Alright guys, I'm new to the forums, but I'm a gaming journalist from The Cyan Firefly. While I can't really go into huge detail, I'd like to let you all know that I'm going to be speaking to Cryptic Devs and getting access to a lot of exclusive info about Neverwinter. I've released a video on my channel on the topic.
If you guys have any questions you want me to try to pass on to the devs, let me know.
http://www.youtube.com/watch?v=LFA7nanvh9A
(The video)
Edit: For you guys that replied here, I've got a new thread running with the videos I produce. It can be found here:
http://nw-forum.perfectworld.com/showthread.php?41291-The-Cyan-Firefly-Beta-Videos
Comments
Also expansions etc what kind of pacing can we see? i.e. Raiderz just released in Oct/Nov and they have a new out this month I think (trying to keep examples within PWE stable).
*please update with the reveals:)*
Excited for what's coming tomorrow
(I have a small gaming blog)
Anyone still searching for guilds you can check out HCG Hardcore Christian Gamers.
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But here are some questions:
Is there some kind of content that scales to the level of the player? Are there different difficulty options for quests (like in STO the advanced and elite setting)? Do enemies react differently based on the number of people in the party (like in CO where enemies get help from nearby enemy groups)?
Is there content that is specifically designed for small groups of 2-3 players?
How do companions work in groups? Can they fill up the party so that small groups can do 5 man group content?
What is there to do when you reach the highest level? Daylies (for Astral Diamonds, like Dilithium in STO)? Reputation system (like in STO)? Other activieties besides the typical dungeon runs?
Foundry specific:
Can you add NPCs and enemies in open world zones for a quest or do you have to use the NPCs and encounters that are already there?
Do the foundry missions scale to the level of the player who starts them? Do they scale if a group does them to be challanging for a group of people? Or do you have to design them for solo play or group play from the ground?
Can we add boss fights (like in the Dungeon Delves / group instances) to our foundry dungeons to actualy make our own "end game" content?
What can we expect in game/world size, is there any comparison to existing games? And can they maybe sum up again what there is to do ingame? Like dungeons/crafting/mini games/exploration/socializing etc? I'm asking because i for one have never heard of item enchanting before (mentioned last page?), and i'm really sure there are a lot of people who don't know about these "little" things.
I'm also assuming (and hoping) they will use the same system as they do in STO?
Bring out good and quality content patches (i haven't played STO, but that's what it looks like?) in regular intervals and see the Foundry as an "extra" for players to keep engaged in the game by themselves, and for themselves.
So not that they are going to rely more on the foundry to get replayability instead of expanding and adding to the game themselves.
Can we expect our own small party with them along (like SWTOR), or is it just an minor increase in strength? What's the maximum of companions that a player can have?
Yes, of course. Didn't thought of that. I knew I forgot something in my post .
Would love to know more about this. Any thing at all about crafting, harvesting?
Some info about cleric would be nice, some gamplay footage.
How is death handled in game?
I would love to see in game housing eventually but that is for expansion down the road, I always fall back to EQ2 just for that.
The chests will sometimes fight
Wonder if the ranger can make traps
Why choose to make a D&D-themed MMO instead of a D&D MMO while the success of DDO proves that the concept is viable?
Or one could ask, "Why remake DDO?" :rolleyes:
After all, if it is indeed a successful game, why try to steal such a narrow piece of the pie? If it is doing the "D&D MMO" thing so well, and has a seven-year headstart, well, it seems foolish to challenge it directly.
Ultimately, Cryptic is making the MMORPG they feel is the best, and based on its features, it seems fairly unique, or at least as unique as a fantasy MMORPG can really be.
My point being, this themed MMO is similar to a whole lot more MMOs than the 1 it would be similar to if it was a D&D MMO. A D&D MMO would be a whole lot more unique, despite the existance of one (which takes place in neither the same universe or D&D edition)
Not saying it'll be a bad game, but it's an interesting question that I'd love to hear an answer to.
Now my addendum. This is a live action game. Even games that look live (DDO included in places) are actually turn based and the powers and skills don't work the same way as per the rules. Even DDO modified it to some game that was not even CLOSE to original rules because it's an online computer game not a tabletop game.
Still, if the reporter wants to ask that, I have no problem with it, but don't be surprised if that first part is explained why.
Tattoo's, color scheme's, barding for mounts, paint/dye schemes for companion animals (or collars).
Green swords, yellow swords, swords that shine or all black?
Healdry devices for shields or cloaks?
Combat is fine for the game, working together is great, customize what our character wears is cool and so is crafting, but will this game allow us to go farther than most and customize things we own or control/
That's not hard hitting, the answer is obvious. Because there is already a DDO, and Turbine is far more adept at making that particular type of game.
The 2nd part of that answer which they aren't likely to divulge, which is obvious to anyone who has played Cryptic games, is because their strength as a company comes from making fun combat systems; and not from having particularly deep or complicated games. They did well to play to their strength instead of trying to be something they are not.
Kind of. A lot of the D&D guys are extremely upset that the game isn't mired in dice rolls, multi-classing, and complex rulesets. The whole action game bit really twists their nipples.
The answer isn't "Because DDO". If MMOs didn't copy each other, there would barely be any of them. Because DDO if anything is an argument in my favour. DDO is the only MMO of its type. Neverwinter follows the footsteps of a huge number of MMOs. Why should they made a D&D MMO? Because DDO. And only DDO.
Your second point about Cryptic games having great combat systems - hells yeah I agree. Just because it's action doesn't mean it can't be D&D though. You simply have low expectations.
Well aren't you a nice pleasant ray of sunshine?
While this guy is incredibly insulting, uncivil and making an unnecessary mockery of something he doesn't understand, in a way he's correct. However, I'm not flying off the handle raging that Neverwinter is a terrible game because it doesn't have D&D mechanics, and people need to understand that criticism and questions if anything are more valuable than praise, if done correctly. Note that my original post asked a question aimed at the devs as per this thread's purpose and this guy (and others) take it upon themselves to demean and insult people with unpopulist opinions, despite the fact that I didn't even voice an opinion until prompted, but asked a question.
Ideally you copy aspects yes, but you need something to set yourself apart. What you just described is copying far too much, and is one of the reason the MMO genre has stagnated so badly. I'd much rather have a heavily action based D&D game to go with the more traditional DDO, than have two traditional D&D games where one make a handful of changes but ultimately tries to do the same thing. Especially when Turbine is better at the type of things that would make this game a more traditional D&D game.
I have realistic expectations, empirical evidence and stuff. I'm fully aware of what Cryptic is and isn't particularly great at, and to be frank I think you are asking too much.
Golly gee, I thought I was actually pretty nice about it. Colorful, but not insulting.
See now THIS is a good, thought out response.
You make good points here. However, there's a big difference between DDO and the D&D game I am envisioning. 4e. 3.5e and 4e are extremely different animals. They would be just as different from each other as any other MMO. There are relatively few mechanics that really translate across these 2 editions. Plus there's the fact that DDO is based in Eberron and Neverwinter is based on Forgotten Realms. So we have both mechanical and lore differences here.
Edit: It should also be noted that I'm not asking for any changes to be made to the game - the time for that is looooong past. I accept the current state of the game and look forward to it greatly. You can see my forum title. I just think the topic is an interesting one that deserves some good, civil discussion.