Like most of us you will probably want to roll more than one toon. Well that's awesome! but doing the same old start out by a broken down ship is good to begin with but I think we should build on that and post ideas about different types of starting areas for different races/classes/cities.
~Crysis
I hope that the developers consider adding more choice to the game.
I really like this title, and have been happy with development this far. But I have to ask, Why give us these areas for developer opportunity and only make them cosmetic? I was expecting every little village to have some sort of mini campaign based on the background story I chose. On top of that I expected a rare opportunity to see the deity I chose, perhaps closer to end game, or at least have some effect while I attempt to reach endgame. Having the same tutorial starting area makes mmos go stale way too fast imo. Especially for people who roll multiple toons.
Comments
Some characters (such as Jarlaxle) don't even worship any deity at all. Where is the "no deity" option? I don't think that the background/deity selection should have been in there to begin with, and at the very least they should have provided fields to write in our own if they wanted to include them.
I would disagree. For the content that the Devs make, sure, don't waste resources including quests and such that makes a reference to what your Deity/Background is. But for Foundry made content, having the ability to add some fun surprises depending on the player's Deity/Background would allow player-made content to have a lot more depth - and indeed there are Foundry authors that dedicate a lot of time and effort in their dungeons.
All you're saying is "Foundry makers should have the option to pigeonhole us into specific background/deity selections at least". Except I'm pretty sure that they already can do that through dialog options and such, where players pick options appropriate to their characters... or not depending on how they want to play, since there is nothing that should force a character to divulge details about their background or deity of choice, or prevent them from lying.
I'm more talking about the choices we are offered in the beginning and having them carrying some sort of value in this world. The developers do make a random amount of side quests anyhow, but I find it upsetting that they didn't make any quests based on story lines they come up with themselves. I understand they can't exhaust every possible RP story, But I feel they could expand on the RP stories they made for glamour, and make them something more weighty.
For instance:
If you picked the region the Dalelands, you get the RP back ground of a Valiant Defender of the Dalelands, why couldn't they have a beginner quest where you protect the Dalelands from invaders?
Or if you pick the Dragon Coast, And are a member of the blue dawn, couldn't you have a quest where your on a village raid on Dragonmere?
Or Neverwinter, which a rather vague beginner quest of a Never winter Defender, defending the town against a threat that seeks to destroy it. Hell the current tutorial quest pretty much is this story.
The RP is already their, the developers feel this is an important aspect for character creation. Why not take sometime and give the players the experience of coming from their own background story?
OR
at least give the foundry the ability to create some tutorial quests and let us do the work ourselves.
then the only option during charecter creation they would need to change is a checkbox "do you want to follow your RP story? or would you like to do the vanilla quest?"
I believe they could develop these kind of starter stories for people. They are developing side quests anyhow, why not develop something that creates entitlement and value into a characters game life? Most of the story lines can be fed right back into the quest line, by some great evil appearing, or strange relic being revealed. I don't think it would be a waste of resources to put time into this. As for the deities, I'm talking a very rare chance in meeting them, But how impressive would it be to be blessed by your chosen god, or know someone on your team has been divinely inspired? Doesn't that sound like a game you wold want to play or an experience you would want to have? And I agree if you chose no god, then it should be able to reflect that you dont get that oppurtunity, otherwise, I coompletly agree, why even tease people with the background stories, if they have no value in the first place?
What people need to understand is that this is kind of like naming your weapons in Skyrim. Ultimately pointless except that it's cool from a roleplaying perspective. I honestly wish Modern RPGs had more of this pointless nonsense because they help people imagine their characters. (Though obviously if it could serve some feasible gameplay purpose that would be best)
yes yes and further more yes.
1 million internets to you
I would love the idea of creating a religious quest to retrieve some kind of artifact or to meet elder Harpers and undertake a quest for them, for instance. At the moment, the possibilities are endless and I can't wait to see what I can come up with. In fact, I may well spend more time creating content than actually playing content.
But then I started playing basic D&D in 1978 and have been GMing various games both tabletop and live pretty much constantly since then.
Naturally, I would love to see something more in-depth with both backgrounds and deities, but it really doesn't look like Cryptic is trying to go in that direction.
"Do what thou Whilt shall be the whole of the Law. Love is the Law, Love under Will."--Aleister Crowley
I have to agree with this. None of the deities I want to follow are on the list. Supposedly they will add evil deities, but that doesn't mean who I want will be on the list. I would prefer to see alignment options that change how the game is played. If you play an evil cleric, it would be nice for the powers to not look so goodly. I want to make up my character's back story, not have cryptic define it.
you DO realize how much time and resources it takes to make a tutorial that players complete in 10 minutes, right?
Would you really rather have devs work on the first 5 levels than the last 5 levels? Sure, there's lots of things that would be nice to have in the game, but... some of it just isn't pragmatic.
Amaunator: Same
Selune: Blue
Chauntea: Algae Green
Silvanus: Forest Green
Kelemvor: Grey
Torm: Gold
Et cetera.
Different colors for cleric powers is a great idea, something they can sell in the Zen store. If they are going to add evil gods to the list I would hope that you can change the golden light of clerics to a shadow color.
I realise that is a massive amount of work though and so I see the fundamental flaw in my suggestion. Purely a pipe dream I think.
Currently the deity and starting location part of the character generation is (to the best of my knowledge, please correct me if I am wrong) purely fluff and is not visible to anyone else except the player themselves. So therefore it really doesn't matter what deity and/or starting location you choose in any way other than for RP reasons (which is fine for me as I am a heavy RPer but I get that others aren't).
Currently, the home city and origin you select at character creation seem to have no bearing on the game itself. I'm sure we'd all like to see more grandiose plans for this in the future, but for a simple way to make the choices meaningful at launch, why not grant your character a title based on your chosen origin? They all sound pretty title-like already.
For example, if you choose Amn as your city, you get the choice of "Blazing Swords Recruit", "Enigmatic Vigilante" or "Hunter of Monsters" as your origin. Whichever one you choose is the first title granted to you upon starting the character, but you can only get the one, not all three. I bet plenty of roleplayers would love to wear a title representing their backstory, and for the non-roleplayers, the choice of origin would be important just to get a title that they find interesting.
It's a little touch that'd make each character a bit more unique, and it seems easy enough to do.
That actually sounds pretty **** good.
I really like that idea.
If that could be integrated with the Deities also (Acolyte of Sune, progressing upward in the level titles, etc)
Neverwinter Wiki
What I would really like to see is some sort of 'none' option for deities, though; especially if they did decide to make it anything other than an RP choice.
Yessss. It's about immersion. Not everything has to be about mechanics.