But theres something about this game that is addicting and makes me want to play more, and theres something about this game that feels very cheap, plastic, fisher-price or half-a$$ed.
Could it be the combat that is both exciting with the way I pop in and out of channeled divinity situationally, but is also not very "action" based with animation lock(I understand the reasoning behind animation locks...but still...)
Could it be the setting/ambience that puts you in the middle of a "midieval" dungeony/undeath type of environment with horrible screams everywhere, but is also laid out in a lazy manner gating where I go and pretty much taking out all exploration..not to mention some of the "dungeons(mini dungeons" just feel like halls with pockets of mobs...
Could it be the free to play aspect of the game where I haven't paid a dime to play up until this point, but I feel that eventually the game will almost force me to pay for bags, zen/ad,bank space,char slots,respecs, etc...otherwise grind for-ev-var?
Could it be that this game was "released" with a dungeon finder to make finding groups easy, but place you in dungeons where you do not need to think on boss fights...they just smack you with 50 adds each time(I understand "epic" mode is a bit more challenging, but come on...Most decently experienced MMO-vets faceroll anything developers throw at us)
I dont know..there is just something about the game that I love. But its countered by cheap and lazy design. I think the two best things so far for me is the setting(dungeony/undeath/demony/vampiry/ghouly/unique monster) set in a midieval times type of deal..sort of...along with the interesting combat which doesn't compare to Tera necessarily, but the class specific mechanics make it interesting.
But then there are negatives to even the two things I mentioned above. The zones are completely gated. Theres no reason to explore, no reason to go off the road. There are mobs everywhere that have a crazy aggro radius and if you aggro them you are fighting them for 1-2 minutes, some invisi walls, some visable walls...I feel like a rat in a maze. And then theres the combat...while the class mechanics throw a unique wrench into the mix, and I can understand why and appreciate animation lock, it is also a detriment to combat. I hate dodging, only to be locked for a split second after the dodge. I can sit there and aim at mobs, only to be smacked by other mobs.
Could it be that this game was "released" with a dungeon finder to make finding groups easy, but place you in dungeons where you do not need to think on boss fights...they just smack you with 50 adds each time(I understand "epic" mode is a bit more challenging, but come on...Most decently experienced MMO-vets faceroll anything developers throw at us)
Ah! I always love hearing this one. It's the same everywhere. So since you clearly know better, why don't you, future famous game designer, tell us how to do it right?
Ah! I always love hearing this one. It's the same everywhere. So since you clearly know better, why don't you, future famous game designer, tell us how to do it right?
Do you honestly think that tank and spank bosses, with one bad floor mechanic and 10 adds is unique and challenging? Come on...lets get creative, at least a little.
Here is one for you: WoW--Magtheridon's Lair--Magtheridon. If I remember correctly, he had all the normal abilities of a boss(probably some bad floors, cleaves, and a heavy swing), I think there were a few adds, but the group also had to coordinate clicking on cubes at certain points and simultaneously. Now, that may be a bit too much coordination for you or for a 5 man, but its an idea.
Or, in WoW(again)--One of the dragon bosses in ICC(I cannot remember the name). Having people heal the dragon to full HP while the rest of the group fights off adds.
Or, in GW2--Twighlight Arbor-Mesmer boss. An enormous bad floor that causes confusion(i.e. redirects your abilities onto yourself and others), and chaos armor that does the same thing. You have to stop attacking when you see this. Ahh-- a little bit of thinking and reacting.
Or, in WoW--I cant remember the dungeon(it was a cata dungeon)..Kiting the boss into fire to burn his armor so that you can DPS him. But in doing so, he emits an AOE that destroys the group so you cant have him sitting in that fire forever. All the while, you need to kill off some adds that explode and leave fire on the ground.
Or, in Rift--Spider boss cocoons peoples(normally the healer). Team must stop, dps the cocoon to break him/her out...
There are other ways to do bosses than throwing 50 adds at us, or a few bad floors that simply do damage.
Another one...
In GW2, first boss in Twilight Arbor--5 or 6 smaller worms circling a larger worm(the boss). All of the worms drop A TON of small bad floors and all of them can do a knockdown. If you don't deal with at least a few of the smaller worms, the floor is cluttered with bad floor and you die. Its a gentle mix of killing off these worms so you can move, and DPSing the boss. And the worms respawn. Can't tell you how many times people just didn't get that boss and failed so miserably...corpse runs to the max.
Do you honestly think that tank and spank bosses, with one bad floor mechanic and 10 adds is unique and challenging? Come on...lets get creative, at least a little.
Here is one for you: WoW--Magtheridon's Lair--Magtheridon. If I remember correctly, he had all the normal abilities of a boss(probably some bad floors, cleaves, and a heavy swing), I think there were a few adds, but the group also had to coordinate clicking on cubes at certain points and simultaneously. Now, that may be a bit too much coordination for you or for a 5 man, but its an idea.
Or, in WoW(again)--One of the dragon bosses in ICC(I cannot remember the name). Having people heal the dragon to full HP while the rest of the group fights off adds.
Or, in GW2--Twighlight Arbor-Mesmer boss. An enormous bad floor that causes confusion(i.e. redirects your abilities onto yourself and others), and chaos armor that does the same thing. You have to stop attacking when you see this. Ahh-- a little bit of thinking and reacting.
Or, in WoW--I cant remember the dungeon(it was a cata dungeon)..Kiting the boss into fire to burn his armor so that you can DPS him. But in doing so, he emits an AOE that destroys the group so you cant have him sitting in that fire forever. All the while, you need to kill off some adds that explode and leave fire on the ground.
Or, in Rift--Spider boss cocoons peoples(normally the healer). Team must stop, dps the cocoon to break him/her out...
There are other ways to do bosses than throwing 50 adds at us, or a few bad floors that simply do damage.
And guess what, once you've done it once, it's no longer fresh, or challenging. It will be a nuisance and people will just complain it's gimmicky or annoying/tedious.
Or, this is a proprietary idea/idea from defience maybe... Since this is an action based game and we are aiming to do damage, how about have a very large boss with specific spots to aim and DPS. Like a large abomination type of boss with a few canisters strapped to his back that you have to break. Once broken the canisters do extra damage, make him vulnerable, reduce his own damage...whatever. AIMING at specific parts of the boss, but the boss is moving and so are you around so its not a stand-still thing.
Well, I dunno about you, but the reason I find it addictive is because they took all the best elements of WoW and GW2, meshed it all together into 1 game and out came out Neverwinter!
Stuff I wish was in WoW, Neverwinter has it. Other stuff I wish GW2 had, Neverwinter has that!
For example.
- I wish WoW was F2P so I didn't feel forced to play it all the time... oh NW is F2P! YAY!
- I wish WoW had better graphics and character animations... oh NW has that!
- I wish WoW had a newer and improved combat system that gets rid of the tab targetting oldschool MMO genre... oh NW has that!
- I wish GW2 had mounts... NW has mounts! WOOHOO!
- I wish GW2 didn't have such a boring story and so many pointless cutscenes... NW doesn't do that!
- I wish GW2 didn't concentrate so much on PVP and that end-game isn't just about PVP... cool NW isn't like that at all!
- I wish I could create my own quest... oooh I can in NW!
See what I mean?
NW may have it's slight issues, such as bugs, or how mob kill loot goes flying all over the place and I really hate that, or how I need to waste inventory space for identify scrolls to identify loot, or how people will Need roll on unidentified items in dungeons but how can we know if we need it or not untl we win the item and identify it, etc....
But I seem to like more things about NW than what I hate... which is why I love this game and I'm already up to $40 Zen spent and wiill probably keep buying more
And guess what, once you've done it once, it's no longer fresh, or challenging. It will be a nuisance and people will just complain it's gimmicky or annoying/tedious.
Not everyone and I think most people will rather have unique fights vs tank and spank with adds. In any game Ive played people have always wanted challenging fights..not difficulty, but not mindnumbingly easy.
Not everyone and I think most people will rather have unique fights vs tank and spank with adds. In any game Ive played people have always wanted challenging fights..not difficulty, but not mindnumbingly easy.
Anyway, boss fights are already more than just tank and spank, and there are boss fights with additional mechanics. Maybe you just haven't made it very far yet?
Ah! I always love hearing this one. It's the same everywhere. So since you clearly know better, why don't you, future famous game designer, tell us how to do it right?
Do you people just have knee-jerk fanboy reactions to defend the game at all costs or something?
Seriously, you've just made one of the most illogical statements I think I've ever seen on these forums or ANY forums (and that's up against some stiff competition).
Apply this logic elsewhere: only directors can say whether or not certain movies are enjoyable, right? Just like only authors can decide if a book is bad and only gourmet chefs can decide if food tastes good.
No, I'm pretty sure that as a lowly PLAYER of games instead of a mighty CREATOR of them, one can still decide that a boss battle isn't particularly challenging.
Faceroll fights are boring for players and do nothing to teach them how to play their classes.
Do you people just have knee-jerk fanboy reactions to defend the game at all costs or something?
Seriously, you've just made one of the most illogical statements I think I've ever seen on these forums or ANY forums (and that's up against some stiff competition).
Apply this logic elsewhere: only directors can say whether or not certain movies are enjoyable, right? Just like only authors can decide if a book is bad and only gourmet chefs can decide if food tastes good.
No, I'm pretty sure that as a lowly PLAYER of games instead of a mighty CREATOR of them, one can still decide that a boss battle isn't particularly challenging.
Faceroll fights are boring for players and do nothing to teach them how to play their classes.
See bolded. Funny you should say that. I am learning how to properly use channeled divinity, and use it to its full potential. The content the devs gave me didnt push me to learn how to do so thus far. Two foundry quests I did last night pushed me to the limit a little bit where I had to plan out some moves, figure when to pop into dmode, etc. Credit to the players for making the content.
keznMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 17Arc User
edited May 2013
riven84 is basically in every post that has remotely hint of complain in it to defend....ive read my way thru alot of the posts as im at work atm and bored and his name keeps showing up lol
It is true that the current dungeons are plain boring after, and even during the first run of it. It's completely linear. Packs and packs of exactly the same mobs, no challenging map-layout, a not-so-epic bossfights (barely any sound effects, cinematics are quite basic). And literally all they do is spawn adds and use some damaging spells. This game really has great potential, the graphics are gorgeous, the crafting system is quite refreshing (altough it should REALLY take some less time to complete them), and the combat feels really quick. I hope there will be more polishing when it gets out of OB.
riven84 is basically in every post that has remotely hint of complain in it to defend....ive read my way thru alot of the posts as im at work atm and bored and his name keeps shows up lol
merrybelleMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 5Arc User
edited May 2013
Well at least dungeons in other games make an attempt to be interesting. Here they are all the same. It's tedious even when you haven't done the dungeon before because you know the end is just going to be full of adds to increase the difficulty of lackluster bosses.
It's simple I enjoy playing it therefore I will continue to play it. GW2...fun for awhile but didn't hit the mark for me like the first one. WOW...never played it. LOTRO, D&D combat totally shines over the old MMO style of combat. Does it need some work? sure but what MMO doesn't?
The thing is that this game will die an early death if they keep continuing this trend, that's my guess. Even financially PWE will be better off mainting a happy playerbase instead of some big payers.
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pentegarnMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
Seriously!? why can't I post my full post wihtout the forums trashing 80~90% of it also seem to have accidentally submitted a new post now... well this is only a summary of what I just wrote up since these forums seem to have lost what I wrote .
Pay-to-win bad... level 30 soft cap that needs $20 to remove would have been better that some of the cash shop stuff. PvP is unbalanced due to pay-to-win, equipment should be completely ignored in PvP tho if you change that now some people will complain so perhaps an alternative PvP mode!
And when I say completely ignored, I do not mean introduce PvP gear, that stuff is bad it's rewarding players who already have more PvP skill so it's harder for people to get into PvP since they get owned by those with more experience and better gear.
Combat is good but there are build limitations in place that are imo too restrictive, why are passives limited to 2!. We should have 2 sets of encounter and at-wills which you can switch at a touch of a button as right now we are limited to half the at-will abilities and less than a 1/3rd of our encounter abilities! Being able to switch the set at the touch of a button would be nice!
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indelibleMember, Neverwinter Beta UsersPosts: 0Arc User
And guess what, once you've done it once, it's no longer fresh, or challenging. It will be a nuisance and people will just complain it's gimmicky or annoying/tedious.
That's such a nonsense thing to contribute to this discussion.
OF COURSE such encounters get samey after the first time you've done them. When I first drove a car, it was the greatest thing ever. Now, after 10 years of driving a car, it's just... the same thing everyday. The point is that when I first drove the car, it wasn't like anything I had ever done before.
The same applies to boss fights and dungeon encounters. Obviously you're not going to be able to make them infinitely refreshing and exciting, and obviously after a while they're going to become samey and tedious, but when I fight a new boss - at least for major encounters - there should be something new there to make them interesting, and to challenge me, the first few times through. I should have to adapt, have to try, and my reward will be being able to kill that boss in spite of whatever interesting mechanic or ability he's throwing at me.
That's such a nonsense thing to contribute to this discussion.
OF COURSE such encounters get samey after the first time you've done them. When I first drove a car, it was the greatest thing ever. Now, after 10 years of driving a car, it's just... the same thing everyday. The point is that when I first drove the car, it wasn't like anything I had ever done before.
The same applies to boss fights and dungeon encounters. Obviously you're not going to be able to make them infinitely refreshing and exciting, and obviously after a while they're going to become samey and tedious, but when I fight a new boss - at least for major encounters - there should be something new there to make them interesting, and to challenge me, the first few times through. I should have to adapt, have to try, and my reward will be being able to kill that boss in spite of whatever interesting mechanic or ability he's throwing at me.
The only reason I'm playing is because, for all their faults, Cryptic does cool things with their game mechanics. It's fun for me to see how gameplay works and whether allegedly under- or over-powered classes are actually imbalanced when played to their strengths.
That said, I'm finding it tough to wade through many aspects of the game... There's a really strong boxed-in, railroaded vibe that I have to make a conscious decision to ignore. Nevermind the whole dilithium - er, questionite - er, astral diamonds silliness.
I was hoping for more of a D&D experience. It's a fun game but I will most likely get very bored of it after a few months. D&D online does a little better job with the D&D experience but you pretty much have to subscribe to get full access to the game.
I'm hoping one day someone will release a Forgotten Realms MMOG that is similar in design to the original EQ or Vanguard but holds truer to the D&D Rules...preferably AD&D.
But theres something about this game that is addicting and makes me want to play more, and theres something about this game that feels very cheap, plastic, fisher-price or half-a$$ed.
Can't put my finger on it...
Maybe it's because you get to play in one of the most fantastic settings from one of the finest games ever created by human kind. Underneath it all, though, is Cryptic's generic "MMO Game Engine" which leaves a bit to be desired.
Comments
Ah! I always love hearing this one. It's the same everywhere. So since you clearly know better, why don't you, future famous game designer, tell us how to do it right?
Do you honestly think that tank and spank bosses, with one bad floor mechanic and 10 adds is unique and challenging? Come on...lets get creative, at least a little.
Here is one for you: WoW--Magtheridon's Lair--Magtheridon. If I remember correctly, he had all the normal abilities of a boss(probably some bad floors, cleaves, and a heavy swing), I think there were a few adds, but the group also had to coordinate clicking on cubes at certain points and simultaneously. Now, that may be a bit too much coordination for you or for a 5 man, but its an idea.
Or, in WoW(again)--One of the dragon bosses in ICC(I cannot remember the name). Having people heal the dragon to full HP while the rest of the group fights off adds.
Or, in GW2--Twighlight Arbor-Mesmer boss. An enormous bad floor that causes confusion(i.e. redirects your abilities onto yourself and others), and chaos armor that does the same thing. You have to stop attacking when you see this. Ahh-- a little bit of thinking and reacting.
Or, in WoW--I cant remember the dungeon(it was a cata dungeon)..Kiting the boss into fire to burn his armor so that you can DPS him. But in doing so, he emits an AOE that destroys the group so you cant have him sitting in that fire forever. All the while, you need to kill off some adds that explode and leave fire on the ground.
Or, in Rift--Spider boss cocoons peoples(normally the healer). Team must stop, dps the cocoon to break him/her out...
There are other ways to do bosses than throwing 50 adds at us, or a few bad floors that simply do damage.
In GW2, first boss in Twilight Arbor--5 or 6 smaller worms circling a larger worm(the boss). All of the worms drop A TON of small bad floors and all of them can do a knockdown. If you don't deal with at least a few of the smaller worms, the floor is cluttered with bad floor and you die. Its a gentle mix of killing off these worms so you can move, and DPSing the boss. And the worms respawn. Can't tell you how many times people just didn't get that boss and failed so miserably...corpse runs to the max.
And guess what, once you've done it once, it's no longer fresh, or challenging. It will be a nuisance and people will just complain it's gimmicky or annoying/tedious.
Well, I dunno about you, but the reason I find it addictive is because they took all the best elements of WoW and GW2, meshed it all together into 1 game and out came out Neverwinter!
Stuff I wish was in WoW, Neverwinter has it. Other stuff I wish GW2 had, Neverwinter has that!
For example.
- I wish WoW was F2P so I didn't feel forced to play it all the time... oh NW is F2P! YAY!
- I wish WoW had better graphics and character animations... oh NW has that!
- I wish WoW had a newer and improved combat system that gets rid of the tab targetting oldschool MMO genre... oh NW has that!
- I wish GW2 had mounts... NW has mounts! WOOHOO!
- I wish GW2 didn't have such a boring story and so many pointless cutscenes... NW doesn't do that!
- I wish GW2 didn't concentrate so much on PVP and that end-game isn't just about PVP... cool NW isn't like that at all!
- I wish I could create my own quest... oooh I can in NW!
See what I mean?
NW may have it's slight issues, such as bugs, or how mob kill loot goes flying all over the place and I really hate that, or how I need to waste inventory space for identify scrolls to identify loot, or how people will Need roll on unidentified items in dungeons but how can we know if we need it or not untl we win the item and identify it, etc....
But I seem to like more things about NW than what I hate... which is why I love this game and I'm already up to $40 Zen spent and wiill probably keep buying more
Not everyone and I think most people will rather have unique fights vs tank and spank with adds. In any game Ive played people have always wanted challenging fights..not difficulty, but not mindnumbingly easy.
Anyway, boss fights are already more than just tank and spank, and there are boss fights with additional mechanics. Maybe you just haven't made it very far yet?
Do you people just have knee-jerk fanboy reactions to defend the game at all costs or something?
Seriously, you've just made one of the most illogical statements I think I've ever seen on these forums or ANY forums (and that's up against some stiff competition).
Apply this logic elsewhere: only directors can say whether or not certain movies are enjoyable, right? Just like only authors can decide if a book is bad and only gourmet chefs can decide if food tastes good.
No, I'm pretty sure that as a lowly PLAYER of games instead of a mighty CREATOR of them, one can still decide that a boss battle isn't particularly challenging.
Faceroll fights are boring for players and do nothing to teach them how to play their classes.
See bolded. Funny you should say that. I am learning how to properly use channeled divinity, and use it to its full potential. The content the devs gave me didnt push me to learn how to do so thus far. Two foundry quests I did last night pushed me to the limit a little bit where I had to plan out some moves, figure when to pop into dmode, etc. Credit to the players for making the content.
http://hyperboleandahalf.blogspot.com/2010/04/alot-is-better-than-you-at-everything.html
It really is true though. Do you get paid for making these comments?
Yes, 500 Zen per post. Want in?
oh no attack me for the grammar, thats the worst you can do . sorry but i speak japanese,norwegian and german better than english.
He gets paid in Alots
Pay-to-win bad... level 30 soft cap that needs $20 to remove would have been better that some of the cash shop stuff. PvP is unbalanced due to pay-to-win, equipment should be completely ignored in PvP tho if you change that now some people will complain so perhaps an alternative PvP mode!
And when I say completely ignored, I do not mean introduce PvP gear, that stuff is bad it's rewarding players who already have more PvP skill so it's harder for people to get into PvP since they get owned by those with more experience and better gear.
Combat is good but there are build limitations in place that are imo too restrictive, why are passives limited to 2!. We should have 2 sets of encounter and at-wills which you can switch at a touch of a button as right now we are limited to half the at-will abilities and less than a 1/3rd of our encounter abilities! Being able to switch the set at the touch of a button would be nice!
That's such a nonsense thing to contribute to this discussion.
OF COURSE such encounters get samey after the first time you've done them. When I first drove a car, it was the greatest thing ever. Now, after 10 years of driving a car, it's just... the same thing everyday. The point is that when I first drove the car, it wasn't like anything I had ever done before.
The same applies to boss fights and dungeon encounters. Obviously you're not going to be able to make them infinitely refreshing and exciting, and obviously after a while they're going to become samey and tedious, but when I fight a new boss - at least for major encounters - there should be something new there to make them interesting, and to challenge me, the first few times through. I should have to adapt, have to try, and my reward will be being able to kill that boss in spite of whatever interesting mechanic or ability he's throwing at me.
This would be really neat. Something more like the original D&D mmorpg model. It was the original D&D mmorpg, right?
Great, and such encounters do exist.
Such as? Genuinely interested, haven't had time to explore everything yet.
That said, I'm finding it tough to wade through many aspects of the game... There's a really strong boxed-in, railroaded vibe that I have to make a conscious decision to ignore. Nevermind the whole dilithium - er, questionite - er, astral diamonds silliness.
The gorilla formerly known as Kolikos
You will see. I wouldn't want to spoil anything for you.
I'm hoping one day someone will release a Forgotten Realms MMOG that is similar in design to the original EQ or Vanguard but holds truer to the D&D Rules...preferably AD&D.
Maybe it's because you get to play in one of the most fantastic settings from one of the finest games ever created by human kind. Underneath it all, though, is Cryptic's generic "MMO Game Engine" which leaves a bit to be desired.