H4 here I come!!! Not that I'll stop being on here every other hour a day... X-D
Is that Gnoll wearing fur? Wonder if it was a distant cousin?
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade! Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
If you remember that D&D digital interview with WotC, turbine and cryptic - they were explaining about how they are trying to figure out how the monsters should appear to players - as the camera is not on eyes but behind above the head - the monsters should look bigger for perception during gaming than they actually are.
EDIT: Here part 1 but check its part 2 as that statement might be there
0
bitterwinterMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited November 2012
Tiefling rogue gameplay...not the best quality but thought I'd add it
Bitter, I need to know your home address so I can come and give you all my plutonic love. I'm gonna hug you!!! I LOVE how the rogue dances in place like players do in Street Fighter, too awesome. I'm going to watch this video like a hundred times now.
I can't tell if that's daggers or his freakin sword he's throwing at 5m22s. I would THINK daggers, but those things are HUGE.
Question: When things go black and white, is that him partially entering Shadowfell?
0
iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
Bitter, I need to know your home address so I can come and give you all my plutonic love. I'm gonna hug you!!! I LOVE how the rogue dances in place like players do in Street Fighter, too awesome. I'm going to watch this video like a hundred times now.
I can't tell if that's daggers or his freakin sword he's throwing at 5m22s. I would THINK daggers, but those things are HUGE.
Question: When things go black and white, is that him partially entering Shadowfell?
WOOT! Something I hadn't thought about them adding, Shadowfell Content/foundry. Not right out of the gate, but it'd be cool later on. I honestly haven't heard much of the rogue other than the vids they posted months ago, and those weren't too descriptive, so I wasn't sure if it was or what. 4e made rogues weird.
WOOT! Something I hadn't thought about them adding, Shadowfell Content/foundry. Not right out of the gate, but it'd be cool later on. I honestly haven't heard much of the rogue other than the vids they posted months ago, and those weren't too descriptive, so I wasn't sure if it was or what. 4e made rogues weird.
Iamnot weird,justnormalitychallenged! b:nosebleed
J
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade! Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
0
aavariusMember, Neverwinter Beta Users, SilverstarsPosts: 0Arc User
If you remember that D&D digital interview with WotC, turbine and cryptic - they were explaining about how they are trying to figure out how the monsters should appear to players - as the camera is not on eyes but behind above the head - the monsters should look bigger for perception during gaming than they actually are.
EDIT: Here part 1 but check its part 2 as that statement might be there
one thing i did notice....destructable stuff, ie they blew up and gate. but likely there will be other stuff to destory too:)
Has anybody been able to recreate puzzles ike they did with the kolbolds and the lever puzzle mission for example? (Having all the levers pulled in one direction drains the poisonous waters and you can access a chest.)
Has anybody been able to recreate puzzles ike they did with the kolbolds and the lever puzzle mission for example? (Having all the levers pulled in one direction drains the poisonous waters and you can access a chest.)
In STO I know there are mission where you have to do things in a set order, for instance trying to kill some nasty microbobes to make an antidote, though it is all in the quest dialogue, though some mission need to you activate various bits to open the next door/area aswell, so puzzles I imagine could certainly be done in NWO
[SIGPIC][/SIGPIC] I am not evil, I am just cursed.
I do find it a little odd though. How did ALL thieves gain shadow abilities? What, is Shar just handin em out? Cause someone needs to drop that, um.."lady". Freakin killin' heralds like they ain't important. Both of my favorite gods are dead, so I find myself lacking in religious zeal.
Comments
Looks like in the next few weeks we will have some nice announcements to look forward too, might be why we are getting new forums monday hmm.
Neverwinter Thieves Guild
"w/o UGC we wouldn't have allowed ourselves to be called NW" rofl. Nice!
I know lolz, it really annoyed me when I heard nwn 3 lmao. Peeps in mmorpg write that often enough and I can't help explain to them its NWO not nwn 3.
Ofc the wise HAMSTER's say oh its a wrestling game ?
Neverwinter Thieves Guild
My Best,
Ezra Steel
Where is it ?
Mobs are dumb, with slow reaction time. Where is the challenge in this video ?
1. First >> chain reaction << (5:15 sec) there is a mage that just watch as his mates get killed so it would be nice if mob have in his field of view you atacking his crew go to help them.
2. Archers should try to runaway from melee enemies. At 2:25 sec archers should try to runaway and hide beind the big mob that come to atack at 2:30
3. If you have in game mechaincs to support dealing more dmg from backstab then mobs should try to do it also.
(graphics look nice so you get one + from me)
4. There is not enough global abilities. Guy just take even boss straight on. Even for tank fighting boss should be a little problem and fight should make him sometimes to runaway or start kiting.
5. Some mobs with less than 20% hp should try to runaway or hide.
6. If you guys create castles and stuf it would be nice that some doors should be opened by some more compicated mechanism.
To give an example you could something like hacking in alien swarm or some riddles like in tomb rider.
http://www.youtube.com/watch?v=evthG_CN1IE
7. In this video you just go straight to the target, maybe creating alternative path make journey more random ?
8. Make this game more dark and scary.
9. It would be nice if the enemy castle or your ally camp would feel more alive.
I'm not asking for something on the level of "Gothic" rpg game series but atleast try to make them patrol instead of standing in one place all the time.
10. Fix the animations of attacks. The problem is in fact that animation it's to short for mobs and heroes and because of that it looks less smoothly.
Do one thing for me please. Take all your animation crew outside of studio to some park. Give them some wooden stick and tell them to atack so long so they sweat their HAMSTER off and learn how it really looks like.
My work: Heroes Blacksmith - Library
http://nw-forum.perfectworld.com/showthread.php?21051-Heroes-Blacksmith-Library
I second this notion!
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
I'm guessing dwarf.
1,2,5,9, AI is not very the strongest point of cryptic... in STO for example to make ennemies harder they just increased their Hit point...not making them smarter or using their power more efficiently...which makes you fighting the same opponent for a long time...
3 in some previous videos, i did notice some clipping and characters hoovering the ground...
4: i believe i read somewhere that they purposely lower the difficulty in the demo to allow visitors to test the game.
6: i found the overall over-sized dimension a bit disruptive but less than in start trek. Hoping to see some more complicated
7: i don t remember alternate routes in cryptic games. pretty linear. Hoping for the community to create this...but i do recall some limitations in the foundry tool about this in STO...But the NWO one should be a bit stronger.
8: it depends of the setting around you...outdoor and an underground dungeon should have a different feel.
10: I don t know...it runs pretty smoothly to me. Just remember they have a limited team and some of them are shared between their games...there s so much they can do. plus they see this as an investment ...is it really worth it to put 3 people for 3 month on a animation project to have a 10% improvement?
Got to remember by looking at that Player Character power screen (seeing the early power screenshot from months ago), that the tank was probably fully loaded for the game demo, remembering that he may be in an area thats for lvl 12's or something and the fact that it comes accross as the mobs looking dumbed down cos he's actually lvl 49.
so beta next year (sigh)
Graphically it looks fine as you stated but thats about all i can agree on.
D&D Gnolls ( at least the dogmen variety) were pretty big...but not that big.
The good news is he said more announcements on beta in a couple weeks...of course he contradicted that three words later.
At least they gave gave us a beta update. Might not be descriptive, but damn it I know I can start playing other games without worrying I"ll miss out on this one now. H4 here I come!!! Not that I'll stop being on here every other hour a day... X-D
Is that Gnoll wearing fur? Wonder if it was a distant cousin?
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
EDIT: Here part 1 but check its part 2 as that statement might be there
http://www.youtube.com/watch?feature=player_detailpage&v=xE7Bs5WBjck
Bitter, I need to know your home address so I can come and give you all my plutonic love. I'm gonna hug you!!! I LOVE how the rogue dances in place like players do in Street Fighter, too awesome. I'm going to watch this video like a hundred times now.
I can't tell if that's daggers or his freakin sword he's throwing at 5m22s. I would THINK daggers, but those things are HUGE.
Question: When things go black and white, is that him partially entering Shadowfell?
Yes. It is.
WOOT! Something I hadn't thought about them adding, Shadowfell Content/foundry. Not right out of the gate, but it'd be cool later on. I honestly haven't heard much of the rogue other than the vids they posted months ago, and those weren't too descriptive, so I wasn't sure if it was or what. 4e made rogues weird.
I am not weird, just normality challenged! b:nosebleed
J
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
You're endearingly eccentric. How's that?
Aye Good memory Gill
Has anybody been able to recreate puzzles ike they did with the kolbolds and the lever puzzle mission for example? (Having all the levers pulled in one direction drains the poisonous waters and you can access a chest.)
In STO I know there are mission where you have to do things in a set order, for instance trying to kill some nasty microbobes to make an antidote, though it is all in the quest dialogue, though some mission need to you activate various bits to open the next door/area aswell, so puzzles I imagine could certainly be done in NWO
Making things go boom is always a good time.
I do find it a little odd though. How did ALL thieves gain shadow abilities? What, is Shar just handin em out? Cause someone needs to drop that, um.."lady". Freakin killin' heralds like they ain't important. Both of my favorite gods are dead, so I find myself lacking in religious zeal.