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Game is very disappointing after watching MMORPG's stream

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    devoteoftempusdevoteoftempus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 473 Bounty Hunter
    edited February 2013
    I personally have mixed feelings. I certainly did not like how the cleric was played. I was expecting your war hammer wielding caving in their foe's faces with righteous might combatant while tossing heals around. I fully expected it have some sort melee mechanic since the early trailers showed the cleric with a warhammer (the one where the classes were one the stairs looking at a mob on a higher platform). Instead was laser pewpew with heals. And the dodge seemed a bit ridiculous to me.

    I hope that the dungeon delves are much harder than what is shown since it was a complete faceroll from the stream. People just charging in, not controlling adds, standing in the fires and yet they succeeded the dungeon. Hopefully that dungeon delve was a watered down difficulty to get players feet wet. And wish they explained the healing potion mechanics, I don't want them to be a source of substatial healing but only really for an "ohhh <font color="orange">HAMSTER</font>" emergency moment to buy just enough time for other players to save that player in question.
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    keirkinkeirkin Member Posts: 0 Arc User
    edited February 2013
    zarchos wrote: »
    I don't know how cryptic studio's classifys this game as an MMORG. Here are my major gripes with the game

    - The game looks like a console Hack and Slash game, it has the typical fast paced XBOX 360 gears of war look to it. I want a MMOG, not a simple hack and slash where everyone looks the same and gets the same abilities.

    How is it not a MMORPG because the combat is fast paced? MMORPG in no way refers to the speed or type of combat.
    zarchos wrote: »
    - Speaking of which I see nothing in this game for class diversity. It looks like everyone gets the same abilities and the loot looks like it's pretty much the same rewards for everyone.
    You have seen (not played) the very first levels (below 20?) of the game. Most MMORPG character classes are not very diverse at low levels. However the Trickster rogue and the Guardian Warrior are extremely different if at low levels in play style and the cleric is very different than both of them. I am not even going to go into the loot thing.
    zarchos wrote: »
    - Also, can we just say that this Diablo but with a cash shop? This game does NOT look deep at all, it's nothing more than a console hack and slash game. It doesn't have any identity at all.

    Very Disappointed.

    In my opinion it has a very rich and deep identity and is nothing like Diablo.
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    zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited February 2013
    providentt wrote: »
    That wasn't the point I made though. I'm not talking about being able to roll all the classes, I'm talking about being the same class as 20% of other players instead of 10% of other players. Specialisations at lvl 30 probably fix this anyway so most likely not a huge deal.

    You do realize most MMO's only release with 4-6 classes right? WoW is 8+ years old and has only released 2 new classes in 4 expansions... Now thats a game I would be pissed at.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
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    devoteoftempusdevoteoftempus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 473 Bounty Hunter
    edited February 2013
    zylaxx wrote: »
    It is a level 16 dungeon after all. besides GW2 I cant name 1 MMO out of the hundreds Ive played that had deep meaningful dungeon delving at a low level. Lets al lwait till we see hwo the level 50+ dungeons play out before we make any assumptions.

    AoC to name one, WoW had numerous dungeons that presented a challenge to overcome when the dungeon dungeon was new. They certainly not faceroll content like shown in the stream, and lets not compare to Vanilla or BC dungeons since yes they are faceroll content because they are not designed difficulty wise for the current state of WoW.
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    AoC to name one, WoW had numerous dungeons that presented a challenge to overcome when the dungeon dungeon was new. They certainly not faceroll content like shown in the stream, and lets not compare to Vanilla or BC dungeons since yes they are faceroll content because they are not designed difficulty wise for the current state of WoW.

    Non-heroic instances has always been faceroll. The first hard content in WoW was Scholomance... I think we'll see a jump in difficulty.
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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    zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited February 2013
    I personally have mixed feelings. I certainly did not like how the cleric was played. I was expecting your war hammer wielding caving in their foe's faces with righteous might combatant while tossing heals around. I fully expected it have some sort melee mechanic since the early trailers showed the cleric with a warhammer (the one where the classes were one the stairs looking at a mob on a higher platform). Instead was laser pewpew with heals. And the dodge seemed a bit ridiculous to me.

    I hope that the dungeon delves are much harder than what is shown since it was a complete faceroll from the stream. People just charging in, not controlling adds, standing in the fires and yet they succeeded the dungeon. Hopefully that dungeon delve was a watered down difficulty to get players feet wet. And wish they explained the healing potion mechanics, I don't want them to be a source of substatial healing but only really for an "ohhh <font color="orange">HAMSTER</font>" emergency moment to buy just enough time for other players to save that player in question.



    I am totally clueless as to 4ed classes and I thought the same as you but something tells me thateventually we will see a Battle Cleric that fits the more arch typical 2nd to 3.5 edition cleric role.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
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    kubasereecokubasereeco Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 19 Arc User
    edited February 2013
    zylaxx wrote: »
    You do realize most MMO's only release with 4-6 classes right? WoW is 8+ years old and has only released 2 new classes in 4 expansions... Now thats a game I would be pissed at.

    But it started with 9.
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    zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited February 2013
    AoC to name one, WoW had numerous dungeons that presented a challenge to overcome when the dungeon dungeon was new. They certainly not faceroll content like shown in the stream, and lets not compare to Vanilla or BC dungeons since yes they are faceroll content because they are not designed difficulty wise for the current state of WoW.

    Sorry played them both and the first dungeons were jsut as face roll as what we saw in the press event here.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
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    zylaxxzylaxx Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 591 Bounty Hunter
    edited February 2013
    But it started with 9.



    5 and 9 is not that big of difference.
    [SIGPIC][/SIGPIC]
    Character is what a man is in the dark
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    aesclealaescleal Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Maybe not at launch, but I'm betting they will release more than just the one cleric build. It's very possible we'll see a battle cleric yet.

    Cryptic wants this game to be fun to play. Choices equal increase in player base. Increase in player base equals increase in income.

    Everybody wins! :)

    For this same reason I'm confident we'll see ranged combat (bows) really soon too. After all, if NPC's and monsters can do all these things, it's really unfair to limit players from also doing them.

    I hope to play a battle cleric some day too.
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    kubasereecokubasereeco Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 19 Arc User
    edited February 2013
    zylaxx wrote: »
    5 and 9 is not that big of difference.

    Right, ok...
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    zylaxx wrote: »
    I am totally clueless as to 4ed classes and I thought the same as you but something tells me thateventually we will see a Battle Cleric that fits the more arch typical 2nd to 3.5 edition cleric role.

    Hopefully, since it's a loved template.
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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    keirkinkeirkin Member Posts: 0 Arc User
    edited February 2013
    zebular wrote: »
    It's been stated, over and over, almost to the point of absurdity that... they plan on continually adding new classes and races. It wasn't so long ago that we only knew about a three classes... then China leaked the Cleric.. and they just announced the Great Weapon Fighter just a few weeks ago.

    Do you ever feel like you talking to yourself or an unruly child that you have to keep saying "stop touching that" too? ;)
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    sirsitsalotsirsitsalot Member Posts: 0 Arc User
    edited February 2013
    But it started with 9.

    Of those nine, how many of them were truly unique in what they could do? If I recall, some of the WoW classes were pet classes. In NW, as I understand it, anyone can have a pet. That right there eliminates the need for a dedicated pet class...

    It really isn't so much how many classes we have in an MMO as it is what we can do in said MMO. And as has been said, more races and classes will be added to the game over time.

    You can't beat the entry cost to play the game...
    I'm not really a John Galt,
    but I play one on the forums...
    :P
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    devoteoftempusdevoteoftempus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 473 Bounty Hunter
    edited February 2013
    zylaxx wrote: »
    Sorry played them both and the first dungeons were jsut as face roll as what we saw in the press event here.

    Right.... yeah people at launch could just charge at bosses without any tactic whatsoever and overcome on first attempts. That is completely not what I saw. If people just charged in you died, plain and simple. While yeah Deadmines there was little mechanics but other early dungeons were not that case at all. And AoC was NEVER easy, one of the perks about FunCom was that they knew how to make dungeons.

    The dungeon could have been watered down for the press event then again it could be fully working as intended.
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    Right.... yeah people at launch could just charge at bosses without any tactic whatsoever and overcome on first attempts. That is completely not what I saw. If people just charged in you died, plain and simple. While yeah Deadmines there was little mechanics but other early dungeons were not that case at all. And AoC was NEVER easy, one of the perks about FunCom was that they knew how to make dungeons.

    Gnomeregan was hard? Zul'Farrak was hard? Uldaman was hard? Come on... the hardest thing in those dungeons was to find the exit after looting...
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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    devoteoftempusdevoteoftempus Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 473 Bounty Hunter
    edited February 2013
    denkasaeba wrote: »
    Gnomeregan was hard? Zul'Farrak was hard? Uldaman was hard? Come on... the hardest thing in those dungeons was to find the exit after looting...

    At launch though? Don't compare in it's current form of compare vanilla dungeons when BC was up and about or when they have been around for many months. I'm more comparing to BC and WotLK expansion dungeons when they were first released where if you did not follow tactics you failed plain and simple or how even mobs took some tactics and control order and not this pewpewpew without any kill priority or kill order.

    In BC if you did not do the end boss encounter right then you would fail.
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    teknykkteknykk Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited February 2013
    denkasaeba wrote: »
    Gnomeregan was hard? Zul'Farrak was hard? Uldaman was hard? Come on... the hardest thing in those dungeons was to find the exit after looting...

    Probably not the most difficult of Vanilla's dungeons, but they did eat up and spit out many-a-group...especially Gnomeregan, the joint was a deathtrap for awhile.

    Though I can think of a dungeon worse prior to nerfing...Scholomance. I have some bad memories of that place. ;)
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    At launch though? Don't compare in it's current form of compare vanilla dungeons when BC was up and about or when they have been around for many months. I'm more comparing to BC and WotLK expansion dungeons when they were first released where if you did not follow tactics you failed plain and simple or how even mobs took some tactics and control order and not this pewpewpew without any kill priority or kill order.

    In BC if you did not do the end boss encounter right then you would fail.

    I played them since WoW beta, and there was no tactics at lower levels. Fury Warzorz were tanks and shadow priests healers. BC and WoLK non-heroic dungeons were similar. But now we're talking about higher level stuff. I don't remember non heroic dungeons being that hard, seriously. Except maybe Mana Tombs or Shattered Halls, but those were just stupid.
    teknykk wrote: »
    Probably not the most difficult of Vanilla's dungeons, but they did eat up and spit out many-a-group...especially Gnomeregan, the joint was a deathtrap for awhile.

    Though I can think of a dungeon worse prior to nerfing...Scholomance. I have some bad memories of that place. ;)

    Gnomeregan was a map-trap :D Scholomance, on the other hand... brrr
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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    kubasereecokubasereeco Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 19 Arc User
    edited February 2013
    Of those nine, how many of them were truly unique in what they could do? If I recall, some of the WoW classes were pet classes. In NW, as I understand it, anyone can have a pet. That right there eliminates the need for a dedicated pet class...

    It really isn't so much how many classes we have in an MMO as it is what we can do in said MMO. And as has been said, more races and classes will be added to the game over time.

    You can't beat the entry cost to play the game...

    "WoW classes weren't unique! That's bad!"
    "NWO classes can all do the same thing! That's good!"

    Apologies for being facetious, but you are kinda contradicting yourself there. Listen, I want NWO to be good, and I certainly don't want a WoW v NWO discussion. I'd just like it if NWO had more starting classes, and I'm pretty sure everyone would. I don't have a masses of time to play games any more so, if I want to keep up with the end game, new classes coming out in 6 months doesn't really help me much .
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    strainzedstrainzed Member Posts: 46
    edited February 2013
    I have a couple questions.

    1. Why does it take mana to block with a shield? The videos look like there’s a timer and holding up a shield is considered a power.

    2. Can the Wizard block with a shield? It seems like a good idea to carry one if you come under fire.

    3. When they release bows, will the Guardian fighter be able to switch to a bow and shoot?

    4. Why do the Wizard’s teleport and the Rogue tumble seem like the same exact power with different animations? Is there any difference?
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    mewbreymewbrey Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 517 Bounty Hunter
    edited February 2013
    I too am really upset with the lack of class variety, how guardian fighters are shooting ice rays and control wizards are blocking attacks with their shields, I sat and watched loads of content on how thieves where healing groups and was very disappointed. I was also very upset when the guardian fighter was taking all the control wizards items whilst the wizard was stealing the clerics!

    then I actually watched some content, and my worries where alleviated.
    ~*~ Foundry missions: Stronghold Branax : Goblin menace : Forwyn crypts ~*~
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    strainzed wrote: »
    I have a couple questions.

    1. Why does it take mana to block with a shield? The videos look like there’s a timer and holding up a shield is considered a power.

    2. Can the Wizard block with a shield? It seems like a good idea to carry one if you come under fire.

    3. When they release bows, will the Guardian fighter be able to switch to a bow and shoot?

    4. Why do the Wizard’s teleport and the Rogue tumble seem like the same exact power with different animations? Is there any difference?

    1. it's not mana, it's a specific "block meter" feature of GFighter
    2. probably not. Wizard just teleports around
    3. idk
    4. Teleport is immediate, Tumble and cleric evade make the full moving animation. But i think that they'll be substantially similar.
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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    shaudiusshaudius Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2013
    zylaxx wrote: »
    I am msot excited because it isnt a WoW clone and it will not suffer from lack of endgame content thanks to the Foundry. Those 2 are all the reasons I am most excited for. Now I sure do wish there were more classes to release with but eventually it'll get there so untill that time I'll settle for the GWF and be content knowing I'll never face endgame fatigue because I exhausted al lthe developers content within the first month or 2.

    TGIF or Thank God Its Foundry

    I'm on the fence about this, it all depends on how the foundry missions scale. If the foundry missions scale well to player levels than it could be really good, as at L60 you can play a huge number of foundry missions. If they don't scale as well and the majority of players create missions for the lower levels than you may be out of luck with a wide variety of content at the end game.

    I personally want to not be locked out of a lot of content because I outleveled it(its a personal goal of mine to play as much foundry content as possible), but I can see the argument that its better to have restricted levels on created content because it makes it easier to balance and in some ways a better experience for the player.
    I hope that the dungeon delves are much harder than what is shown since it was a complete faceroll from the stream. People just charging in, not controlling adds, standing in the fires and yet they succeeded the dungeon. Hopefully that dungeon delve was a watered down difficulty to get players feet wet. And wish they explained the healing potion mechanics, I don't want them to be a source of substatial healing but only really for an "ohhh <font color="orange">HAMSTER</font>" emergency moment to buy just enough time for other players to save that player in question.
    Right.... yeah people at launch could just charge at bosses without any tactic whatsoever and overcome on first attempts. That is completely not what I saw. If people just charged in you died, plain and simple. While yeah Deadmines there was little mechanics but other early dungeons were not that case at all. And AoC was NEVER easy, one of the perks about FunCom was that they knew how to make dungeons.

    The dungeon could have been watered down for the press event then again it could be fully working as intended.

    Interestingly the MMORPG people said they were leveled to 16 for the dungeon that they did, the Cloak Tower. It seemed pretty easy. I was worried. Then I read this article http://massively.joystiq.com/2013/02/07/neverwinters-cloak-tower-a-photo-essay/ In which the Massively people say they were only leveled up to 10 for the same dungeon, and seemed to express the dungeon being difficult. It seems to me that perhaps the MMORPG people were overleveled and that's why it looked so easy.
    Neverwinter Foundry Fansite with IRC Chatroom - http://www.tavernugc.com. Chatroom also available through IRC on irc.geekshed.net, #tavernugc.
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    shaudius wrote: »

    Thanks for the link. I suggest you to look at the comments at the bottom, if you want to have a laugh. People saying Guard Fighter has to use swords... fail.
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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    morhilanemorhilane Member, Neverwinter Beta Users, Neverwinter Hero Users Posts: 46
    edited February 2013
    I personally have mixed feelings. I certainly did not like how the cleric was played. I was expecting your war hammer wielding caving in their foe's faces with righteous might combatant while tossing heals around. I fully expected it have some sort melee mechanic since the early trailers showed the cleric with a warhammer (the one where the classes were one the stairs looking at a mob on a higher platform). Instead was laser pewpew with heals. And the dodge seemed a bit ridiculous to me.

    The cleric build available in the beta is the Devote Cleric (also called the Laser Cleric by some).
    The Battle Cleric is a melee/tank/buffer. It's not yet in the game though.
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    strainzedstrainzed Member Posts: 46
    edited February 2013
    denkasaeba wrote: »
    1. it's not mana, it's a specific "block meter" feature of GFighter
    2. probably not. Wizard just teleports around
    3. idk
    4. Teleport is immediate, Tumble and cleric evade make the full moving animation. But i think that they'll be substantially similar.

    1. I suppose it doesn't matter what you call it. If it acts like a duck, quacks like a duck.

    2. Probably not. Hmm...

    3. I hope so. From what I've seen so far, I bet not.

    4. Substantially similar. This just says they're indeed all the same.

    Face it folks, this is Gauntlet, not Dungeons and Dragons. The only thing anybody has said on this thread so far that I can see in defense of the game is that it's free. The OP seems right about this.
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    dodgingmetdodgingmet Member Posts: 9 Arc User
    edited February 2013
    Don't know if this has been mentioned, but in the stream last night on MMORPG, it was pretty much confirmed that the ranger would be added sometime in the near* future. It's a new MMO, give it a chance. If I may compare it to WoW, I believe there were what 7 or 8 at launch? Not that much more IMO. Also this is a lot different to that.
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    jnaathrajnaathra Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited February 2013
    I can't wait to taste the tears at 2 weeks after go live.. "I paid 200 dollars for Diablowinter!"
    Scout Tragold - "I haven't lived this long by being brave... it's just another word for stupid."
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    denkasaebadenkasaeba Member, Neverwinter Beta Users Posts: 0 Arc User
    edited February 2013
    strainzed wrote: »
    Face it folks, this is Gauntlet, not Dungeons and Dragons. The only thing anybody has said on this thread so far that I can see in defense of the game is that it's free. The OP seems right about this.

    Actually i've read, over nearly 60 posts, 50 positive remarks. So, i don't think that most of people agree with OP (and you, btw).

    That said, it's a block meter, not mana. Deal with it.
    Dilige, et quod vis fac (Love, and do what you will)

    St. Augustinus
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