lethizorMember, Neverwinter Beta UsersPosts: 0Arc User
edited May 2013
I can tell the dnd thing is a touchy subject and more important to a lot of people then I would have thought. I just had a totally different perspective/perception of the games goals, and reality.
It was good to hear your opinions, this game is currently providing what I would like out of an mmorpg, so I'm satisfied, not that there isn't room for improvement, but the improvements I would like are all more in an mmorpg/endgame oriented direction.
I think you either want a single-player RPG, or don't understand how MMOs work. You don't get branching stories or ethical choices in MMOs because it's nigh impossible to code. Although some Foundry missions do offer an experience closer to what you're looking for.
I disagree completely with this. You can code anything, I know I'm a games programmer. There are a lot of lazy choices in Neverwinter. I don't expect a huge amount from a F2P MMO, but I'm still disappointed this is what passes for a D&D game.
What it does it does pretty well, it's not a BAD little MMO if you over look the fact that it's basically a linear game.
Personally I'm looking for ward to Elder Scrolls online now I have a feeling that will tick more of the "D&D boxes" than this game.
It IS D&D -- 4th Edition D&D. It is simplified and streamlined and while that makes it an easy game to jump into and enjoy, I fear that positive first impression will quickly turn to boredom. I've only hit level 30 and already the game feels like hacking through endless generic monsters and avoiding big red circles.
Have to disagree with that. That's called 'min/maxing', aka power gaming. A 'real' player knows how to use their character in combination with other players strengths and weaknesses. Strategy and tactic are far more important than simply having the 'best build' (something might be the best for a particular task, but lacking at others). Read some Sun Tzu.
Mybe I said it the wrong way. I am not looking for the strongest build. I am testing variants. Ideas I have for different playstyles, and how far I get with them, using different tactics in games. That includes, in real Ad&D games, the use of sozial skills like Bluff, diplomatic and intimidate.
I know, that we can only hope in MMO for a dynamic changing world. But this would be the next generation of a real successful MMO. Maybe it can be realized as "different server/shard" model. Like chapters in an singleplayergame. The idea is, if you solve quest/mainquest/dynamic events" in this or in that game, eventually YOUR CHAR will be moved to a different server/shard, where you can see what you have done. Or not done. And have to live with it. Helping or not helping will have real consequences.
In this case thing are not totally static. Only shard wide. If someone builds such a world/world, I will play this game for sure. The beginning of that way is Guild Wars 2.
It is an MMO . To truly get your D&D feel you need to play with friends . Bring your old ones or make new ones . With the foundry , a good guild will have a few DM's making some sweet dungeons . You want D&D find a role-play guild , not a raid guild . Raid guilds are here to get epic gear and experience cooperative dungeon fights . They more centered on fighting and looting . If you want the game to feel like your old pen and paper days , you need a role-play group . Even D&D online , to truly get the D&D feel you need a group of friends . I like D&D online because my old pen and paper friends are scattered across the country now . But this game will allow us to make our own dungeons and run them together .
The game has been reduced to just sitting in town queueing for dungeon to farm equipment, and it even does that wrong in many ways.
Placing you in the zone the dungeon is in after? Stupid.
There is some validity in this.. most of end-game currently is waiting in town queueing for dungeon... which could be a little boring for everyone after some time.
SUGGESTION:
If there were some zones that had open-world events, like random huge bosses occurring at random times etc, random events automated on different timings, or open-world pvp in some specific 'danger-zones' would add to the fun as well.
I think part of the problem is there is no "world" its just a series of zones that you never want to go back to once you have finished them. And they are FAR to gamey. Paths with NPCs just standing there and enemies constantly spawning in the same places.
It doesn't take long before it is all very very samey.
It is an MMO . To truly get your D&D feel you need to play with friends . Bring your old ones or make new ones . With the foundry , a good guild will have a few DM's making some sweet dungeons . You want D&D find a role-play guild , not a raid guild . Raid guilds are here to get epic gear and experience cooperative dungeon fights . They more centered on fighting and looting . If you want the game to feel like your old pen and paper days , you need a role-play group . Even D&D online , to truly get the D&D feel you need a group of friends . I like D&D online because my old pen and paper friends are scattered across the country now . But this game will allow us to make our own dungeons and run them together .
Though currently the Foundry completely lacks on creating group content. Authors can only pick from 5 solo encounters, a few of them being immune to CC as bosses, we have no control over abilities we can just stick a costume on a different mob. The only challenging boss we can create is the same way they created most of their bosses... just tons of adds. Last time I checked other MMOs (let's just say WoW for example) they actually had bosses they were really challenging that had no adds at all.
As far as reputation (Chaotic Evil, Lawful Good etc) goes, that's one of the main things DND requires. Even WoW had that in an extremely basic form (Horde vs Alliance)
All reviews should also mention that while it's supposedly free, it's strictly Pay to Win. Why fool anyone?
Yep. I for one am pretty disappointed that even though I paid to be a guardian founder, I don't get to access the game fully. So many aspects are super limited, and suddenly pop up with "oh you want to do that? you'll have to pay." Games like Guild Wars 2 did very well in how you buy the game once, and are able to play more fully.
Why on earth are zen prices so high? $40 for a companion? Really?
I would love to see a game combine the combat style in Neverwinter with the dynamic group questing and "cosmetic-only" shop philosophy of GW2. For me that would be the perfect balance.
I'm having fun with Neverwinter, but I doubt I will be here long. And I won't be spending any more cash when it seems as though it just pours into a black hole.
Comments
It was good to hear your opinions, this game is currently providing what I would like out of an mmorpg, so I'm satisfied, not that there isn't room for improvement, but the improvements I would like are all more in an mmorpg/endgame oriented direction.
Thanks for your answers folks.
I disagree completely with this. You can code anything, I know I'm a games programmer. There are a lot of lazy choices in Neverwinter. I don't expect a huge amount from a F2P MMO, but I'm still disappointed this is what passes for a D&D game.
What it does it does pretty well, it's not a BAD little MMO if you over look the fact that it's basically a linear game.
Personally I'm looking for ward to Elder Scrolls online now I have a feeling that will tick more of the "D&D boxes" than this game.
Mybe I said it the wrong way. I am not looking for the strongest build. I am testing variants. Ideas I have for different playstyles, and how far I get with them, using different tactics in games. That includes, in real Ad&D games, the use of sozial skills like Bluff, diplomatic and intimidate.
I know, that we can only hope in MMO for a dynamic changing world. But this would be the next generation of a real successful MMO. Maybe it can be realized as "different server/shard" model. Like chapters in an singleplayergame. The idea is, if you solve quest/mainquest/dynamic events" in this or in that game, eventually YOUR CHAR will be moved to a different server/shard, where you can see what you have done. Or not done. And have to live with it. Helping or not helping will have real consequences.
In this case thing are not totally static. Only shard wide. If someone builds such a world/world, I will play this game for sure. The beginning of that way is Guild Wars 2.
There is some validity in this.. most of end-game currently is waiting in town queueing for dungeon... which could be a little boring for everyone after some time.
SUGGESTION:
If there were some zones that had open-world events, like random huge bosses occurring at random times etc, random events automated on different timings, or open-world pvp in some specific 'danger-zones' would add to the fun as well.
Silverblade (60 TR), Silver (60 DC), SilverShield (60 GF), SilverStorm (60 CW), Ultimate (60 GWF)
It doesn't take long before it is all very very samey.
Though currently the Foundry completely lacks on creating group content. Authors can only pick from 5 solo encounters, a few of them being immune to CC as bosses, we have no control over abilities we can just stick a costume on a different mob. The only challenging boss we can create is the same way they created most of their bosses... just tons of adds. Last time I checked other MMOs (let's just say WoW for example) they actually had bosses they were really challenging that had no adds at all.
As far as reputation (Chaotic Evil, Lawful Good etc) goes, that's one of the main things DND requires. Even WoW had that in an extremely basic form (Horde vs Alliance)
Fun 15-20 Minute Heavy Combat Quest with a difficulty slider. Hand crafted environments and encounters.
Code: NW-DSVCX8LD4
Thread URL: http://nw-forum.perfectworld.com/showthread.php?257391-Protect-the-Caravan
Yep. I for one am pretty disappointed that even though I paid to be a guardian founder, I don't get to access the game fully. So many aspects are super limited, and suddenly pop up with "oh you want to do that? you'll have to pay." Games like Guild Wars 2 did very well in how you buy the game once, and are able to play more fully.
Why on earth are zen prices so high? $40 for a companion? Really?
I would love to see a game combine the combat style in Neverwinter with the dynamic group questing and "cosmetic-only" shop philosophy of GW2. For me that would be the perfect balance.
I'm having fun with Neverwinter, but I doubt I will be here long. And I won't be spending any more cash when it seems as though it just pours into a black hole.